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- From: alexr@capella.EETECH.McGill.CA (Alex Rousseau)
- Newsgroups: comp.sys.amiga.graphics
- Subject: Re: Real 3D Object Specs ?
- Message-ID: <1993Jan27.151924.21538@thunder.mcrcim.mcgill.edu>
- Date: 27 Jan 93 15:19:24 GMT
- References: <1993Jan27.070426.24684@ulrik.uio.no>
- Sender: news@thunder.mcrcim.mcgill.edu
- Organization: McGill University - Montreal, CANADA.
- Lines: 27
- Keywords: n
- Nntp-Posting-Host: capella.eetech.mcgill.ca
-
- Due to its solid geometry modelling orientation, it is hard to convert
- Real3D objects to their polygon-based counterparts, especially if
- boolean operations have been done on them.
-
- Real3D 2 on the other hand will be capable of saving its objects in
- AutoCad DXF format (Pixel3D on the Amiga and 3DStudio for the IBM can load
- .DXF objects), as well as loading DXF format objects. Furthermore, Real3D2
- scene set-ups can be saved in RIB (Renderman) format.
-
- There will be a scanline rendering mode for animation purposes as well
- as environment and reflection mapping and a slew of other mapping types.
-
- Multiple textures per object (finally!), lens flare, collision detection
- and reaction (see the bowling pins picture on wuarchive - the ball was
- simply sent amidst the pins et voila: instant mayhem (this process can of
- course be animated)...
-
- Motion blur, fractal landscape and tree creation, displacement maps,
- skeleton/character animation, R3PL programming language (Forth if I am
- correct), BSplines, field rendering (for much smoother animation),
- redefinable interface, WB2.++ inteface guidelines compliant, greater
- accuracy in wireframe representation, and the list goes on.
-
- Hope this wets your appetite. It has for mine.
-
- Alex.
-