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+======================================================================+
| Imagine Mailing List |
| FREQUENTLY ASKED QUESTIONS |
|----------------------------------------------------------------------|
| Compiled By |
| Gabriele Scibilia |
| Michael B. Comet |
| Steve Mund |
| Mark Oldfield |
| Dave Wickard |
+======================================================================+
This is the Frequently Asked Questions posting for the Imagine
Mailing list. This posting is sent every so often to answer general
questions that users of the 3D rendering software, Imagine by Impulse
Inc. may have. It is aimed toward all users, especially newcomers to
the program.
If You find any errors or have answers to other frequently asked
questions that You would like to have included in this posting, please
send e-mail to: imlfaq@email.eag.unisysgsg.com (FAQ List).
- Gabriele S.
========================================================================
Last Update : December 25, 1995 Monday
Issue Number : 10
What's New : Section 1, No 1. Updated HTML home pages list,
updated BBSes list, updated
magazines list, general re-editing,
updated FTP site informations
Section 1, No 2. Added Impulse Inc. CompuServe address
Section 2, No 19. The glow effect: added more accurated
Lens Flare method example
Section 2, No 19. Light streaks effect
Section 2, No 35. Hair question
Section 2, No 36. Bricks
Section 2, No 37. Glass (Imagine 3.3 and higher)
Section 2, No 38. Extruding 3D objects
Section 2, No 39. Mirroring
Section 2, No 40. Smoothing tool example
Section 2, No 41. Modeling a receiver
Section 3, No 2. Some Forms Editor tips
Section 7, No 10. Overshoot effect
Section 8, No 26. Ship texture (Imagine 2.9 and higher)
Section 8, No 27. Carpet Attribute (Imagine 2.9)
Section 8, No 28. Plasma beam using default
Imagine 2.9 or higher textures
Section 8, No 29. Another nebula effect
Section 8, No 30. Lightning attribute
Section 8, No 31. Fire attribute (Essence)
Section 8, No 32. Clouds (Essence)
------------------------------------------------------------------------
CONTENTS:
=========
SECTION 1 - Support Products/Sites
1] Imagine related: References/Help Books/Magazines/FTP sites,
BBSes, Models/Textures (pics) materials, HTML home pages.
2] How do I reach Impulse?
3] What is the Imagine Mailing List and how to get it?
SECTION 2 - Modeling and Detail Editor
1] How do I brushmap a ground plane?
2] How do I make glass?
3] The Slice command doesn't work or gives me errors.
4] How can I make a room so that the walls don't have cracks?
5] When I select a group of points in the DETAIL editor, all I
can do is drag them...not ROTATE or SCALE interactively.
6] List of common Index of Refractions
7] How do You make mirrors?
8] How do I make "metals" and what are some good gold
attributes?
9] Is there a quick way to add faces to my object without
using the Slice command?
10] How do I make "wireframe" objects?
11] How can I create seashells?
12] May I use more than four textures in Imagine v2.0?
13] How do I make realistic clouds?
14] How do I create visible light beams?
15] How can I simulate underwater ambient?
16] Does anyone have suggestions for emulating soft shadows?
17] Can I create 2d/3d smoke effects? How?
18] How Bones works (By Lesk and Mark Decker)?
19] Halo around light sources: the glow effect.
20] Can a reflective object inside a glass tube render properly?
21] Help with Slice function, By J. Goldman.
22] Fog object and global fog: undersea fog spotlight.
23] Disco ball effect: how simulate some sort of radiosity.
24] How can I create a candle flame?
25] What are the differences between Spin and Sweep functions?
26] Modeling strategies: modeling hands, feet, etc...
27] How can I create neon lights?
28] How can I get a checkered plane with checks of different
textures?
29] How can I simulate the effect of a bright light reflecting
off thousands of tiny particles suspended in air?
30] I still have questions about the bones feature, let's say
I had a "can" object of coke and I want to make it dance.
31] Constrain, freeze, release: inverse kinematics.
32] Inverse kinematics: getting started, By Randy R. Wall.
33] Phong edges, By Charles Blaquiere.
34] How do I obtain a nice sparkle off the edge of a wine glass
or chrome object (By George deBeaumont)?
35] Imagine something hairy....
36] Brick quicky, By Conny Joennson.
37] Realistic glass, By Lumbient.
38] Extruding 3D objects, By Steven Blackmon.
39] Negative scaling: mirror feature, By Gregory Denby.
40] How Smoothing tool works (By Bill Dimech)?
41] Receiver, a Smoothing tool example, By Gabriele Scibilia
SECTION 3 - Forms Editor
1] After a Forms Editor object is loaded into the Detail Editor
and manipulated, it won't reload into the Forms Editor.
2] Forms Editor: getting started, By David Alan Steiger.
SECTION 4 - Cycle Editor
1] I made this animation sequence in the Cycle editor, but when
I set it up in the stage/action editors, the motion of the
overall object isn't there!
SECTION 5 - Spline Editor
1] I tried to import a Postscript font but I got a "Vector not
found" error. What does this mean?
SECTION 6 - Animation, Stage Editor and Action Editor
1] Even though I move an Object/Camera/Light to a new
POSITION/ALIGNMENT/SIZE in the STAGE editor, Imagine seems
to 'forget' what I did!
2] How do I use the Grow Effect?
3] How do I use the Tumble Effect?
4] How do You get something to roll (at the right speed!) while
following a path?
5] When I move a Tracked Camera in the STAGE editor, it doesn't
realign and draw the Perspective view correctly!
6] When I increase the number of frames in an animation I find
my scene gets mangled in the first frame. Why?
7] How do I use the Sway Effect?
8] Depth of field.
9] I'm having trouble creating a revolving light (ala emergency
vehicle), I am making an animation of a room which has
hanger-type doors opening and I want to make a warning light
which flashes when the doors open, By Peter Borcherds.
10] Inertia effect: overshoot,
By Charles Blaquiere and Milan Polle.
SECTION 7 - Rendering and the Project Editor
1] Why do objects render fine in Scanline, but disappear in
Trace?
2] I have a problem with Filtered objects/fog and the Global
Backdrop!
3] My animation frames look fine, but when animated, they have
the "crawly" effect.
4] What situations, parameters, attribute values, etc. require
the most trace rendering time?
5] How do I get rid of the "Jaggies?"
6] How can I figure out pixel aspect for a given resolution?
7] When making a disco ball effect, will a SPHERICAL light set
at 255 be bright enough to cause visible spots on the
surfaces in a scene?
8] How long should it take to do a full trace picture with
perhaps one transparent glass on a Amiga 3000/25? Is 4.5 hrs
too much?
9] Is there any particular format that Imagine prefers? Ham?
32 Color? EHB? 24 bit 1000 x 1000?
10] I would like to use conical light sources with my rendering,
is there anyway "see"in wireframe where the light will fall?
11] How important is lighting for a rendering, and is there any
"preset" method used to get good results?
12] Help with Fog, How do I use it and how does it work?
13] How can I render in Widescreen/Letterbox format?
14] I selected Spheres for my particle object, but all I get is
a polygonal shape!
15] Help with Fog: if You place a fog object inside another,
they cancel out, why?
16] The config file says something about "oct-tree level".
What EXACTLY is this about?
SECTION 8 - Essence Settings and Other Attributes
1] Electrical Arc (Essence)
2] Veined Marble (Essence)
3] Rough marble/rock (Essence)
4] Soap Bubble (Imagine 2.0 and higher)
5] Spaceship Panels (Imagine 2.9 and higher)
6] Bark, mountain, stone effects (Imagine 2.9 and higher)
7] Solar corona (Essence)
8] Solar corona (Imagine 2.9 and higher)
9] Sludge (Imagine 2.9 and higher)
10] Marble (Imagine 2.0 and higher)
11] Starfield (Imagine 2.9 and higher)
12] Photon Torpedo (Imagine 2.9 and higher)
13] Spaceship shield (Essence)
14] Spaceship shield (Imagine 2.9 and higher)
15] All purpose ground cover (Imagine 2.9 and higher)
16] Steam engine, shafts of light (Imagine 2.9 and higher)
17] Fun with Fuzz texture (Imagine 2.9 and higher)
18] Water (Imagine 2.0 and higher)
19] Castle brick (Essence)
20] Cloth (Essence)
21] Fabric (Imagine 2.9 and higher)
22] Glowing fireball (Imagine 2.9 and higher)
23] Nebulae (Imagine 2.9 and higher)
24] Fire and ice (Imagine 2.9 and higher)
25] Quick & dirty way to make trees (Imagine 2.9 and higher)
26] Ship texture (Imagine 2.9 and higher)
27] Carpet (Imagine 2.9 and higher)
28] Plasma beam (Imagine 2.9 and higher)
29] Nebulae (Imagine 2.9 and higher)
30] Lightning (Imagine 2.9 and higher)
31] Fire (Essence)
32] Clouds (Essence)
SECTION 9 - Miscellaneous
1] What the heck is BTW, IMO and other weird abbreviations...
2] Rendering and refresh times are MUCH too slow, even with an
accelerator. Are there any Basic tricks or hints to help?
3] How long will before my renderings aren't ugly anymore?
4] Hex edit for Imagine - High Res video mode change Amiga only
5] What are Particles?
6] Everything about motion blur, By Mark Allan Fox.
7] 3D stereograms, By Gary Beeton.
8] Working with bitmaps, By Douglas Smith.
9] What are N.U.R.B.S?
10] What's a Blob?
CLOSING - Closing statements and Disclaimer
========================================================================
SECTION 1 - Support Products/Sites
========================================================================
1] Imagine related: References/Help Books/Magazines/ftp sites,
BBSes, Models/Textures (pics) materials, HTML home pages.
REFERENCES AND HELP BOOKS:
"Imagine 2.0 User Manual", Impulse Inc, 1992.
(Yes....read the manual!)
"The Imagine Companion", David Duberman, Motion Blur Publishing,
1991.
"Understanding Imagine 2.0", Steven Worley, Apex Software
Publishing, 1992.
"3D Modeling Lab", Philip Shaddock, The Waite Group Press,
ISBN 1-878739-52-2, 1994.
MAGAZINES:
These are some good graphics magazines, most of which focus on the
Amiga computer. If anyone has some other suggestions please post them
to the FAQ list!
"Amazing Computing for the Commodore Amiga" aka "Amazing Amiga"
P.O. Box 2140
Fall River, MA 02722-9969 USA
(508) 678 - 4200
(800) 345 - 3360
(508) 675 - 6002 (FAX)
(A general Amiga computer magazine, focusing more on how
to, hints and tips, programming, reviews of software and
hardware(less ads and more meat than AW))
"Amiga Video/Graphics Magazine" (formerly AVID)
365 Victor Street
Suite "H"
Salinas, CA 93907
(408) 758 - 9386
(408) 758 - 1744 (FAX)
(A general Amiga computer magazine, focusing on both
hardware, software, utilities and graphics)
"Amiga World"
P.O Box 595
Mt Morris, IL 61054-7900
(800) 827 - 0877
(815) 734 - 1109
(A general Amiga computer magazine, focusing on both
hardware, software, utilities and graphics)
"AV Video"
701 Westchester Ave
White Plains, NY 10604
(800) 800 - 5474
(914) 328 - 9157
(914) 328 - 9093 (FAX)
(An audio/video and computer magazine. Has articles about all
types of video and graphics applications including the Amiga and
Video Toaster)
"Computer Artists"
P.O. Box 2649
Tulsa, OK 74101-9632
(A magazine specifically for computer artists. Articles on
software and methods from Amigas, PC's and MAC's)
"Computer Graphics World"
P.O Box 122
Tulsa, OK 74101-9845
(800) 443 - 6632
(918) 835 - 3161 ext. 400
(918) 831 - 9497 (FAX)
(A general computer graphics magazine focusing on the
latest technology from PC's to SGI's)
"Video Toaster User"
21611 Stevens Creek Blvd. AVID Pubblications,
Cupertino, CA 95014 273 N. Mathilda, Sunnyvale,
(800) 322 - 2834 CA 94086, USA
(A magazine focusing specifically on NewTeks Video
Toaster device. Nothing related to Imagine, but some more neat
pictures to look at!)
"Computer Gazette"
IHT Gruppo Editoriale S.r.l.
Via Monte Napoleone, 9 - 20121 Milano
(39) 02 - 895921
http://www.iht.it/
"Scientific Amigan"
Dept AZ, POB 60685,
Savannah, GA 31420-0685, USA
"Geoffrey William's Computer Artists & Videographer Report"
aka "The CAV Report"
CBP, 1833 Verdugo Vista Drive,
Glendale, CA 90218
USA (818) 2409845
USA (818) 2409845 (FAX)
"XPress" aka "The Amiga CAD Newsletter"
8231 NE Paulanna Lane,
Bainbridge Island, WA 98110, USA
"Nonlinear Nonsense"
Cedar Software, PO Box 4495,
Wolcott, VT 05680
USA (802) 8885275
USA (802) 8883009 (FAX)
"3D Artist"
Columbine Inc. PO Box 4787,
Santa Fe, NM 87502-4787
USA (505) 9823532
USA (505) 8206929 (FAX)
(Magazine for users of 3D Studio, Lightwave 3D, Topas
and other popular programs including low-cost programs. Topics
includes modeling, lighting, camera work, character animation,
sound, and video)
"Amigator"
PO Box 26026, Nepean,
Ontario, Canada K2H 9RO
"Computer Grafica, Tecniche & Applicazioni"
Imago Edizioni
Via Trilussa, 40 - 00011 Bagni di Tivoli (Roma)
ITA (39) 0774 - 355886
"3D Design"
USA 1 - 800 - 829 - 250
"Computer Arts, The magazine of art, design and technology"
Future Publishing
30 Monmouth Street, Bath, Avon, BA1 2BW
UK 01225 442244
mailto:computergrafica.img@agora.stm.it
FTP SITES:
There is now a new ftp site set up for Imagine related items
including pictures, animations, tutorials, objects, and help files such
as previous postings from the list, and this FAQ.
There is a complete archive of the IML (well maintained by our
friend Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>). Currently, our
official IML archival site (The IML Landfill) is at ftp.wustl.edu or
wuarchive.wustl.edu (128.252.135.4) in the path:
/systems/amiga/aminet/gfx/3d
The complete archives of the IML discussions are available for
anonymous FTP in the archive directory as is the IML-FAQ (frequently
asked questions).
In addition, there are always new Imagine-related objects,
scenes, animations and projects popping up. If You have a source for
Imagine objects, renderings, gifs, etc. the IML is a perfect place to
share this kind of information and the IML Landfill site is a swell
place to put 'em where we can all check them out!
Note: New files cannot be sent directly here. Instead send
any new files You wish to upload into the same directory:
/systems/amiga/aminet/new
Files here will/should eventually get moved to the proper
location by the FTP site administrator. Don't forget to send a text
file explaining the data You uploaded, and where it should be placed.
Aminet can be reached on the same FTP site (ftp.wustl.edu)
under /systems/amiga/aminet. Numerous other sites also have the aminet
directories.
MODELS/TEXTURES LIBRARY:
Imagination Works
644 N. Santa Cruz avenue,
Suite 12, Los Gatos, CA 95030
USA (408) 3545067
Antigravity Products
456 Lincoln Blvd.,
Santa Monica, CA 90402
USA (310) 3936650
USA (310) 5766383 (FAX)
Visual Inspirations
809 West Hollywood,
Tampa, FL 33604
USA (813) 9356410
USA (813) 9356513 (BBS)
View Point Data Labs
625 S. State street,
Orem, UT 84058
USA (801) 2293000
USA (801) 2293000 (FAX)
Micro R&D
P.O. Box 130,
721 "O" Street,
Loup City, NE 68853
USA (308) 7451246
Syndesis Corporation
235 South Main Street,
Jefferson, WI 53549
USA (414) 6745200
USA (414) 6746363 (FAX)
syndesis@beta.inc.net
Modern Medium
580 West 8th. avenue Eugene,
OR 97401
USA (503) 3434281
USA (503) 3434325
AniGraF/X
PO Box 1715,
Jacksonville, OR 97530
USA (503) 7726525
USA (503) 8570616
VRS Media
7116 SW 47 Street,
Miami, FL 33155
USA (305) 6675005
Richard & Esther Shapiro Entertainment Inc.
335, North Maple Drive,
Beverly Hills, California 90210
USA (512) 3281454
USA (512) 3281455
Cybergraf Synthiotics
PO Box 5851, Hanover Center,
Wilmington, NC 28403-0879
USA (910) 7625776
Digital Wisdom
Box 2070, Tappahannock,
VA 22560
USA (804) 7580670
USA (804) 7584512
Allegro New Media
387 Passaic Ave
Fairfield, NJ. 07004
201-808-1992
BULLETIN BOARD SYSTEMS:
Digital Pixel
USA (001) 416-2981487
Studio Amiga BBS
USA (001) 817-5572111
USA (001) 817-5572112
Toaster BBS
USA (001) 616-7912109
The Graphics Alternative
USA (001) 510-5242780
The Intersection BBS
USA (001) 410-7425452
Lightwaved BBS
USA (001) 510-2280886
Vertech Design's Graphic Connection
USA (001) 503-5918412
You Can Call Me Ray
USA (001) 708-358611
Pisquare
USA (001) 301-7259080
The New Graphics BBS
USA (001) 908-4690049
GraFX Haus BBS
USA (001) 805-6831388
3000+ Amiga BBS
William Molducci
ITA (39) 0544-451764
3D On Line BBS
Renato Cretella
ITA (39) 089-855276
E.D.E.
ITA (39) 0373-86966
ITA (39) 0373-86023
Mimac IV NeXT Generation 3D House
Fabio Bizzi
ITA (39) 06-7802607
Public BBS
Francesco Di Battista
Luigi Cammuca
ITA (39) 06-9064423
Magicware BBS
Francesco Gambino
ITA (39) 06-52355532
Raytech BBS
UK (44) 1862-83-2020
Another Universe
Stethem Ted
USA (001) 206-6976999
Satlink
Norman Peelman
USA (001) 407-240-7781
HTML HOME PAGES:
Fred Aderhold
"Fredster's Page"
http://www.netrix.net/users/fredster/
Steven Blackmon
"Steven's Synthetic deLights"
http://www.websharx.com:80/~kinda/mainmenu.html
Truman Brown
"HomeWoild"
http://www.websharx.com/~ttbrown/warpwufg.html
Mike Comet
"Mike's Home Page"
http://inswww.ins.cwru.edu:8000/php/comet/comet.html
Gregory Denby
"Greg Denby's Intersection"
http://www.nd.edu/~gdenby/
Andrew Denton
"The Andrew H Denton Art Site"
http://www.eunet.ch/People/ahd/select.html
Dan Farmer
"Dan Farmer's Home Page"
http://www.websharx.com:80/~dfarmer/
Tom Granberg
"Renderbrandt's Home at the end of the Universe!"
http://www.heathcomm.no/~gfxdude/
Dennis Grant
"Trog's Cave"
http://www.cycor.ca/TCave/
Torsten Hiddessen
"Hiddi's Raytracing page"
http://www.rz.tu-clausthal.de/~math/Raytracing.html
Torgeir Holm
" Torge!r"
http://www.powertech.no/~torgeirh/
Conny Joensson
"Conny's Corner"
http://www.is.kiruna.se/~cjo/
Scott Kirvan
"Captain Video's Mountain Retreat"
http://www.websharx.com:80/~cptvideo/
Glenn Lewis
"Glenn's Graphics Gables"
http://www.c2.org/~glewis/
Robert Mickelsen
"Secret Spot"
http://www.websharx.com:80/~kahuna/
David Nix
http://www.visart.uga.edu/Alias/DaveN/daven.html
Paul Rance
"Paul R's Home Page"
http://metro.turnpike.net/P/paulr/index.html
Jim Rix
http://yakko.cs.wmich.edu/~jim/
Udo Schuermann
"The World Wide Walrus!!"
http://www.wam.um.edu/~walrus/
Sharky
"Shark's Cove"
http://www.aloha.com:80/~sharky/
Ian Smith
"Ian Matthew Smith's Home Page"
http://www.ncinter.net/~iansmith/
Greg Tsadilas
"GreG's Electric Dreams"
http://www.websharx.com:80/~greg/
Walter Turberville
"Walter (Jay) Turberville (III)'s Home Page"
http://www.primenet.com/~wturber/
Curtis White
"TechnoSoft"
http://www.teleport.com/~cwhite/
Andrey Zmievskiy
"Silicon Space"
http://www.websharx.com/~silicon/
Craig
http://web.mit.edu:8001/dalamar/www/basement.htm
3D Artist
"3D Artist Magazine Home Page"
http://www.3dartist.com/
Amiga Technologies
"AMIGA Technologies Homepage"
http://www.amiga.de/
Babylon 5
"The Lurker's Guide to Babylon 5"
http://www.hyperion.com/lurk/lurker.html
"Beyond Imagination Homepage"
http://uptown.turnpike.net/H/Herbert/
Bit.Movie
"Bit.Movie Web"
http://www.cli.di.unipi.it/bitmovie/
IHT Gruppo Editoriale S.r.l.
"Computer Gazette"
http://www.iht.it/
NewTek
"NewTek"
http://www.newtek.com/
POV-Ray
"Persistence of Vision Ray Tracer"
http://povray.org/index.html
Scala
"Myxa Corporation Web Park"
http://www.scala.com/
Silicon Graphics
"Silicon Graphics' Silicon Surf"
http://www.sgi.com/
Viewpoint DataLabs
"Viewpoint DataLabs: Welcome"
http://www.datalabs.com/
------------------------------------------------------------------------
2] How do I reach Impulse?
Impulse Inc.
8416 Xerxes ave. North
Brooklyn Park, Minnesota 55444
USA
(612) 425-0557
(800) 328-0184
FAX: (612) 425-0701
CompuServe: 72662,3330
CompuServe: 76004,1767 (Mike Halvorson)
------------------------------------------------------------------------
3] What is the Imagine Mailing List and how to get it
(From the Imagine Mailing List Sysop, Dave Wickard)
The Imagine Mailing List is a wide variety of Amiga computer
artists sharing friendship and knowledge. The main thrust of the List is
the Imagine renderer. Subjects discussed though have varied widely.
There are discussions of Imagine and it's competitors, Imagine wish
lists for future versions, 3D rendering principles in general, single
frame recording techniques and many more.
With first day users thru battled scarred veterans :-) there
is someone at Your level of knowledge on the List. We are always glad
to see questions from every level of user. So often a simple and
seemingly embarrassingly easy question will lead to an interesting
comment on a related topic.
New products, both hardware AND software, are discussed as to
their relationship with Imagine and Amiga 3D rendering.
Names of Amiga luminaries dot the list, and often join in to
lend their insights without the usual "noise" of a USENET newsgroup.
There are over 300 individual sites receiving the Imagine
Mailing List, and they include many networks, BBS systems, user groups,
and individual computer artists from literally around the globe. We
share one thing. Interest in each other's work with Imagine.
YOU can get the Imagine Mailing List. All You need is access to
Internet mail. Simply mail to the following address:
imagine-request@email.eag.unisysgsg.com
and in Your subject line, enter the word "subscribe".
If You are reading this from a Commercial System, ask the Amiga
Coordinator to set up an Imagine Mailing List area that everyone can
read.
========================================================================
SECTION 2 - Modeling and Detail Editor
========================================================================
1] How do I brushmap a ground plane?
The problem with brushmapping a ground plane is that the ground
itself is off 90 degrees in relation to its' axis for proper brush
placement (add a primitive plane, a ground and compare them). The
following will properly set a ground wrap:
1) Add a ground object, select it, go into attributes, select a
brush to use.
2) You will now be in a requestor for the type of brushmap and
placement etc...
3) Select TRANSFORM AXIS
4) Click on ALIGNMENT and set X = -90. Leave Y and Z at 0
5) Click on SIZE and leave X = +640. Set Y = +2, Z = +400
6) Click on POSITION and Leave X = -320, Y = -200. Set Z = +1
7) Click on PERFORM.
8) If You want the brushmap to repeat forever click REPEAT.
9) Click OKAY.
Your brushmap will now be placed correctly. You can of course
resize it on the X/Z axis if You wish for scaling purposes.
Basically step 4 re-rotated the brush axis properly and 5 and 6
fixed the size and position which Imagine screws up since it thinks it's
brushmapping on the other axis.
------------------------------------------------------------------------
2] How do I make glass?
You can use the following Attribute setting for a default glass:
RED GREEN BLUE VALUE
COLOR 0 0 0 *
REFLECT 0 0 0 *
FILTER 255 255 255 *
SPECULAR 255 255 255 *
DITHERING * * * 255
HARDNESS * * * 255
ROUGHNESS * * * 0
SHININESS * * * 0 (Very important see below!)
PHONG = ON
INDEX = 1.50
FOG LENGTH = 0.00
This should give You glass.
One thing many people get confused by is:
1) Shininess must be set to ZERO. If You set this to anything
but 0, the FILTER setting will not work. This is just the
way Imagine works since FILTER usage assumes shininess
automatically.
2) No background. To get glass, You need surroundings. If You
render a glass cup on a pure black screen, You'll probably
just see the highlights. Adding global colors for Scanline
and Ray Trace will give Your object something to refract.
3) Ray Trace. To get refraction of surrounding objects
exactly, You need to Trace, though scanline WILL approximate
refractivity.
------------------------------------------------------------------------
3] The Slice command doesn't work or gives me errors.
Due to the complexity of doing a 3D slice, sometimes Imagine
gives errors, or actually crashes during this operation.
Things to do if You plan on using this function are:
1) Save _ALL_ currently loaded object BEFORE trying to slice.
2) If You get an error, move one of the objects slightly and
try again. Moving one of them may yield a working slice.
------------------------------------------------------------------------
4] I'm making a house which has many rooms and thus many walls, what is
the best way of adding walls to the house so that they leave no
cracks in the corners ?
Three possible methods ---
1. You can design Your walls to be nice dimensions like 100
or 1024 instead of 383.38. Place Your axis at the corner
of each wall. Then, to get seamless joints, use "Snap to
grid" in the project editor which will instantly adjust
Your walls to a perfect fit (if wall lengths are multiples
of the grid line spacing).
2. Create a 2D outline of the floorplan and extrude it up.
Then simply pop a ceiling and floor on it. The floorplan
could be created either in Imagine or even a paint program
and then auto-traced. This means You will have to bust up
a few polygons to add the windows and doors, but that is a
minor task if You have a complex floorplan.
3. A cheesy option is to make Your walls too big. Then
INTERSECT them. You get a mess BEHIND the wall, but if You
don't look there, You'll never see it.
wall 1 |
------------------+--
\|/ |
bug-eyed O.O | wall 2
monster v
|
|
camera X
------------------------------------------------------------------------
5] When I select a group of points in the DETAIL editor, all I can do
is drag them... it doesn't let me ROTATE or SCALE that clump of
selected points.
Imagine will let You move selected points, as well as rotate
and scale them. The limitation is that You cannot do this interactively
in Version 1.1 or earlier by using the mouse: the Transform command does
the manipulation. The picked points can be translated, scaled, rotated,
and positioned INDEPENDENTLY of the rest of the object. Rotations and
scalings all use the object's axis a reference point. Absolute
positioning will move the FIRST point You pick to the location You
choose, and the rest of the picked points will be translated an equal
amount. Interactive dragging is accomplished using the "drag points"
mode.
Note: Versions 2.0 and later support interactive point editing.
------------------------------------------------------------------------
6] List of common Index of Refractions (and not so common too!)
(All items except Vacuum are in alphabetical order)
(STP = Standard Temperature and Pressure)
MATERIAL Index
-------------------------------------
Vacuum ...................... 1.00000 (exactly)
Air (STP).................... 1.00029
Acetone ..................... 1.36
Alcohol ..................... 1.329
Amorphous Selenium .......... 2.92
Calspar1 .................... 1.66
Calspar2 .................... 1.486
Carbon Disulfide ............ 1.63
Chromium Oxide .............. 2.705
Copper Oxide ................ 2.705
Crown Glass ................. 1.52
Crystal ..................... 2.00
Diamond ..................... 2.417
Emerald ..................... 1.57
Ethyl Alcohol ............... 1.36
Flourite .................... 1.434
Fused Quartz ................ 1.46
Heaviest Flint Glass ........ 1.89
Heavy Flint Glass ........... 1.65
Glass ....................... 1.5
Ice ......................... 1.309
Iodine Crystal .............. 3.34
Lapis Lazuli ................ 1.61
Light Flint Glass ........... 1.575
Liquid Carbon Dioxide ....... 1.20
Polystyrene ................. 1.55
Quartz 1 .................... 1.644
Quartz 2 .................... 1.553
Ruby ........................ 1.77
Sapphire .................... 1.77
Sodium Chloride (Salt) 1 .... 1.544
Sodium Chloride (Salt) 2 .... 1.644
Sugar Solution (30%) ........ 1.38
Sugar Solution (80%) ........ 1.49
Topaz ....................... 1.61
Water (20 C) ................ 1.333
Zinc Crown Glass ............ 1.517
------------------------------------------------------------------------
7] How do You make mirrors?
The trick with mirrors (or especially chrome-like objects) is
not setting the attributes of the mirror correctly, but making sure that
the environment is set up so something will be reflected into the
camera.
If a mirror is TOO reflective, the mirror can actually become
invisible! This is because the mirror's own flat glass/metal flat
coloring is overwhelmed by all the reflected light. You see a PERFECT
reflected image, so the object itself isn't shown. This is especially
true with flat mirrors.
Some attributes that give a nice mirror polish:
RED GREEN BLUE VALUE
COLOR 150 150 150 *
REFLECT 200 200 210 * (a bit of a blue tint)
FILTER 0 0 0 *
SPECULAR 255 255 255 *
DITHERING * * * 255
HARDNESS * * * 255
ROUGHNESS * * * 0
SHININESS * * * 0
PHONG = ON
INDEX = 1.00
FOG LENGTH = 0.00
------------------------------------------------------------------------
8] How do I make "metals" and what are some good gold attributes?
One thing You can do to make Your objects look more like metal
is to give them a specular setting close to the main color of the
object, but higher in intensity. One mistake is to often make the
specular a pure white. This makes objects look more like plastic than
metal. For example, if You are trying to make gold, don't make the
specular pure white, but try a bright yellow or yellow/orange creame
color.
Another problem is that many metals reflect the world. For
example a chrome ball is pretty much just a shiny mirror. Thus, if You
want to make realistic metals You will need to at least simulate
reflection. This can be done by adding a global reflect map, doing a
true ray trace or even just setting sky colors in the stage editor.
You can use the following Attribute setting for a default gold:
RED GREEN BLUE VALUE
COLOR 205 205 80 *
REFLECT 180 160 125 *
FILTER 0 0 0 *
SPECULAR 255 255 160 *
DITHERING * * * 255
HARDNESS * * * 255
ROUGHNESS * * * 0
SHININESS * * * 0
PHONG = ON
INDEX = 1.00
FOG LENGTH = 0.00
This should give You something close to gold. Note that the
reflect values are fairly high. You may wish to lower them to see how
it would look if You don't have anything to reflect etc...
------------------------------------------------------------------------
9] Is there a quick way to add faces to my object without using the
Slice command?
Here is a neat trick to add faces. This method works best with
an object that is basically concave (such as a circle).
1] Make the outline of Your object, i.e.: points and edges.
2] Extrude the object a distance away.
3] Pick all the points that were just made...i.e.: the ones
that now comprise the back face. Using Bounding box
selection would probably be helpful.
4] Choose Join!
5] Translate the now 1 pt back on the Y axis by the distance
You extruded from, and position the point somewhere in the
center of the object.
The object is now a solid faced object with all faces connected
to one point on the center, just like the primitive disk object.
------------------------------------------------------------------------
10] How do I make "wireframe" objects?
There are at least two methods to simulate wireframe objects
using Imagine (version 2.9 or higher), the first is memory expensive,
it uses the Latticize function, the second uses new Death Star textures
family (again, only 2.9 or higher):
- Use the Latticize function and enter a value of about -0.05 in
the requester. This will turn Your entire object into a wire-
frame, made up form narrow tubes. If You just want part of the
object wireframed, then select the edges You want in Pick Edges
mode and perform the Lattice from there. This adds a lot of extra
polygons though, a sample primitive sphere (24x12 sections) needs
14,608 bytes before, 92,224 bytes after the Latticize function.
Here's another way for creating the wireframe with square or
rectangular wireframe openings:
- Set the objects filter values to 255, 255, 255. Apply one of the
Death Star family of textures to the object. Set the Bevel Filter
value to 0 (zero). What You get is the bevel portion of the
texture showing only. Voila! "Wireframe". Of course, You may or
may not want to adjust the bevel width and the bevel slope.
------------------------------------------------------------------------
11] How can I create seashells (By Gabriele Scibilia)?
The following 10 steps show how obtain a scallop sea-shell (or
something similar to it!):
- Add axis
- Add lines like this (use front view):
z
__ ... | ... __
.__| |__| +---x |__| |__.
-130 .... 0 .... 130
- Invoke the extrude req:
to length 200
scale x 0.5
sections 10
- Add a primitive tube: radius 120
- Scale down the tube: 70% only y (shift-y)
- Adjust the tube position to cut the extruded shape like this:
_________
/ \
/\ /\ top view
/__\_______/__\
| |
cutted cutted
- Select extruded shape then tube and slice them
- Delete resulting objs except the 2 'planes'
('planes' should be part.2 and part.3):
_________
part.2 /---------\
and this top view
_________
/ \
part.3 / \
\_ _/
---------
- Select first part.2 and then part.3, join them
- Invoke mold req and conform to sphere:
sphere radius 100
object radius 320
------------------------------------------------------------------------
12] May I use more than four textures in Imagine v2.0?
Yes and no, to use more than four textures using Imagine v2.0
You can use 'Add axis' function, define texture/s (the axis one/s) with
'Apply to children' gadget on. Now You can group the axis to the object
to avoid four textures limit, just one note: this little tip has some
side effects with layered textures, just try it.
------------------------------------------------------------------------
13] How do I make realistic clouds?
There was several way to simulate 2d "non-realistic" clouds
to use as background, You can:
a. map some digitized pictures on a plane or a semisphere
(or use a so called scenery generator and/or a mandelbrot
generator utility like FractInt);
b. use a mix of textures like filter noize and color noize
(i.e filnoiz2, colrnoiz2, Imagine v2.9+) on two planes,
the nearest to camera with white shades, the second with
gray ones (isnt it overcast?).
How about realistic 3d clouds? I can advise You to map (with
flat color map and flat filter map) or to use textures (the ones above)
on many planes or shapes one behind the other, it can be a little tip.
Tips by Mike McCool:
This may be a long shot, as I've only tried this technique for a
cloud cover. That is, a blanket of clouds over a landscape I'm looking
down on from only a couple of miles up--not from outer space.
For this effect, I use a plane, and two Essence Textures. But I
see no reason why it might not work using a sphere, slightly larger than
the diameter of Your planet, to simulate an atmosphere.
(This idea for a cloudcover was first posted, BTW, back in Oct
of 1994, and I hope the generous fellow who shared it with us will
forgive my deleting his name from the end of his post. Who cares about
the author, right? Just use him, suck him dry, and discard him, like
TopGun Vampire).
Make Your slightly larger sphere, make it a cloudy color, near
white on all the color guns, and with transparency values all at about
40.
Apply the CLUSTERBUMP texture:
clump scale: 5000
cluster scale: 3.3676
clump coverage: 1
edge color fade: 0.6
clump bump: 0.3
cluster bump: 0.6
cluster red: 200
cluster green: 200
cluster blue: 200
all other settings at 0, to make a nice puffy cloudcover.
To tear holes in this layer, so Your planet's visible through
the clouds, apply the BLOBF texture:
initial scale: 120
#of scales: 4
scale ratio: 0.4
amplitude ratio: 0.4
time ratio: 0.4
time: 0
T1 start: 0.2
T1 end: 0.4
T2 start: 0.8
T2 end: 0.96
Filter red: 255
Filter green: 255
Filter blue: 255
Raytrace (sorry) and shadows should be on, and the textures are
animatable, for a nice kind of cyclonic disturbance effect.
This is all in my head for anything but planes over flat ground;
I haven't tried it for spheres.
Again, thanks to that author who first posted this idea back in
October. I've used it with great fun ever since, and can't wait to try
it on a planetary scale.
------------------------------------------------------------------------
14] How do I create visible light beams?
Here it is an extract from a discussion between Charles
Blaquiere and P.Sauvageau:
PS> I have find that the best way to make visible light is to use
PS> conical shaped bright objects. I use linear texture to augment
PS> transparency along the y axis, so the cone is semi-transparent
PS> (160-160-160) at the source and full transparent (255) at the end.
CB> In addition, You could use the Ghost or Fakely textures; they
CB> would give You more control over the transparency falloff. This is
CB> off the top of my head, BTW; I haven't actually tried it to see if
CB> it gives better/worse results than plain ole fog.
PS> One thing that I have done is to use FilterNoize applied on a
PS> parent axis, with "Apply to children". When I rotate the light
PS> cone, I do not move the parent axis. This way, You will see the
PS> light beem moving in an immobile cloud of irregular smoke or fog.
PS> One of the problem I encoutered is that Filter Noise seem to
PS> override the linear transparency setting, so the beem do not appear
PS> to vanish as it come farther from the light source.
PS> A conical lightsource is cast in the Y axis direction and the
PS> linear texture extend in the Z direction, so You will have to rotate
PS> the texture axis to have it's Z pointing in the same direction as
PS> the light source Y axis. The transition lenght of the texture must
PS> be a little shorter than the lenght of the object or the edge of the
PS> cone will be visible. Make the cone object transparency to 150, and
PS> the texture 255. Make the cone object bright.
PS> A very interesting effect can be made with this kind of light
PS> beem in an animation: I wanted the light beem to appear to be casted
PS> through smoke or fog. I applied a pastella texture on the cone to
PS> make it appear to be more irregular, but when the light move, the
PS> effect look verry artificial. So I added a parent axis to the light.
PS> This axis have the pastella texture with "apply to children"
PS> property. To animate the light beam, I moved it in the cycle editor,
PS> while keeping the parent axis untouched. When animated, the light
PS> beem seem to move in an immobile cloud.
------------------------------------------------------------------------
15] How can I simulate underwater ambient (By Curcio Nicholas)?
Enter the detail editor and follow these six steps:
1. Take a sphere and make it a blue color;
2. Remove approx. the top 2/3 of the sphere;
3. Apply the "crumpled" texture (3.x);
4. Apply the "transpar" texture (3.x);
5. Add an axis, and make it white light source;
6. Place the axis above the piece of sphere and group them.
Enter the stage editor, place this object high above Your scene;
the light coming through the crumpled spots makes a great underwater
effect.
------------------------------------------------------------------------
16] Does anyone have suggestions for emulating soft shadows?
Again, there are many working methods to simulate soft shadows
using Imagine, try these:
- Place two lights in the exact same location. One will have the
normal intensity that You want to illuminate Your scene & cast
shadows. The 2nd light is less intense and doesn't cast shadows.
- Create a ring of about 10 lights each at 10 percent intensity in
a ring. These will create soft shadows as if from 1 100%
intensity light source. It does slow down rendering a little to
have that many more light sources to have to calculate.
- Simulate soft shadows by using a bunch of lights closely placed on
a plane (not a plane object, just a mathmatical plane)
perpendicular to the stuff You want rendered. You may get some
banding doing this, but with enough tweeking, the results are
pretty good. Note: The total amount of light coming out of this
light-pack should add up to no more than 255 in any one color if
You're using non-diminishing light sources. For example, if You
are using 10 light sources and You want a white light, set all the
color params to 25.5. It's easiest to build all the lights by
using axes in the detail editor and them group them (don't forget
to make them all shadow casting).
Tips by Martin Keitel:
There is a trick that might work at least for rather simple
objects (like spheres). Add the fakely-texture on Your object so that
it affects the filter. Adjust the parameters so that the object is
fully transparent in the edges (255, 255, 255) and just a little in the
middle (or not at all, if You want a dark shadow). Remove all the other
textures to speed up rendering. Render in ray trace and You get a soft
shadow. Oops! The object seems a little fuzzy. No problem. Now
render the scene again so that there is only the object (or objects)
that was changed. This time use the original object with it's proper
textures. It will replace the fuzzy object, but the soft shadow will
remain. It might be convinient to use layers in this...
Oh, I forgot to mention that when You render the scene again
with only the shadow casting object, You must of course use the previous
picture as backdrop image. Maybe You figured out this Yourself. One
more thing: Fakely-texture uses the angle between the object's surface
and the viewpoint to determine the effect. So it really works fine for
soft shadows only on round objects. Is there a texture that changes
filter simply according to the distance from the object's axis? Ghost
won't do, because it needs a fog object, and fog objects don't cast
shadows.
------------------------------------------------------------------------
17] Can I create 2d/3d smoke effects? How?
Tips by Andrew Andrew McDonald:
I've just been playing with the Nebular texture to create a
little animated smoke. Works great, and I just thought some of You with
3.0 might make some use of this info.
Remember to render fog objects in front of a background object,
and that this texture will apply to the area bounded by the texture
axis, not the entire object. Scale the texture axis to affect the shape
of the fog.
General Notes:
Noise 1 seems to affect the quality of the swirls. Higher
numbers adjust the thickness and reduce the transparency. Noise 2
affects color transitions, color intensity of nebular color as set in
texture requester, and color mixture, or grain. Grain appears as a
very pointillated surface, as if there are thousands of dots of color
rather than a smooth gradation or defined boundaries between object and
nebula colors. Higher numbers of Noise 2 intensify the nebular color
and increase grain.
Fog length and the 'T' value work together to determine amount
and density of the fog appearing on the object. For stills I would set
the 'T' value between .6 and .8, object fog length at .1, and adjust
the 'Fog Length at T' to get the right density of fog. I would use the
'T' value combined with some of the noise values to create a fluctuating
fog, or even to morph from a dense fog to one very nearly dissipated.
A nice, swirly smoke might use the following attributes in the
nebular texture requester. I used these on a sphere primitive with
diameter of 300, so use that number as a reference to fog length.
Object color: R:150 G:150 B:175
Object Fog length: .1
Nebular attributes:
Fog Length at T:500
T:.8
Noise 1 Magnitude:5.0
Noise 1 Velocity:1.0
Noise 2 Magnitude:.2
Noise 2 Velocity:10.0
R:150 G:100 B:225
The texture axis forms a square completely inside the sphere
object, whose corners touch the inside surface of the sphere.
Tutorial by Massimiliano Marras:
- Detail editor
- Add primitives: sphere
- Attributes: color 255,255,255 fog 140
clrnoiz texture:
color 140,140,140 r,g,b,color vary 0
- Particles: cube
random align
interpolated
dimension 150 units
- Save obj
- Action editor:
- Add particle effect to loaded sphere
(to all anim frames)
emission
travel dista 200 units
scaling 1
time to terminal h 2
elasticity 50
time to terminal z TOT/2
velocity .5
min angle x -5
max angle x 5
wind velocity 5
wind angle 33
wind start TOT*(-1)
wind stop TOT
emission 95%
SET ALL OTHER VALUES TO 0
TOT = number of tot frames
------------------------------------------------------------------------
18] How bones work (By Lesk and Mark Decker)?
Tutorial by Lesk:
- Detail editor:
- Add primitives: tube
Radius = 30
Height = 300
Circolar sections = 12
Vertical sections = 3
close both bottom and top
Looking the front view You should have a similar shape:
......
|||||| top section
......
|||||| mid section
......
|||||| base section
......
Note that when we refer to a section that means the points
above and below are selected. For example, the top section is:
......
||||||
......
The last row of points is used twice, once for top section and
once for mid one.
- Select tube
- Mode, pick faces
- Pick method, drag box
- Shift select top section (points above and below)
- Functions, make subgroup, tip1
- Deselect faces
- Shift select mid (all pts above and below mid faces)
- Functions, make subgroup mid1
- Deselect faces
- Shift select base section
- Functions, make subgroup base1
- Deselect faces
- Shift select top and mid section
- Functions, make subgroup midall
- Deselect faces
- Shift select top, mid, and base
- Functions, make subgroup baseall
- Deselect faces
If You think about this for a minute it will all make sense
especially concerning how this thing is going to bend.
- Mode, pick groups
- Pick method, points
- Object, add axis
- Select this axis
- Move axis to center of tip1 (top section)
- Deselect axis
- Object, add axis
- Select axis
- Move axis to center of mid1 (mid section)
- Deselect axis
- Object, add axis
- Select axis
- Move axis to center of base1 (mid section)
- Deselect axis
Now comes the tricky part the order here is very important and
You may have to try this a few times until it works just right.
Use the find requester and choose the axis in the base section,
doing it this way should make the order correct.
- Mode, pick object
- Select axis for object
- Shift select axis in base1
- States, group
- Deselect
- Select axis in base1
- Shift select axis in mid1
- States, group
- Deselect
- Select axis in mid1
- Shift select axis in tip1
- States, group
- Deselect
What You have done here is simply grouped Your axis. You now
want to make certain that these axis are in the proper order so that
when You bend say Your finger, they move just like Your finger would
top to bottom. If they are out of order it will still work but it would
look like some double jointed contortionist...
Go back to group mode and check this out, and make very certain
that the order is right. Click on the tip axis and it should be the only
one blue. Deselect it and click on the axis in the mid section, both it
and tip axis should be highlighted. Deselect them and click on the axis
in base1 and all three axis should turn blue. Now the hard part: go back
to pick object mode and then click on the object axis, it should be blue
with a yellow line connecting it to the base1 axis.
If none of the above is correct all progress is at a halt, go
back, remove all the groups and try it again this order is important!
So either clear it all out and start the project over or go back
to group mode, select an axis and ungroup, repeating until everthing is
ungrouped. Make sure there are no groupings at all! Then go back to
object mode pick and sadly start again. You will get this, it just takes
a little practice. Also this is not a replacement for the manual read
through it so You have the concepts, believe me it will really help.
Now having that done correctly we can move on make sure nothing
is selected and go back to pick group mode.
- Select axis in tip1
- States, bones subgroups
bigsub: browse tip1
smallsub: browse tip1
- Select axis in mid1
- States, bones subgroups
bigsub: browse midall
smallsub: browse mid1
- Select axis in base1
- States, bones subgroups
bigsub: browse baseall
smallsub: browse base1
- Save entire object/group now
If You think about this it really makes sense what has happened
at this point.
- States, create default state
- Select buttons shape and grouping
- States, create start state
- Deselect all
- Select axis tip1 and rotate in the x 30 degrees
- Select entire object
- States, bones update
- States, create bendtip1
- Select axis in tip1 and rotate another 30 degrees in x
- Deselect all
- Select axis in mid1 and rotate it in x 30 degrees
- Select entire object
- States, bones update
- States, states create midbend
- Deselect all
- Select axis in tip and rotate 30 degrees in x
- Select axis in mid and rotate 30 degrees in x
- Select axis in base and rotate 30 degrees in x
- Select entire object
- States, bones update
- States, create basebend
- Save entire group again
- States, make stateanim
start
15
bendtip
15
midbend
15
basebend
15
start
0
- States, play stateanim
I sure hope this works for You and if You find any errors or
things that just don't work feel free to let me know.
Tips by Mark Decker:
I learned a few things that might help somebody else along:
1. Once You are in Pick Objects, pick first the parent axis, then
the child axis. In Lesk's tube example, if the axes are numbered from
top to bottom, first pick axis number two, then hold down shift and pick
axis number one and group. Next pick axis number three, then hold down
shift and pick axis number 2, and so on down selecting the object itself
followed by the "root" bone and grouping them last. When I first tried
this I was using the bounding box to pick both axes at once, and I think
it may have been picking them in the wrong order.
2. It helps immensely to move any axes out of the way (shift M
moves the axis of an object but leaves the object in place) so that they
do not overlap while grouping. Once the grouping is correct, You can
move the axis back into place without affecting the grouping.
3. Subgroup assignment is probably the trickiest procedure and was
at the start the hardest part for me to grasp. It has not been well
explained to date, but I'll see if I can help without muddying the
waters any further. Each axis gets two subgroups assigned to it,
helpfully referred to as "Big" and "Small". To the best of my
understanding, the Big subgroup is the set of all faces which will be
affected by motion of the axis. If a face is not in the Big subgroup,
its never going to change no matter what that particular axis does. The
Small subgroup is a subset of the Big subgroup, which means it can only
contain faces which are also in the Big subgroup, but usually won't
contain all of them. The Small subgroup moves and rotates with the
axis, but all of its faces keep their shape and orientation with respect
to each other.
So if the faces outside the Big subgroup don't change, and the
faces inside the Small subgroup don't change shape, all that's left is
the faces which _ARE_ in the Big subgroup, but _ARE NOT_ in the Small
subgroup. These faces form the actual joint, and actually stretch and
deform to keep the other two sets (the outside and the Small subgroup)
smoothly connected.
Maybe an example will help. Think of a robotoid arm with no
fingers, no wrist. It has two parts, a forearm and an upper arm, and
hence two bones (axes). The parent axis (bone) sits at the center of the
shoulder, with its Z axis pointing at the elbow. The child axis sits at
the center of the elbow, with its Z axis pointing at what in a more
highly evolved robotoid would be the hand.
You need two subgroups for each bone. Lets start with the
forearm. The Big subgroup for the forearm will include all of the
forearm and just a little of the upper arm above the elbow, enough to
allow the joint to stretch to maintain a smooth connection. The Small
subgroup will contain most of the forearm, up to just below the elbow.
The faces around the elbow which are in the Big subgroup but are not in
the Small subgroup will be the ones which stretch and deform to allow
the joint to connect smoothly.
On the upper arm, the Big subgroup will contain all of the
forearm, all of the upper arm, and a little of the shoulder it is
attached to. The Small subgroup contains all of the forearm, and most
of the upper arm up to just below the shoulder. Again, it is the faces
between these two where all of the deformation takes place.
4. Once Your grouping is all set up, go back to Pick Groups and
pick the actual object which is the parent of all these bones. All the
axes should be turn blue (in the default color scheme) to indicate that
they have been picked as well. Then create Your "DEFAULT" state, being
sure to select both Shape and Groups. You may need to select properties
as well if You want to do brush or texture tacking, but I'm still having
problems with this myself, so I'm not sure.
5. In order to manipulate the bones, You need to be in Pick Groups
mode. You have to pick the axis You want to manipulate, rotate (or move)
it, and accept the change. To see the result You have to pick the base
object again (still in Group mode) and select Update Bones and it will
then warp Your object to conform to the new bone positions.
This has gotten a lot more long winded than I intended, but I hope it
helps clarify a few things for someone.
------------------------------------------------------------------------
19] Halo around light sources: the glow effect.
There are several ways of doing this. The first method works
under version 2.0 and 3.0, it takes the most work, but looks terrific if
done correctly. The second method works under 2.0 and 3.0, and is
easier, 3.0's version looks better due to the textures involved. The
third method use Lens Flare and works only under 3.0.
You can refer to an easy example, a simple lightbulb. Think 2D
for a bit, remember that the visible lightsource described is the type
You'd see on film. What's a light look like? Well, there's a central
disk of light that seems to be a constant brightness, the bulb itself.
As You go further outward a secondary disk of light surrounds the
central disk: this is the first halo, it is roughly twice twice the size
of the central disk. It fades out rather quicky, it's, essentially, the
part of the light that "burns" the film. Go further outward. There's a
second halo, it's very dim and eventually fades out. This halo varies
in size, but can usually be set to eight times the size of the
original disk. This is the halo that is create when the light is
dispersed by atmospheric conditions. So with that in mind:
Radial texture method:
- Create a disk using Imagine's standard disk parameters.
- Copy the disk and scale the new one by a factor of two.
- Copy the larger disk and scale the new one by a factor of
four. You should now have three disks of varying size.
- Position the disks so that the smallest is in front of the
middlesized. The middlesized is in front of the largest.
- Make the smallest disk Bright with a Color of 255, 255, 255.
Also, make it a lightsource.
- Apply Radial textures to the middlesized and largest disks.
- The middlesized disk should be Bright and have a Color of
150, 150, 255. The Radial texture should be set so that the
disk's transparency is set to 0, 0, 0 at the center. Create a
transition distance over the radius of the disk so that
transparency is 255, 255, 255 at the disk's edge. You want the
disk's color to fade as it moves toward the edge of the disk.
- The larger disk should be Bright and have a Color of
255, 255, 255 and a Transparency of 170, 170, 170. Set the
Radial texture so that the color fades to total transparency
(255, 255, 255) at the disk's edge.
- Transform the smallest disk's axis ONLY. Bring up the
Transformation Requester, Rotate the Z axis 180 degree. Select
the Transform Axis Only button and Perform. The disk's Y axis
should be pointing exactly opposite the other disks' Y axis.
- Group the three disks together using the smallest disk as the
Parent.
This is a basic "Light w/halo" object. When rendering it be sure
to always point the Y axis at the camera. It's easy to do: just Align
Y axis to Track to Object Camera. Render that, and see what You get. In
this example the smallest disk acts like the bright lightbulb, the
second disk acts like the film burn area, and the third disk acts like
the atmospheric dispersion area. The object, being 2D, has some
limitations.
A primary limitation is that this object only works well in
Scanline situations, this is because in Trace Mode the two larger
Radial mapped spheres block the smaller disk's light travelling
backwards. To work around it create an axis, make it a Lightsource,
place it behind the larger disk, group it to the smallest disk. It
isn't infallible, however...
Experiment with values. The Color values given above were for
a standard high intesity lightsource. Always remember what Your
lightsource would look like in the real world.
Fog method:
- Create a primitive sphere.
- Make it Bright with the Color values 255, 255, 255.
- Copy the sphere and scale it slightly larger than the original
sphere primitive.
- Make this sphere a Fog object by experimenting with Fog Length
values. Color it as necessary.
- For those with Imagine v3.0 assign the Ghost texture to the
foggy sphere, experiment with values.
If You're using Imagine 3.0 You can use the Sparkle texture. If
You've downloaded Milan's textures (BTW, Thanx, Milan!) there is one itx
in there that is useful, but my memory fails me as to the name. I don't
have Essence, so I don't know what there might be in there. Hope this
helps...
Here it is a more accurated step-by-step tutorial to create a
glowing point light source based on this "Fog method":
- Create a primitive sphere (Radius: 10.00).
- Set the Fog Length value to 3.00.
- Add the Ghost (Imagine v2.9 or higher) texture as follows:
Column One Two
____ ____
1500 0
1 0
0 0
0 0
0 0
0 0
0 0
0 0
- Add Fakely texture:
Column One Two
____ ____
0 80
0 80
0 200
0 130
0 130
0 255
0.95 0
0 0
- Make the object a Light Source.
Lens flare:
You could use the Lens Flare effect that comes with Imagine 3.0,
just disable the flaring and have only the halo turned on. Easy.
Add a light in Imagine Stage Editor. "T" to transform the Axis.
Make the size much larger than the default, make it 200 or even more.
In the Action Editor, add the Lens Flare Global FX. Render!
This has always been in Imagine, but the default size is just
too small! Remember, don't scale the light, transform it using "T" or
Action Editor.
For added effect (actually, in lieu of the FX if You're pressed
for render time... but the two TOGETHER work great...) create a ball or
tube around Your light and make it Bright and Fogged. Track to camera.
Render!
Follow this steps to create the light streak:
- Add a primitive tube (Radius: 10, Height: 100, 4 sections).
- Rotate y, 90 degrees.
- Translate axis only z, 50 units.
- Set axis Align to 0, 0, 90.
- Set axis Size to 10, 10, 10.
- Drag box, multi pick left most section points, scale them by a
scale factor of 0; repeat for the right most section and for
central one points.
- Multi pick the two other sections points and scale it 75, x only.
- Enter Attributes requester and set Light parameters (Red
Intensity: 600, Green: 600. Blue 1500, Round Shape, Parallel
Rays).
- Modify the following attribs:
COLOR REFLECT FILTER SPECULAR
R 70 0 0 0
G 144 0 0 0
B 255 0 5 0
Dithering Hardness Roughness Shininess Fog lenght Phong
255 0 0 0 5.00
- Add GHOST:
Column One Two
____ ____
200 0
0.7 0
0 0
0 0
0 0
0 0
0 0
0 0
Remember the Global Lens Flare effect and modify the light
streak y axis size to affect halo size; You could use this to simulate
explosions, just modify the size and use some sort of explo anim brush
filtered mapped plane.
------------------------------------------------------------------------
20] Can a reflective object inside a glass tube render properly?
You have discovered one of the famous "behind glass" raytrace
bugs that have ALWAYS plagued Imagine. You also cannot get a glass
attribute inside a glass attribute object to render! There is NOTHING
You can do but try to fake the effect (i.e. wrap a brushmap around Your
sphere to imitate the sourroundings, maybe a global brushmap would
work?)
A possibly solution is to copy Your glass tube and scale it
slightly smaller or larger so You get a double-walled tube. You have to
use a global map and an animated chrome spheres going up the tube. They
all reflected the global map correctly.
So, what You should do is to make the glass-tube have both an
inner AND an outer wall (make two tubes, one slightly smaller than the
other and join them to a single object). Then put Your chrome ball
inside.
The secret is that the ray has to travel trough two (2) faces
with glass-attribute-settings (or any other transparent material for
that matter).
------------------------------------------------------------------------
21] Help with Slice function, By J. Goldman.
Slice is so weird. Here are a few things I've discovered about
Slicing.
Interestingly, You can Slice anything. You do not have to have
multiple objects to perform a slice.
So what? Well, most of the slice problems I've run into arise
from messed up object geometry. For instance, say You want to use
boolean functions to create a complex object, *NEVER* Join and Merge
objects You want to later Slice. It doesn't create sliceable geometry,
always Slice objects together and then Merge, this usually insures
good geometry.
To find out whether an object will perform well under a Slice,
perform Slice on the single object itself, if You get errors the object
will not Slice well in the future.
If that single object actually separates into multiple parts it
means the object didn't have continuous geometry to begin with. Usually
because of duplicate points. It probably won't slice well in the future.
Here's an example. Slice a primitive sphere, it should result in
one sphere.
Now take two spheres, Join and Merge them and Slice. You'd think
it would act like a single object. It should Slice to itself. If You do
not get an error You'll get multiple objects proving that the object
geometry was bad.
In any case You must fix the geometry. If Your object errors You
are fairly screwed unless You have a saved copy of the object with good
geometry (i.e. an object saved before a function messed with its
geometry).
If Your object splits into multiple objects You must Merge those
objects to create continuous geometry. Here's where I'm not sure what is
really true. Can someone confirm this?
If You Merge an object duplicate points are not erradicated, if
you Merge an object in Points Mode duplicate points WILL be erradicated.
Is this true? If so, then to Join Sliced objects You should Merge
objects AND points.
So, as advice try Slicing each individual object to be sliced.
Make sure those are okay. If they are, Slice 'em. Merge (or Join and
Merge) the resulting objects/parts the way You want (deleting
unneccesary parts), and Slice the new object. If THAT'S okay then the
next Slice should work.
I've gotten into the habit of testing the 'Sliceability' of
every object I will Slice and every object I have Sliced. I rarely run
into problems.
The one downside to Slicing everything (as opposed to just
Joining) is that Your poly count goes way up.
Imagine does need a better Slice/Boolean function...
Of course, if it's an edge to close to an edge problem You could
just offset one of the objects to be sliced slightly...
Hope some of this helps...
------------------------------------------------------------------------
22] Fog object and global fog: undersea fog spotlight.
Tips by Dylan Neill:
I was reading through an old IML archive and saw that someone
said that fog objects didn't work in global fog. Well I got news for
you! It does! So I've made a little underwater scene with low rolling
hills along the ocean floor and a submarine that appears from out of the
fog. Ok so heres how You make a cool fog spotlight...
- Add a primative cone (and leave it OPEN at the bottom for the
best effect)
- Press F1 to select it
- Go into attributes
- Set the fog length to 50
- Make it bright
- Add the ghost texture with these settings:
150 fog length at T
1 T
- Hit OK and OK to get back to the detail editor
- Add an axis
- Select it with F1
- Go into the transformation requester
- Click position and type 100 in the Z box. Then OK
The axis should be sitting on the top of the cone.
- Rotate it -90 degrees around the X axis so that the Y axis
points down into the cone.
- Press s and scale the whole axis object by a factor of 1.56
and press space
- Press s then l then shift Y to and scale it by a factor of 2.
The Y axis should now reach all the way down the cone.
- Go into attributes
- Click light
- Click on point source, round shape, cast shadows
- Click OK
- Add the light texture 'softedge' with default settings
- Click OK to go back to detail editor.
- Select both the axis and the cone and select group
- Save it
And now You have a fog spot light to rival those of Lightwave.
One thing to note though is that You must keep the wide end of the
object hidden in what ever You're lighting up. eg. if You are pointing
it at the ground, scale it so that the wide end is underground. You can
make another one which has a closed bottom but it doesn't look rounded
like this one. Render two, side by side and find out.
Notes by Randy R. Wall:
Well, I can tell You why You think the fog object is working and
that's because You have the ghost texture added to it, but I can tell
you if You take this texture off the object it will not render the fog
thicker for the object. In fact even with the Ghost texture it still
doesn't look completly correct at the edges. Try using it with a thick
global fog and You will see what I'm talking about.
It does produce an effect similar to what one would expect, and
in a light fog would probably work just fine. But I wouldn't go so far
as to say fog objects do render correctly. Try a fog object with a
nebula, fogtop or fogpaint textures and You will see that the fog object
becomes clear in spots.
Anyways, I'm not knocking Your fog spotlight. It probably works
great. It looks familar to something I posted a tutorial on for 2.0 a
long while back. But modified a bit for 3.0. Not that thats what You
did. I'm just saying it looks familar, but then many effects do.
But Fog objects by themself still do not make the fog thicker.
But on the other side this can produce a nice shield effect for
something.
------------------------------------------------------------------------
23] Disco ball effect: how simulate some sort of radiosity.
Alan Gordie:
Last night I was trying to do a disco ball effect, You know like
saturday night fever:)
I made a primitive sphere and scaled and rotated selected points
to make angular patches on the sphere then made it reflective 90% and
put it inside of a box (extruded plane) then aimed two lights from 2
angles. Ok so far, but...
...when I render, I can see the reflection of the light on the wall in
the sphere, but the light shining off the sphere is not hitting any of
the walls...argh
Is this something which Imagine cannot do or am I doing
something wrong?
Curcio Nicholas:
No raytracer (that I know of) can do this. To reflect lights
you need a radiosity raytracer. These aren't too common and take
forever to render scenes.
What You could do is make some sort of transparency map (or use
the transpar.itx texture with something else as I did with the
underwater lighting) and put a light source inside the disco ball so
that the light shines out from the ball.
Goldman:
Actually, it's something ray-tracers in general can't do.
Scenes are rendered opposite to convention. That is, a ray is traced
from the camera to a light, not from the light to the camera.
Therefore, light reflecting off of objects, bouncing, and in turn
hitting other objects is not possible.
A technique exists, called Radiosity, that attempts to simulate
"real-world" lighting effects. Unfortunately, Imagine (as well as the
majority of commercial software on the market) does not have this
rendering capability. It's just as well since the process is extremely
processor intensive (read: takes a loooong amount of time), though the
results can be stunning..
Since 3D visualization is just a simulation anyway, You can fake
the effects with several well placed lights or textures.
I suppose You could make an inner sphere with lots of holes in
it. Stick a point lightsource in this and have the whole thing rotate.
It wouldn't be the best method (points of light would be sharp), but it
would do.
Anyone know what would happen if You made a sphere totally
transparent, but totally reflective? Would a lightsource (with shadows
enabled) pass through it? Would the object look like glass from the
outside (because of the high reflectancy) at the same time? If so, then
take Your orignal sphere object, give it 255, 255, 255 filter, and
255, 255, 255 reflect values. Hopefully, the inner sphere will act as a
gobo/cookie thing while the outer sphere gives the impression of the
disco-ball glass.
Craigh:
Sorry, ray tracing doesn't work that way (usually)...You need
radiosity. The portion of the wall will check to see if lights are
pointed at it when it is being shaded, but will NOT check to see if
REFLECTED light is impinging upon it.
One way to do this:
Use Scanline rendering (or ray-tracing, but make sure the new
lights are outside the disco ball if using ray-tracing). Set up a
cluster of multi-colored blinking spotlights inside the disco ball that
rotate with it and point outward.
The original lights will illuminate the disco ball and the new
lights will illuminate the wall with the spinning/blinking effect seen
in Your favorite disco-theque! This will also allow You to use a nice
lens flare since the new spinning spot-lights will occasionally point
directly at the camera!
Randy R. Wall:
No Imagine won't bounce light off of objects (yet). But You
could probably make a good fake for it using a Sphere with the RadWind
and Transpar textures. And an axis set to a point source light inside
of the sphere.
I haven't tried this but am sure with some work it would shoot
little squares all over Your walls as You rotate Your disco ball. One
problem I can think of is You may not be able to have the nice
reflective look that the object You have already tried. But then with
the correct setting it might be possible. Maybe the metal texture set
to chrome on the sphere as well might help?
I'm only gueussing with all of this but do believe the Transpar
texture will be the key to success.
Randy R. Wall:
Well, sense I had nothing else to do I thought I'd give a quick
try at that Disco Ball and see if what I thought would work would.
I think it works pretty nice, but there were a few things I did
not try sense I wanted to post something for You before I hit the sack.
Anyways, heres what I did for a fairly simple Disco Ball, but
one that still looks and works nice.
- Add a Sphere
- Load the Chrome Attribute
- Add the RadWind texture and set it to:
Radial Scale -1.0 Color 1 R 255.0
Z Scaling 3.0 Color 1 G 0.0
Sweep Division 20.0 Color 1 B 0.0
Fraction 'On' 1.0 Color 2 R 255.0
Dist Travelled 0.0 Color 2 G 255.0
Min Spacing 0.4 Color 2 B 255.0
Max Spacing 0.4 Reflect Adj 1.0
Transparancy 0.0
The colors can be changed to what You like, but its a good idea
to have one a darker color so that when the Transpar texure lights the
walls with the little squares some of them will be darker than others..
It maybe a good idea if You are going to have a couple of colored lights
hitting the Disco Ball to use a grey color like 100,100,100 for the dark
color and 255, 255, 255 for the lighter color.
Anyways on to the rest of the Disco Ball.
- Now Add the Transpar texture and leave it at the defaults
- Now Add an Axis to the center of the ball and set it to a
Point Source Light and Cast Shodows.
Now Your ready to render it.. If You don't have a lot of things
to reflect or lots of glass objects You maybe able to speed things up by
setting the RSDP in prefs to 2. If You do have a lot of things to
render than set it to what need be. But if You want to test out the
Disco ball so You can set it up how YOU like it then I would recomend
putting it in a box with an open end for viewing and set RSDP to 2.
This should work fine for these test.
The only thing I found I didn't like about it is the squares are
all the same distance apart, but the dark and light colors help break
this up a bit as well as having the windows Min & Max Spacing fairly
large. You could make these smaller to make the Ball look a bit better
but I didn't like the sqaures on the walls so close together when I did
this. But then I was testing it in a fairly small box.. I think in a
larger box it might look quite good. Especially if there were other
things in the room for the squares to interact with.. Anyways something
for You to play with..
Well I hope You like the looks of it. I tried the Mosaic
texture on it and that looked pretty cool too, but not quite right. I
think these Disc Ball actually have many different shapes on them so the
produce different shapes on the ground. But the Mosaic texture was a
bit to much. I was going to try a combination of a couple of texture,
but thought it would take a while to play around with this and really
only wanted to see how my suggestion would work sense I was only
guessing about it. And sense it did work I figured I'll leave the
playing around with the textures for You..
------------------------------------------------------------------------
24] How can I create a candle flame?
Tips by Torgeir Holm:
Take Your basic candle-flame ellipsoid shape and add the
following attributes:
Fog Length: 0.10
Texture: Ghost
Fog length at T: 400
T: 0.8
Texture: FogTop
Fog length at T: 200
T: 0.5
Noise Magnitude: 0
Place the axis so that the origin is in the tip of the flame
and the bottom of the bounding box is 2/3 towards the bottom of the
flame. With the Z axis pointing up.
Texture: Fireball
Color1: 255,255,100
Color2: 200,030,000
Noise: 0
Reflect&Filter 1&2: 0
Place the axis so that the origin is in the bottom of the flame
and the end of the Y axis is in the tip.
BTW: my object was about 60 units wide, and 150 units tall.
You can now add a child axis in the middle of Your flame and
make it a lightsource.
To animate this, make sure the Y axis points upward (do this
before adding textures, as their placement is relative to the axis), and
move the the object up along a wavy path with conform to path. Then
move the path back dovn a mirror copy of itself, so that the flame stays
in the same position. Makes a really nice and realistic candle-flame.
Tips by Mike Rivers:
If You have version 3.0 or higher, here's a free candle tip:
- Make a brushmap with a vertical gadient from the white (top)
to black (bottom).
- Then make another brushmap that is solid white. Apply the
gradient map to the candle as a 'reflectivity' map and appy
the solid white map as a 'reflection' map. This makes the
candle stick glow like a real lit candle.
------------------------------------------------------------------------
25] What are the differences between Spin and Sweep functions?
(By Pierfrancesco Parente and Robert Byrne)
Spin uses the Z axis of the object as the pivot point and the
first and last points should be at the same X coordinates otherwise the
object will be lop-sided. Sweep, on the other hand uses the first and
last points of the outline as the pivot.
Z
. -------
FRONT VIEW . /
. /
. /
. /
. /
X................./...
. /
. /
. /
. |
. |
. |_____
. |
.---------
.
If You Spin this object the top will be closed with its centre
offset. If You Sweep it the top will be open and symmetrical.
You have to remember:
- BOTH Spin & Sweep use the Z axis as the pivot;
- Sweep rotates ALL the points of the outline around the pivot;
- Spin rotates all the points of the outline BUT the first and the
last ones, which just remain in place.
Spin is useful when trying to build a closed top/bottom lathe
object (paying care that the first and the last points of the outline
fall right on the Z axis), since Sweep fails in this. Also Sweep is to
be used when the outline to be spun is a closed one (e.g. when making a
torus of a circular outline) since Spin is definitively not recommended
for this.
SP & SW always rotate the object along the local Z axis of the
object, so You can obtain different kind of rotations by moving or
rotating the object's axes only (select "Transform Axes Only" in the
Transformation Requester or press the Shift button in interactive mode).
------------------------------------------------------------------------
26] Modeling strategies: modeling hands, feet, etc...
I've noticed a few questions asking how to model complex shapes
such as hands, feet, talons etc. I use a variation of the rotoscoping
technique to model some very complex objects.
The way it is done is to first digitise or draw a 2D version of
the object You want to model (to model a humanoid I've used a digitised
version of Leonardo DaVinci's drawing so I'll use that as an example).
The picture must be a two colour iff (for Amiga users) with the shape
filled completely. Use the detail editor's Object/Convert Iff/Ilbm menu
selection, and click on Don't Add Faces (You can let Imagine add faces
if the object is not too complex, but it's risky).
Extrude the resulting shape to the default values, then create a
primative plane with as many points as You think You will need for the
object (for DaVinci's human I used the default 10x10 plane). Scale the
plane until it's at least twice as big as the object (no need for
precision), and move it so that the bottom quarter cuts through the
middle of the extruded object (to minimise problems with Slice). Then
shift-pick both objects and select Object/Slice from the menu.
Once slice has done its stuff You'll be left with all the objects
grouped together. Switch to Pick Object mode and pick and delete all
the objects except the cutout shape. Extrude the cutout to the default
values, except with 3-6 rows depending on how complicated Your object
need be (I used 4 for DaVinci's human). Go to Pick Points and Drag Box
mode and shift-pick the top layer of points, scale them to make a
rounded profile, and do the same for the back.
Shift-Move the axis to the neck and use Pinch, Shift-Move the
axis to just below the chest and use Taper.
Switch to Pick Faces mode and go the bottom of the legs.
Shift-Pick the lowest faces at the front of the legs (use Fracture if
You need more points), extrude to form feet, and voila - a (very rough)
bones-ready human.
I already have a few heads, hand and feet (made the same way)
ready to splice onto any human I make, and I find it handy to keep this
rough shape in my objects collection. With a bit of detailing it can be
made into a variety of different people.
------------------------------------------------------------------------
27] How can I create neon lights?
Tutorial by Mike McCool:
Using a path, created in the shape of the desired neon, I
extruded a disk (align Y to path, and the more sections, the smoother
the tube will look -- but the longer it'll take to render).
Next, I extruded a second disk, smaller than the first, but
along the same path. What You want is a tube within a tube.
Invoke attributes on this second, inner tube, and make it the
desired color of Your neon. Also, make it a Bright object.
Invoke attrib's on the first, outer tube, and leave it the
default color, all white, and in Fog Length, type in 100. You want it
a fog object. The fog tube gives the neon its 'glow.'
Delete the path, and group these objects, and You've got Your
neon tube.
Here's where the fun begins, and the appearance of Your tube
will depend on how You plan to use it. For that NeonCool pic, ala
Aminet, I made all the inner tubes, the colored ones, lightsources.
This works fine for neon floating in black space -- but if You want it
to actually illuminate something, or have it sit in front of a wall, or
a backdrop picture, You have to be more subtle with Your lighting.
Otherwise, You'll be completely washed out with colored light, and the
effect of the neon tube will be lost.
I uploaded another pic to aminet; I think it's in pix/trace, and
it's called LouvreAtHome, in which my 'cool' neon letters are mounted on
the back wall of a room. To get the right effect of glowing tubes, I
found it best to have only a couple of the letters of the 'cool' sign
actual lightsources (I picked the o's, for symmetry). I added an axis
to the original 'o' object, made it a Lightsource, with a color to match
the color of the desired neon.
You've played with lightsources already, so You know it takes
some tweaking to get the desired effect. You don't want the neon to
wash out the entire scene, so experiment with the Lightsource options
(Control Falloff, Diminish Intensity) to get the look You want.
Please note that I do NOT deserve credit for this method. My
tutorial is based on a compilation of advice from several Imaginoids.
I'd list their names, but that portion of my brain that retains relevant
memories was accidentally drained during a routine flush operation.
Tutorial by Granberg Tom:
Make Your Object, make it bright, put the fakely texture on it,
adjust the colors to Your liking. Bright color in the center and a
darker one at the edges.
If You use tubes (disk) object as Your base for extrude's, it
will not make any difference to where Your camera is placed, due to the
fakely texture it will make the vectors facing the camera brighter than
the others (vector normals). Now go to the Action editor and add the
haze global effect, type in the same values You've put in for the side
color in the fakely texture. This way You get a good neon effect even
in scanline.
------------------------------------------------------------------------
28] How can I get a checkered plane with checks of different textures?
Two planes are used to create the effect.
The plane on top has it's object attribute filters values set
to 255, 255, 255; it has the CHECKS2 texture applied to it also. You
may apply the first texture to be used on the checker board.
The plane on the bottom, positioned 0.5 units below the top
one has the second texture You'd like to use, the CHECKS2 texture isn't
needed: the filtering of the first plane allows the second plane to show
through were the CHECKS2 does not apply its color values.
You can also let the top plane filter values 0, 0, 0 but change
these in CHECKS2 parameters.
------------------------------------------------------------------------
29] How can I simulate the effect of a bright light reflecting off
thousands of tiny particles suspended in air?
A lot of You have been talking about using a fog object to
simulate the effect of a bright light reflecting off thousands of tiny
particles suspended in air (well thats what it is). Here is a sort of
short thing You can try to further the effect:
- Add a cone.
- Make it white and bright.
- Add the textures FILTNOIZ and MNTTOP.
- Add the MNTTOP texture, align the Z axis so its running down
in the direction of the light. Adjust the length of the Z
axis so the axis reaches all the way to the end of the cone.
Make the texture color white, the filter 255, 255, 255 and
reflect 0, 0, 0.
Now comes the fun part: the noise settings can be anything,
anyway use numbers that are relativly low, i.e. magnitude .5 and
velocity 1.0.
The filter noise is really just an addition to help make the
texture appear blochy. Why? Because "the distribution of particles in
an area is not perfect throughout the entire area but rather, more
highly 'active' in some, although the average of the area is generally
the same as other areas", anyway, add the texture and make the Z axis
align with the cone (like the previous texture). Then make the "size"
larger in the Z direction than in any other. Finally make the amount of
noise high to cut up the spheres.
The effect should fade with distance and have the little
bloches. The MNTTOP texture should go second not first in the list.
Well, You could always add an empty axis as the parent of Your
object and apply the textures to this parent axis. Make sure the "Apply
to children" button is activated in all textures and You have a group
where the actual beam of light is free to move but the textures will
stay fixed in space. Now You can animate Your object through states
without touching the parent and the textures will follow world coords,
producing the spotlight-in-smoky-room effect You want.
Any fog textures that need to go on the object itself (such as
Fog Top, or Ghost) don't need to be mapped to the parent. These could
go directly on the cone, since they don't deal with the noise effect,
but rather with the fog length of the object. Adding the nebula texture
to the parent might look good though.
------------------------------------------------------------------------
30] I still have questions about the bones feature, let's say I had
a "can" object of coke and I want to make it dance.
Tutorial by Rick Valleyview:
I have plans for writing a tutorial to make an animated figure
(bones, constraints, edge fill, etc), all that's needed is time.
For now I'll assume You know the basics of bones.
Let's make a can with 3 sections. To make bones work decent You
should at least have 1 or 2 sections in between Your bone sections (the
more sections, the smoother the bends). So we'll make a can with 7
vertical sections.
Put an axis at the bottom of section 1 (the bottom one), section
4, and section 7 (top). In the attribute requester name them bot, mid,
and top.
Enter Pick Group mode. Click on mid, then top: Group them.
Click on bot, then multiclick mid. Group them. Click on the can axis
(which now becomes the parent), then multiclick bot. Group them.
Make this Your "DEFAULT" state.
Pick Face mode. Multipick the top row of points (faces of top
of can). Make this Your Small Bone Subgroup for the "top" axis.
Multipick the top 3 sections of the can. These are Your Big Bone
Subgroup for "top". Multipick the top 4 sections of the can. Make
these Your Small Bone Subgroup for "mid". Multipick the top 6 sections
of the can. Big Bone Subgroup for "mid". Multipick all sections of the
can and make Your Small Bone Subgroup for "bot". We'll also use all
sections for Big Bone Subgroup for "bot". This allows us to deform the
whole can without moving the "bot" axis.
There are two ways to twist our can.
Direct method:
Pick Group mode. Pick "top" or "mid" and rotate them around Z.
Click on can axis. Click on "Update Bones" menu item. We can also
rotate around X or Y to bend the can over. Try it.
Set "State" to "DEFAULT".
Inverse method:
Pick Object mode. Pick can axis. "Freeze" all world axis.
Pick "Constrain" menu item. Pick "top" axis. Rotate and see all 3 axis
rotate differant amounts. Pick Group mode. Pick can axis and "Update
Bones". Again You can also move, which affects all the bones to bend
the can.
------------------------------------------------------------------------
31] Constrain, freeze, release: inverse kinematics.
Let's first look at bones. Bones objects are like a family, You
start with a parent, then have children, grandchildren, etc.. Any bones
object can have any number of children but will have only one parent.
There are two ways to manipulate bones objects, directly (there
probably is a better word) or inversely.
When You move an object directly, You're moving from a parent's
point of view. Any manipulation to You affects all of Your children,
grandchildren, etc.. In Imagine You do this by picking in "Pick Group"
mode any bones axis and manipulating it. This will also move, rotate,
etc.. any bones objects that are down the family tree from it.
When You work inversely (Inverse Kinematics) You are working
from the child point of view and affecting all of the way up the family
tree. In Imagine You do this by clicking on the "Constrain" menu item.
For example, take a human-like object.
In direct mode click on the thigh "bone". Rotate it and the
shin bone and foot bone move with it.
In inverse or constrain mode click on the foot bone. Rotate it
and all of the other bones in the body move. This is because You are
affecting up the family tree, and parents always affect down the tree to
the other children.
This is where "freeze" comes in.
First click on the hips bone ?:) and click on "freeze" menu
item. Check all of the axis in world. This freezes the hips from
moving. Now go back, click on "constrain", move the foot bone. The
shin bone and thigh bone move with the foot bone but nothing else. You
can also use "freeze" to only limit movement to certain axis. In the
above example You could keep the shin bone to move only as a knee would
bend. Some programs even allow You to limit movement in an axis to a
certain number of degrees or range of movement.
As it seems to me, direct mode is useful to pose a figure or
object in an unusual pose or where placement is more on looks then on
exactness. Inverse mode is useful to position a piece of an object in a
certain place.
For example, use direct mode to position a cheerleader's arms.
Use inverse mode to place a person's foot up on a step.
Make sure You watch what mode You are in! Direct mode use Pick
Group mode and inverse mode uses Pick Object mode.
------------------------------------------------------------------------
32] Inverse kinematics: getting started, By Randy R. Wall.
Well I am pretty new to the Kinematics in Imagine but I'll get
You started so that You can experiment. First make three axis making
one and then copy it and paste it down twice. Now pick Axis.1 and then
set it's Z position to 50 (using the Transformation requester). Now
set Axis.2 Z position to 100. Select the bottom Axis and the Axis.1
just above it by using the Shift key as You select it. Group them
together and then click anywhere on the screen to unselect these Axis.
Select the middle Axis.1 and the top Axis.2 and group them together. Ok
this is a basic bone structure or group, if You select the bottom Axis
while in Pick Groups mode all of the axis will be selected. So with
this I can explain to You SOME simple kinematics... at least enough to
get You started.
Go into Pick Objects mode (Kinematics will only work in this
mode). Select the bottom Axis and and then select Freeze: in the Freeze
menu set Rotation World X, Y and Z on. Set Constrain and select the top
Axis.2 of the group and press M. If You are in the quad view (all four
views showing) You can go in the top view and rotate Your pointer around
the Axis. You will see that all the axis follow the pointer as You move
it but the bottom one stays stationary and does not rotate with the
others. If we unset the Rotation World X, Y and Z it would follow along
with the other axis. If we wanted to limit this group more we could do
the following.
Set ALL axis so Rotation World Y and Z are set, un-set the
bottom Axis's Rotations. Select the top axis and try rotating the
pointer around the axis in the top view, as You can see the axis now
only move along the Y axis or should I say will only rotate on the X
axis. As we have limited its movement by only letting it rotate on X.
Hit the spacebar, undo this and select the Right View Bar.
Now we can make the axis move in a more controllable means.
Select the top axis again, press R and then X and move the pointer to
the right slowly till the axis angle is at 45 degrees. Imagine will
tell You this at the top right corner of the menu bar. The top axis
will rotate on its X axis. Press M and move the pointer to the left and
slightly down. As You can see the top axis keeps its alignment of X and
all the other bones or axis bend to make it look like a finger bending.
This may cause a problem if You move to far but You can either try
moving it back and try again or hit the spacebar, select the middle axis
and press R then X to rotate the middle axis into the correct position.
If You wanted to stop the bottom axis from causing this problem
You could Freeze its World Tranlations and then move or rotate the top
axis to the position or alignment You want and, un-set the bottom axis
Translations and Rotate its axis on X to rotate the whole group. Or to
do a similar effect keep Your top axis free to move and rotate, You
could rotate the middle axis into the angle You want and then Lock it's
X Joint, select the top axis and move or rotate it's X axis. By doing
this the bottom and middle axis stay aligned to each yet still follow
the top axis and leaves the top axis free to manipulate...
Oopps! typo on my part it should read: set ALL the axis so
Rotation World Y and Z are set.
------------------------------------------------------------------------
33] Phong edges, By Charles Blaquiere.
Remember that Phong shading interpolates the surface normal
between the current face and the neighbouring face, if the connecting
edge is not flagged "sharp". An example:
| 0
| 1
| 2
| 3
__| 4
5
When modelling a wine glass, You'd typically have long faces on
the sides of the glass, leading to tiny faces representing the top
surface of the rim (obviously, my diagram is upside-down. Mmmm, let's
make our object a glass cover that fits over the cheese tray. Yeah,
that's it).
The numbers represent some abstract kind of angle, with 0
representing surface normals that point to the right, and 5 those that
point downwards. You see how the surface normal changes all over the
large face, from 0 to 5, all because of the tiny rim. This causes the
"flat areas seem to bulge like pillows" problem familiar to new 3-D
users.
The standard ways to get around this are:
- define the connecting edges as sharp. This is fine, if You
want a sharp look to the corner.
- create intermediate faces between the vertical and horizontal
faces.
The second strategy will soften the effect, but the long
vertical face's surface normal will *still* vary towards the normal of
the next, almost-vertical, face.
In my modelling bag of tricks I have a solution that allows me
to have my cake and eat it too: perfectly flat-looking areas where I
want them, soft corners where I want them, all with a minimum of faces
to keep object complexity down.
I just model the large, flat area in two parts, and make the
edge part really skinny. I can then leave all edges soft, so there
won't be any discontinuities, yet the large flat area will look
perfectly flat.
|0
|0 | = large flat area (one set of faces)
|0
|0
|0 I = another set of faces, parallel to the large
I0 set. Should be very narrow, just running
____I2.5 along the Edge that connects to the horizontal
5 3.7 face.
In this case, both "|" and "I" faces have a surface normal of
zero, and "_" faces have a surface normal of 5.
The "_" and "I" normals vary from 5 to zero as expected. The
big difference, however, is that the "|" edges have normals that vary
FROM ZERO TO ZERO. Badabing, badaboom.
------------------------------------------------------------------------
34] How do I obtain a nice sparkle off the edge of a wine glass
or chrome object (By George deBeaumont)?
I've got a quick thought on how to achieve a sparkle type of
effect in an animation. Presumably You want something less intense than
a lense flare, but something more than a simple specular highlight...
the result of what one would see in real life from some minor
imperfection or poorly seen detail on a rotating reflective object.
I'd approach it this way:
- Create a primitive disk with even number of sections (lets
use 12). Select every other point (pick points mode) and scale down
(result = six point star).
- Apply the Fakely texture to the sparkle object, TYPE
NUMBER = 2 (this will affect the filter value of the object only),
CHANGE THRESHOLD = 0.9 (this will make the sparkle object visible only
when it directly faces the camera), SIDE RGB = 255, 255, 255,
FRONT RGB = 0, 0, 0.
- Group the six pointed star to the object needing the sparkles.
Make sure to orient it such that it becomes visible (directly faces the
camera) at the desired point in Your animation. Each sparkle object
will now remain invisible until its plane is perpendicular to the Y axis
of the camera.
Anyway that's the basic idea. You'd probably want to use
multiple sparkle objects (with slightly different orientations) and keep
them relatively small. You might want to experiment with other shapes
as well.
------------------------------------------------------------------------
35] Imagine something hairy....
Hair in Imagine...
I've been working on a 'fur ball' character and have found that
though You can produce hairy like objects from a distance with careful
use of brushmaps and sometimes a little fog to soften the edges, the
only way to really get good looking hair in Imagine is to use particles.
Try a default sphere, make it a particle object and point it to
an object file containing a single triangle polygon, set align to faces
and random object size.
Make the base of the triangle about half the height of the
triangle, it should be oriented with the sharp point up the Z axis. Set
the filter values of Your sphere to about two thirds clear and brush map
a browny/black patchy image (Your hair map) onto it using spherical
mapping. No specularity/reflect/shine should be used. Try a quick
render and resize the axis to produce a better covering of hair, also
adjust sphere filter value to reduce the effect of the triangles
particles looking like triangles (additive effect of filter layers).
With a little tweaking this produces a very good fluffy ball.
You might want to place a dark solid sphere inside the hair to make it
look solid.
------------------------------------------------------------------------
36] Brick quicky, By Conny Joennson.
(Based upon a "3D Artist" article by Alex Lindsey)
The idea was that he wanted to make a whole wall made of
individual blocks (or slabs, if You like) of stone, and they had to be
_very_ detailed because that's what his customer had ordered.
The "how-to" was written for Form-Z on the Macintosh (yurk,
spit!) but the technique proved to be apliquable (pun) on Imagine as
well. And here it is:
- Start up a (new if You like) project
- Go to the Detail Editor
- Add a primitive plane (200, 150, 1, 1) and pick it
- Zoom the perspective view so that the plane covers the
whole view
- In attributes, add the Clouds texture with default settings
- Quickrender, this will take _quite_ a while
- Save the quickrender somewhere
- Delete the plane
- Add a new plane (200, 150, 20, 15) and pick it
- Go to Pick Points mode and select pick method Drag Box
- While holding the shift key drag a box around all points but
those at the outmost edges of the plane
- Translate the picked points -10 units in Y
- In the top right and low left corner will be a couple of
polygons that will still lie flat along the original position.
If You like (and I personally did) You can delete the edges
that are lying flat and add two new (correctly oriented) faces
in each corner
- Go to Pick Groups or Pick Objects mode
- Select the Applique function, and use the cloud quickrender
that You saved just a little while ago
- In the applique requester select transform axes, Translate the
brush +5 units in X and Z. Size it 10 units smaller than the
original values in X and Z
- Accept these settings and wait for the plane to be appliqued.
If You are not satisfied with the result you can always "undo"
it and applique it all over again using another Y size for the
brush
- Now You should have the basic shape of a rough cut rock block
To make it all really _look_ like a rock block you will have to
colour it rockily (maybe using the concrete texture or - as the guy who
wrote the article - a colour cycled and filtered version of the clouds
brush) and You will also need to use a good bump map to simulate the
grains and pores in the rock's surface.
I tried to use the leather texture to simulate the pores but
that was no hit, I can tell You.
What I _can_ tell You is that Alex L. managed to produce some
_very_ realistic rock blocks using this method, and given some time to
experiment with this technique I am sure that I will be able to do so
too.
The exact same teqnique could be used for making a basic
landscape. I still haven't tried that, but I will (when I can find the
time...). Perhaps using the Mountain Top texture... hmmm...
------------------------------------------------------------------------
37] Realistic glass, By Lumbient.
This uses Imagine v3.3 mapping features.
Revelations:
Yesterday I was sitting there with a plastic glass (is that
possible?) and I picked it up, stared in amazement. I said to myself,
"thats why Imagine can't create glass". What I had seen was specular
spots from every light in the room cast on the material not in spots but
rather linear, up and down along the surface. Well I know Imagine can't
do this, so I set out to try to fake it (geez thats all why nowadays is
fake everything). Well I also noticed that the specularity along edges
(like the rim of the glass or the bottom edge) is very hard and intense.
The final thing I noted is the way it reflects more light at the extreme
angles formed by the viewer and the cup at the sides (yeah I don't
understand what I said either :)) what I mean is look at the sides of a
glass, see the sides are more reflective then the front.
Application:
Here comes the fun part. I made a map that was 1 x 200 pixels
that had black and white spots along it (more white then black). This
is the Hardness map for the cup and the Reflect map. Then I made another
map that had the same dimensions but this time has black, white, blue,
and tan spots. This was the Specular map. Finally I made a 200 x 1
pixels map (yes thats it, its not backwards) this time I had 1 pixel of
black at the top and a few of black at the bottom the I blurred them.
This is the second Hardness map. Apply the last map first with full
intensity. Then apply the Specular map with a mix value of 0.75 and
then the second other Hardness map with a mix value of 0.40. Finally
add the Reflect map with a mix value of 0.80. Also I applied a tif
named "clouds.tif" (some of You may have this) as a Environment map mix
value of about 1. I applied another Environment map: the same map used
for Specular with a mix value of 0.50.
ALL of the maps with the exception of the Environment maps are
cylindricly mapped.
The object attributes are:
COLOR REFLECT FILTER SPECULAR
R 255 40 250 150
G 255 40 250 150
B 255 50 255 140
Hardness Roughness Shininess Brightness Index of refraction
24 0 0 0 1.01
Location:
I decided not to place it on a checker board floor :) Instead I
made a groung plane and placed the texture BATHTILE on it. The plane is
also shiny. Above the scene are two spotlights casting shadows. The
camera is placed just above the rim about a foot away.
Well there it is!!! The values for the maps may have to be
altered and for some like the Hardness map the color may be have to be
inverted.
------------------------------------------------------------------------
38] Extruding 3D objects, By Steven Blackmon.
Extruding 2D objects into 3D objects has obvious uses. Not so
obvious is the purpose of being able to extrude fully 3D objects like
tubes and spheres. This tip/trick demonstrates the use of this
technique to add solidity to objects that normally appear paper thin.
The basic example assumes little knowledge of Imagine. It does
assume that You know how to move from editor to editor, and that You
know the basic layout (i.e. what and where the user gadgets are, what a
requestor is, etc.). All steps are described in extreme detail that may
be mind numbing for more advanced users of Imagine.
The goal of this example is create a tube with thick sides.
- Enter Detail Editor. Add a primitive tube to the worlspace.
Use the default settings for all tube parameters, make sure
the Close Top and Close Bottom buttons are unmarked.
- Pick the tube.
- Bring up the Extrusion requestor, enter 150 in the Length
entry box, make sure You hit the return key to make the change
active, leave all other settings as is and Perform. You
should now see two tubes joined by faces at the top and
bottom.
The key to this step is making sure the extrusion length is
large enough so that the new points do not overlap the original object.
- Change to Pick Points mode, use either Lasso or Drag Box
picker to pick all the points in the second tube (the one near
the top of the screen in the Top View). Make sure you DO NOT
pick any of the points in the original tube.
- Once You have the second tube's points picked, enter the
Transformation requestor. Click the Translate button, and the
cursor will now appear in the X: entry box. Leave X: set to 0
and change the Y: entry to -150 (don't forget to hit the
return key) and then hit the Perform button. The second tube
created by the Extrusion in step 3 should be on top of the
original tube. Make sure You leave the second tubes points
picked. You will then have to repeat step 5.
The key to this step is to set the Y: translation value to the
negative of the value You entered for extrusion length.
- Now You need to Scale the points in the second tube. Either
hit the Scale user gadget, or just hit the 's' key. Once in
Scale mode, hit the 'z' key to prevent scaling along the
z-axis. Move the mouse to the left with the left button
depressed until the Scale Factor in the status bar reads
0.80, hit the spacebar to finish.
- As a final cleanup step, enter Pick Edges mode. Use the Drag
Box in the front view to pick all the edges along the top and
bottom of the tube. Don't forget to hold down the left shift
key for multi-pick mode. Make Sharp Edges. Constant update
subscribers can choose Edge Filter from the menubar and simply
accept the defaults once in Pick Edges mode. This will pick
all the edges that should be made sharp. Then choose
Make Sharp Edges.
Congratulations, Your tube now has thick walls! Try this
technique on other objects. For example, instead of a tube, try using a
sphere. Make sure to delete some of the points on the sphere, or the
extrusion step will simply make an unattached copy of the sphere.
Better yet, choose Latticize accepting the default settings. Once You
have a latticized sphere, perform steps 2-7. The only change is in the
scaling step. Leave all 3 axes active, set the scale factor to 0.98 or
0.96. This procedure will create a THICK lattice that is much more
realistic.
The advanced example assumes a working knowledge of Imagine.
We are going to use a temporary project file, use the Shredder
F/X to fracture a heavily subdivided sphere, save a snapshot in the
Stage Editor, extrude the fractured sphere in the Detail editor, then
recenter and scale the new points.
- Enter the Projects Editor. Create a New Project called
'TEMP', or some similar name.
- Go to the Detail editor and add a heavily subdivided sphere
(Circle and Vertical divisions = 36, Stagger Points: ON) and
save it.
- In the Action editor, set the Frame Count for the temporary
project to 30. Add the the sphere and set Start Frame=1, End
Frame=30.
- Add the Shredder F/X to the sphere. Change the settings
until You have a sphere You like. You will have to jump back
and forth between the Stage and Action editors, tweaking the
numbers until You get a fracturing You like in one of the
animation frames. OR You can try the following Shredder
settings, which look good in a 30 frame animation at frame 7:
* Start frame: 1 End frame: 30
* La Machine: ON
* Maximum triangles in Group: 8
* Start / End time (seconds): 0.0, 1.0
* Explosion Timing Delay (%): 10
* 'Hold at' frame number: 0
* Bounce: ON
* Flip on Bounce: ON
* Ground Z position (Imagine units): -100
* Use Average bounding sphere: ON
* Elasticity Min/Max (%): 5.0, 15.0
* Initial Velocity range Min/Max (m/s): 1.0, 1.0
* Triangle Rotations Min/Max (rot/s): 0.0, 0.1
* Particle Trajectory Min/Max (degrees): 0.0, 45.0
* Final Scaling Factor Range Min/Max: 1.0, 1.0
* Imagine Units per meter: 20.0
- In the Stage editor save a Snapshot of the fractured sphere
from the desired frame. If You're using the settings above,
take the snapshot in frame 7.
- In the Detail editor, Extrude the fractured sphere 150 units.
Pick the newly created points with either the Lasso or
Drag Box.
- Translate the new points via the Transformations requestor
-150 units along the Y axis.
- Scale the new points by 0.1 in all three axes.
With a little texturing, You have the basic busted spheres from
Steven's Emergence picture.
------------------------------------------------------------------------
39] Negative scaling: mirror feature, By Gregory Denby.
I know You all know that but....
When an object is scaled to -1 on any of its axes, via the
Transformation requestor, it is mirrored on that/those axis/axes. This
means that one only needs to model a portion of an object that has axial
symmetry. If You make the axis the exact center of an object, such as a
human face, when You have finished modelling the right side You only
have to do a few things to finish the left side. Copy the object, open
the Transformation requestor and scale to -1 on the "x" axis. The
object will now have been reflected. Paste the original side back in
and Join the two parts. Tah Dah!
------------------------------------------------------------------------
40] How Smoothing tool works (By Bill Dimech)?
This uses Imagine v4.0 Smoothing tool.
I have just been playing with the new Smoothing Tool option in
Imagine. This is very powerful and I got so excited I had to post this
little tutorial that shows some of its power.
In the Detail Editor:
- Add a default torus.
- Add a sphere with a radius of 100 units.
- In the front view: move the sphere about 150 units in the X
direction so that the left side of the sphere intersects about
half way through the right side of the torus.
- Pick the two objects and Slice (ALT-x) them (You may need to
raise the sphere a touch if You get the intersecting edges error).
- In Pick Object mode: select the newly created intersecting bits
between our two objects and delete them. We want the original
outer torus and sphere parts only.
- Pick the torus and sphere objects and use the Join command to
create one object.
- Merge it (this is important!!! If You do not merge, it will not
behave as expected).
Now for the fun stuff:
- Select the new Smoothing Tool option from the functions menu:
change the iteration value to 20 and apply it to our new object.
Notice how nicely the join has been smoothed. WOW! Great
potential here. You can apply the Smoothing over and over to increase
the effect.
Ok, that's not all..... This next bit shows up best if the
perspective view is in Shaded Mode:
- Pick our object, change to Pick Faces mode and Pick ALL faces.
- Fracture it.
- Now select the Smoothing Tool option from the functions menu
again, set the value to 10 and ensure that Lock Perimeter is on.
Click on OK.
When You apply this to our object, look at the Shaded View as
this really shows up the benefit of this feature (if lock perimeter is
off the object will distort. Start to merge into a blob: yet another
great feature).
Note, the Smoothing Tool works in Pick Faces mode as well as
Pick Points and Pick Object.
You can select a range of points or faces to localise smoothing
if necessary (i.e. to the intersection of the two objects only etc).
Try out this Pick Faces / Fracture / Smooth routine on the SKULL
object that came in the Digimax directory, WOW!! Finally, an easy way
to clean those ugly DXF files that come from those other packages.
------------------------------------------------------------------------
41] Receiver, a Smoothing tool example, By Gabriele Scibilia.
This uses Imagine v4.0 Smoothing tool feature, it is based
upon a Lightwave Metaform tutorial by James Trew.
In the Detail Editor:
- Add axis at 0, 0, 0.
- Pick select, Lock to grid (grid size is 20 units), Add lines.
- Click left mouse button to the following coordinates:
0, 0, -40; -20, 0, -40; -60, 0, -20; -80, 0, -40;
-100, 0, -40; -100, 0, 0; -60, 0, 60; 0, 0, 60.
- Enter Mold requestor, Sweep: sweep angle 360, 8 sections.
- Copy and Paste object.
- Transformation, position the new object to 460, 0, 0.
- Transformation, align the new object to 12, 0, 90.
- Pick the original object and align to -12, 0, 90.
Now we model the handle:
- Add axis at 200, -25, 50.
- Pick select, Lock to grid, Add lines to:
80, -25, 0; 40, -25, 60; 180, -25, 80; 300, -25, 80;
420, -25, 60; 380, -25, 0; 280, -25, 20; 200, -25, 20;
80, -25, 0.
- Enter Pick edges method.
- Pick the upper 3 edges (multipick), Set edge line.
- Pick the remaining edges, Fill to edge line.
- Pick object method.
- Extrude the shape 50 units.
- Pick all faces, Fracture.
- Pick object, multipick all objects, Slice.
- Delete the intersecting resulting objects.
- Join and Merge all objs.
- Pick all faces, Fracture, Smoothing tool, smoothing factor to 10.
========================================================================
SECTION 3 - Forms Editor
========================================================================
1] I was working in the forms editor on an object, and loaded it
into the detail editor for modification. However, I can't seem
to be able to get it back into the forms editor! Help!
Simply put, You cannot load objects saved from the detail editor
back into the forms editor. The reason is the forms editor requires
a specified object structure which the detail does not. Thus, saving
an object in the detail editor loses that information.
When You work with the forms editor is recommended that You keep
a spare copy of the FORMS OBJECT saved separately from any detail
object. In this way You can then go back and make modifications in the
forms editor.
------------------------------------------------------------------------
2] Forms Editor: getting started, By David Alan Steiger.
I love Imagine's Forms Editor. I think it's one of its best
features. I must admit I didn't really get into it until a year ago,
but now most of my good objects are at least partly based in the forms
editor. I built an animatable human figure for a game I am involved
with, composed entirely of form objects.
To me it's a more intuitive way of creating objects. I have
worked with sculpting clay, and making objects feels similar to what I
have been taught. Now I don't know what I would do without the Forms
Editor!
Here are some tips for beginners.
1. Don't expect precision.
The Forms Editor isn't made for exact, mechanical objects. You
can make them, but expect to do a lot of vertex tweeking.
Its great for torsos, drumsticks (both kinds) muscles, and
rounded objects like chicklets, old refrigerators, or safes.
2. Top view is a little different from Front & Right.
The default section type, "X-Y cross section" causes the Top
view to work somewhat differently than the Front and Right views. "Y-Z
cross section" does the same for the Right view. I'll keep my talk to
the default X-Y.
Each pair of points in the Front or Right view correspond to a
ring (cross-section) in the shape of the Top view shape. The width
between these two points in the Front view define the cross-section's
X-size. The width between these two points in the Right view define the
cross-section's Y-size. The Top view shape will be squashed and
stretched to fit these sizes. The points of each view also define the
angle of the cross section.
The Front and Right views alone define the max width, height,
and depth of the object. So what does the Top view do?
The Top view shape's effect is relative. If You scale X and Y
simultaneously, nothing will change. Only the position differences
between its vertices make a difference.
3. The most important point with the Top view is the fact that You may
have multiple cross-section shapes.
This allows You to create a whole sword out of one form.
Circular cross-section hilt. Square T-bar. Thin diamond-shaped blade.
And Imagine will morph between two defined cross-sections.
4. At first, keep angles gentle.
Usually, severe jagged edges, peaks, or troughs only work well
if or it's done in the Top view, or some sort of symmetry is active.
I have many forms that break this rule, but following it will
keep You from frustration while You learn.
5. At first, keep Front and Right points at roughly the same height.
Note that when You drag a point in the Front or Right views, You
get feedback as to where its partner point and the other view's partner
points are. This is important. A lot of my first screwups were because
of overlap problems.
This isn't to say You must follow this rule, many of my better
forms don't. But You have to be careful not to get overlapping
mess-ups.
6. Rotate that perspective view!
A lot of forms errors can be hidden behind (or worse, inside) an
otherwise nice form.
========================================================================
SECTION 4 - Cycle Editor
========================================================================
1] I made this really great animation sequence in the cycle editor,
but when I set it up in the stage/action editors, the motion of
the overall object isn't there!
When using the cycle editor, Imagine only remembers changes in
size, position, and so on in relation to the main parent. Thus, if You
make a change to the parent object, it gets forgotten. What this means
is if You make a nifty robot jumping cycle, and make it in the cycle
editor so the robot actually move up etc... all that will be remembered
is the changes to the legs, arms and anything OFF of the PARENT. The
overall rotations and movements to the main object will be gone.
Two solutions exist. One is to simply make those changes in
the stage editor each time You need to. The second is to group a plain
axis before You start to Your object. (ie: Make the parent have a Null
link). Then, You can rotate everything by rotating the main child
grouped right under this null axis. This way You aren't moving the
"parent", and everything will be remembered.
========================================================================
SECTION 5 - Spline Editor
========================================================================
1] I tried to import a Postscript font but I got a "Vector not found"
error. What does this mean?
There are a couple of different formats of Postscript files.
If Imagine doesn't like one, it will pop up this or other errors. In
that case You will either have to use another Postscript file, or find
a software package that will convert it from that format to one Imagine
will load.
========================================================================
SECTION 6 - Animation, Stage Editor and Action Editor
========================================================================
1] Even though I move an Object/Camera/Light to a new
POSITION/ALIGNMENT/SIZE in the STAGE editor, Imagine seems to
'forget' what I did!
All objects must have timelines split wherever there is a change in
position, alignment or size. If You do not set this up, Imagine will
forget the changes no matter what.
Rather than going back and forth to the ACTION editor and adding
timelines, You can have Imagine automatically create the timelines
properly so everything tweens as normal. There are the "Position Bar",
"Alignment Bar" and "Size Bar" commands under the OBJECT menu in the
STAGE editor.
So, if You have just gone to a frame and are making a new POSITION,
ALIGNMENT or SIZE for an object (or camera or light) to tween to, press
RIGHT AMIGA and 7/8/9 respectively. Or use the respective bar commands
from the OBJECT menu. This will extend or put a 'split' in the timeline
for You (you can check this in the ACTION editor). Also, don't forget
to "Save Changes"if You want to keep the motion!
------------------------------------------------------------------------
2] How do I use the Grow Effect?
To use the grow effect, create an object in the DETAIL editor
that You wish to have 'extrude' over time. Create a spline path as
normal in the detail editor. This will be the path the object extrudes
along during the animation.
GROUP (not join) the object with the PATH AS THE PARENT. If You do
not make the path the parent, it will not work. To do this, select the
path, then hold shift and select the object, then select group. Save
your GROUP for loading in the animation.
Finally, add the effect in the ACTION editor for the grouped object.
------------------------------------------------------------------------
3] How do I use the Tumble Effect?
The tumble effect is used to tumble 1 or more objects during an
animation. To tumble an object, create Your object or objects in the
DETAIL editor. Still in the detail editor add an axis.
Group (not join) the AXIS to all the objects You want to tumble
with the AXIS AS THE PARENT. Then load the GROUP into the STAGE/ACTION
editor and add the effect as normal.
NOTE: The reason for the null object (axis) as parent is that
Imagine does not TUMBLE the PARENT, just the children.
------------------------------------------------------------------------
4] How do You get something to roll (at the right speed!) while
following a path?
Getting an object to spin (like a plane doing a barrel roll) is
easy- You align to path, then set Y rotation to be from 0 to 360 and it
will do a complete spin. This is not in the right direction for a
rolling ball, though. [Annoying feature- You can't say from 0 to 720 for
two spins, or 0 to 3600 for ten.] To get it to roll I created a second
path, which was basically a larger copy of the first, so the first path
was just inside of the second path. I had an axis (a track) follow this
new, outside path, then used "align to object" to make the sphere point
to the axis.
Thus, as the ball moved along its path, one end (the positive Y
axis direction) was always pointed at right angles to the direction of
motion. Is this clear? Now using the "initial Y angle" and "final Y
angle" I set them to 0 and 360 and it rotated as it rolled. As a special
effect, I raised the "track path" a little in the Z direction so the
sphere looks a little bit like a top rolling around, since the spin axis
was not horizontal anymore.
An alternative would be to make a cycle object, rolling around
the X axis. This is equally valid, but I did it this way first.
------------------------------------------------------------------------
5] When I move a tracked Camera in the STAGE editor, it doesn't realign
and draw the Perspective view correctly!
If You have Imagine 2.0 or higher, press RIGHT AMIGA and the K
key together, or select "Camera (Re)track" from the OBJECT menu. This
will make the camera repoint to the track from the new position and will
redraw the perspective view.
If You have an older version of Imagine (or if You just want to)
you can press RIGHT AMIGA and the C key or select "Goto" from the FRAME
menu. Go to the current frame You are already on which will cause
imagine to redraw everything.
------------------------------------------------------------------------
6] I have found that after creating a scene in the Stage editor, and
then deciding that I want an animation and adjusting the highest
frame count, my scene gets mangled in the first frame. Why?
Well, it seems to me that this will happen if You don't split
your channel bar from the first frame (where You want stuff to be
exactly) to the second frame. I usually setup my scenes so that I have
the first frame all set as it should be and then I do my transformation
from frames 2-whatever. In this way, the first frame is ALWAYS where
it's suppose to be no matter what changes I make in the remaining
animation. If You look at Your channel it should have a break between
frames 1 and 2 and then be continuous (if that's the way Your animation
works out) from 2 on.
------------------------------------------------------------------------
7] How do I use the Sway Effect?
Sway is used to make several objects oscillate back and forth
on their own axis. You can use it to create underwater grass, or an
army of those obnoxious red liquid-filled glass birds!
Just create all the objects You want to animate, then group
them to a parent axis, load the group in the Stage editor, then add the
Sway FX bar in the Action editor. Sway will make all children of a
parent object oscillate; the parent is unaffected. The key is in the
grouping: using Sway on a single object will do nothing, since the
parent is never affected and in this case, there would be no children to
affect.
------------------------------------------------------------------------
8] Depth of field, By George de Beaumont.
I've spent a fair amount of time investigating Imagine's Depth
of Field feature and thought I'd share my findings. The following text
is long winded, excessively formal and has not been reviewed for errors.
Still, You may find something of use. If not, don't hesitate to
delete...
Depth of Field - Overview:
According to the addendum text file accompanying Imagine 3.0,
the Depth of Field (DOF) feature was added late in development and is
therefore not covered in the manual. While the supplemental DOF text
file is brimming with potentially useful information, it has not been
prepared with the average end user in mind. Compounding this problem is
a less than intuitive DOF interface (DOF and 3D stereo imaging share the
same parameters and requester box). The result is an exceptionally high
learning curve. The goal of this text is to strip away the noise
associated with the mixed function interface and provide a practical
explanation of the Depth of Field feature.
Depth of Field - Useful Photographic Concepts:
Imagine 3.0 simulates many of the real world relationships
associated with photography/videography. These include:
Focal point:
It is the point of perfect focus. Objects nearer or farther
tend to be blurred, although an acceptable field of focus extends for
some distance on the near and far sides of this plane.
Depth of field (DOF):
The Depth of Field is the range of distances from the camera
over which focus is considered adequately sharp.
Field of view (FOV):
FOV is the width of the camera viewing area (usually expressed
in degrees). FOV depends on the lens focal length.
Focal length:
This is the distance behind the lens (usually expressed in
millimeters) where the image will be in sharp focus. The focal length
also provides an indication of the FOV the user can expect from a camera
system. The terms FOV and focal length are used interchangeably in this
text. Common focal lengths and their associated FOV are given below.
focal fov lens
length (degrees) type
(mm)
17 180 fisheye
20 94 wide angle
28 75 wide angle
50 46 standard
55 43 standard
100 24 intermediate telephoto
135 18 intermediate telephoto
200 12 long telephoto
500 5 long telephoto
Aperture:
The aperture of a lens is the opening through which light is
admitted. In photography/videography is desirable to be able to adjust
the amount of light passing through the lens. This is accomplished via
a variable diaphragm. A wide aperture lets in more light but at the
expense of a greatly reduced DOF.
The effect of focal length, aperture size and focal point on DOF:
It is the interaction of the focal length, aperture size and
focal point which determine the DOF for a specific situation. In
general:
a) Shorter focal lengths provide increased DOF;
b) Narrower apertures provide increased DOF;
c) Focal points farther from the camera provide increased
DOF.
Depth of Field - Imagine's Photographic Counterparts:
Imagine's DOF, FOV (or focal length) and aperture controls are
intimately associated with the camera's X and Y sizes.
FOV:
We have all adjusted the camera view interactively via the angle
(A), zoom (Z) and perspective (P) controls associated with the
perspective view in the Stage editor. What follows is a description of
how Imagine numerically handles some of this information.
The camera's FOV depends on the RATIO of the camera X and Y
sizes. These values can be examined via the Transformation requester
(Stage editor) or Camera size timeline (Action editor). The important
thing to remember, is that a particular X or Y size does not determine
FOV, but the ratio of X/Y (X divided by Y) does. There are MANY X and Y
values that will yield the SAME X/Y ratio (and therefore the same FOV).
See the following examples:
X Y X/Y FOV
(degrees)
100 320 .31 18
200 640 .31 18
100 200 .5 55
320 640 .5 55
Changing the FOV numerically:
As the X/Y ratio changes, so does the FOV. If You decrease X or
increase Y (make the ratio smaller) You will zoom in (narrow the FOV).
If You increase X or decrease Y (make ratio larger) You will zoom out
(widen the FOV). When modeling real life situations, the following may
be used as a guide for setting Imagine's FOV numerically.
focal fov X/Y example
length (degrees) ratio X/Y
(mm)
20 94 2.19 1400/640
28 75 0.68 435/640
55 43 0.50 320/640
100 24 0.43 277/640
135 18 0.31 200/640
200 12 0.22 143/640
500 5 0.04 28/640
An examination of the FOV and X/Y ratio values show that they do
not change proportionally (i.e. doubling the ratio does not double the
FOV). The relationship is logarithmic. That is, making a wide FOV
wider requires a much greater change in the X/Y ratio.
Be aware that wide FOVs produce considerable distortion,
especially at the edges (certain portions of the image will appear
disproportionately large).
Focal point:
Imagine's focal point is associated with the camera Y axis (the
camera view points in the direction of the Y axis). Until the DOF
feature is activated (in the Action editor), all objects will be in
perfect focus (infinite DOF) and a specific camera Y size is not
important. When the DOF function is activated the camera Y size will
have a dual role (we already know that the camera size X/Y ratio affects
FOV). When DOF is activated, the camera Y size will also specify the
distance from the camera which is the point of perfect focus (FOCAL
POINT).
Depth of field:
In a real camera, it is the interaction of the lens focal
length, aperture size and the point of focus that determines the DOF. In
Imagine, the DOF can be configured in several ways. It can be set to a
specific numerical value independent of the aperture size or FOV (or
focal length). If desired, the DOF can be tied to an apparent aperture
size and FOV to allow the simulation of camera optics.
Aperture:
Imagine 3.0 has only a limited notion of aperture size. Imagine
uses an apparent aperture size to influence the DOF. This aperture size
does not in any way affect the amount of light reaching Imagine's
virtual camera. Lighting changes must be done by altering the intensity
of ambient lighting or the individual light sources.
Depth of Field - Overview of the DOF/3DS requester:
To activate the depth of field function, You must go to the
Action editor and add an Actor bar to the camera timeline. This will
open up a the 3D Stereo/Depth of Field Requester box. The following
check/data entry boxes deal with the 3D Stereo image features and can be
IGNORED when adding simple depth of field to Your project:
Y Size is (3DS) Screen Distance (check box)
Distance Multiplier (data entry box)
Eye Separation (3DS) (data entry box)
Eye Sep is Screen Width Multiplier (check box)
Eye Sep is Actual Size at Scrn Dist (check box)
The check/data entry boxes that pertain directly to DOF are:
Y size is DOF focus distance (check box)
Aperture size (DOF) (data entry box)
Ap. size is DOF width multiplier (check box)
Ap. size is actual size (check box)
Depth of Field - Activating DOF feature:
Check the "Y size is DOF focus distance" box to activate the DOF
feature.
Depth of Field - Choosing static or dynamic DOF:
Next, check one of the two following boxes:
Ap. size is DOF width multiplier (static DOF)
Ap. size is actual size (dynamic DOF)
Which one You check will depend on whether or not You need to
animate the DOF effect. For example, You may want to animate the DOF
effect to simulate the optics of a real video camera. If You were to
focus a video camera on an object (at some intermediate distance) and
then zoom in (close-up), You would observe that the background would
progressively become out of focus.
Depth of Field - Configuring the Aperture Size (DOF) data entry box:
Imagine will interpret the value that You enter into the
"Aperture Size (DOF)" box differently, depending on whether You chose
the static or dynamic version of the DOF feature.
Static DOF ("Ap. size is DOF width multiplier" box checked):
This DOF option is static in the sense that changes in the FOV
(X/Y ratio) do not alter the DOF. The value You enter in the "Aperture
Size (DOF) box" will be multiplied by the pixel width of the image (set
in the Project editor). The product of which will be the maximum
defocusing that will occur for objects in the distant background (in
pixels). Larger values result in a narrower DOF and greater defocusing
of distant objects. In lieu of using the following equation, entering
a small number (0.01) will usually provide an acceptable starting value.
The equation for determining the Aperture Size (DOF) box value:
A = D/W
where:
A = Aperture Size (DOF) value
D = Desired maximum defocusing (in pixels)
W = Image width (in pixels)
Example: if You wanted the maximum defocusing to be 6.4 pixels
(at distant background) divide 6.4 by the image width (set in
the Project editor):
1) A = 6.4/640
2) A = 0.01
Dynamic DOF (Ap. size is actual size box checked):
When You choose this option, DOF becomes linked to the camera X
size value (see the equation below). This DOF option is dynamic in the
sense that as You change the FOV (X/Y ratio), the DOF also changes. The
dynamic DOF option can be animated to simulate camera optics. Like the
static DOF option, larger values result in a decreased DOF and increased
defocusing of the distant background. In lieu of using the following
equation, entering values in the range of 2 - 4 generally provide an
acceptable starting point.
The equation for determining the Aperture Size (DOF) box value:
A = DX/W
where:
A = Aperture Size (DOF) value
D = Desired maximum defocusing (in pixels)
W = Image width (in pixels)
X = Camera X size
Example: You want a maximum defocusing of distant objects to be
6.4 pixels. You have set the camera FOV. The camera X/Y ratio
is 320/640. The image width (Project editor) is 640 pixels.
1) A = (6.4 x 320)/640
2) A = 3.2
Depth of Field - Setting Point of Focus:
As previously mentioned, once the DOF function is activated, the
camera Y size determines the focal point. The trick is to vary the Y
size (change point of focus) while keeping the desired focal length
(FOV). This is accomplished by first activating the camera line
function (Stage editor/Display menu). Next scale the camera, using the
Y bounding line (Top view) as the guide for determining the point of
focus. As long as the X and Y axis are scaled proportionally, the focal
length (FOV) will remain the same.
Depth of Field - Summary:
This text provides the basics for implementing the Imagine 3.0
Depth of Field feature. Use of 3D stereo imagining (LCD shutter
glasses) with Depth of Field has not be covered. These instructions
should provide a sufficient basis for understanding the Impulse
supplemental text.
While Impulse's implementation of Depth of Field is not
particularly intuitive, it does offer lots of flexibility and artistic
potential. For instance, You could progressively defocus one object
while bringing another into sharp focus (thereby changing the viewer's
point of attention) by transitioning between two equivalent X/Y camera
size ratios. There are undoubtedly many other ways to use this feature
creatively.
Be aware that the amount of defocusing adversely affects
rendering time. Severe defocusing (narrow DOF) not only results in
longer rendering times but also does not always yield photorealistic
results.
Depth of Field - Corrections to DOF text:
In the text I listed focal lengths and their equivalent field of
view. The values are specific to a 35mm SLR type camera system (which I
did not mention). This may mislead some who may want to simulate other
camera systems (video or still). Even though focal length and field of
view are related concepts, I was not technically correct to use the
terms interchangeably.
------------------------------------------------------------------------
9] I'm having trouble creating a revolving light (ala emergency
vehicle), I am making an animation of a room which has hanger-type
doors opening and I want to make a warning light which flashes when
the doors open, By Peter Borcherds.
I finally got my revolving light figured out. For those who are
interested here's how I did it.
In the detail editor I made a reflector object (colored black),
and moved the axis to the bottom as a pivot point. I added an axis,
which I made a light (point, round shape, R = 400, G = 0, B = 0).
/ / x <- light (x)
| reflector |
\ \ (something like that....)
I grouped these two objects to enable them to revolve together.
I made a glass cover, and a bulb (R = 255, G = 0, B = 0, set to Bright).
In the action editor I added the Revolve effect to the reflector
(revolve around Z axis) and then traced. In effect, the black reflector
object revolves with the light around the bright bulb object, shining
the light onto the walls of the room, and hiding parts of the bulb as it
revolves, creating a realistic (at least I think so) warning light.
I haven't added lensflares yet, as Imagine's lensflare effect
adds multiple flares, instead of just one when the light is shining
directly at the camera. I'll probably use Image Master (Amiga) or
Win Images (PC) to add flares.
Not really a detailed description, but it should at least give
You an idea how I achieved the effect. I might post a jpeg to show You
what it looks like.
------------------------------------------------------------------------
10] Inertia effect: overshoot, By Charles Blaquiere and Milan Polle.
I just discovered that Imagine already has a built in inertia
effect! I was using the Spline Interpolation with a starting speed of 5
and an ending speed of 0. The speed of 5 turned out to be too fast, so
the anim extrapolated and returned to the target position. A really
neat cartoony inertia effect... wow! It's not a bug, it's a feature :)
Yep, and You can also obtain this effect (called overshoot) by
setting the Spline #1 parameter, in an Action editor bar, to a negative
value such as -1. Setting Spline #0 to -1 would produce the opposite
effect, anticipation of a motion (imagine someone's arm pulling back a
bit before they throw a punch).
========================================================================
SECTION 7 - Rendering and the Project Editor
========================================================================
1] Why do objects render fine in Scanline, but disappear in Trace?
There are 2 possible causes for this:
1) You are running out of RAM
2) You objects are outside of the World Boundary
To check #1 (for the Amiga), pull down The Project editor after
You start a render during the initialization phase. Click once on the
Workbench backdrop and You should see how much RAM You have on the top
of the screen. As Imagine starts to render, this will decrease. If it
becomes close to 0, chances are, that's Your problem. To solve that,
buy more RAM.
The other possibility is that the objects are outside of the
world boundary. The world boundary is basically a box in which Your
objects are placed. When You enter the STAGE editor, You are placing
objects in this "virtual box" whose center is 0,0,0.
When You Trace, Imagine clips ALL objects that fall outside of
the box. The size of the world boundary is set in the ACTION editor. In
this editor, there should be an item named GLOBALS. Whatever numbers
are set in the SIZE timeline becomes the size of the box so that it lies
from +/- Value for X,Y and Z. The default is no information present,
which Imagine assumes is +/- 1024 units for all 3 coordinates.
Thus to fix this problem You can:
1) Scale Your entire scene to fit inside the +/- 1024 size
boundary
2) Add a size line and set the X,Y,Z to the values You need
(This can be found by using "coordinates" in the STAGE
editor and moving the cursor around to find the values)
3) Add a size line and set the X,Y,Z sizes to 0,0,0. This will
force Imagine to calculate the world size for ALL frames
based on where objects are for the FIRST frame. This is
important since if Your objects move farther out during
subsequent frames, You will have to set the size manually
(see 2 above) since it will now be outside the computed
boundary, and thus clipped.
Note: The world boundary has no effect in Scanline rendering.
Note: Setting the World Size to 0,0,0 regardless of problems will
usually DECREASE Trace times!
------------------------------------------------------------------------
2] I have a problem with Filtered objects and the Global Backdrop!
For some reason, clear or glass like objects will not be clear
when used with a backdrop. To get around this render with "genlock sky"
and then use an image processing program to composite the rendered image
onto the background pic for each frame. Fog objects have a similar
problem.
------------------------------------------------------------------------
3] I have created an animation (Hurrah!) and when I look at each of
the individual frames, they look just as I thought they might.
However, when I animate them, anywhere I have applied the
"roughness" parameter, surfaces look animated...with lots of
"crawling" effect on them. What gives?
Roughness should NOT be used on objects that will be animated.
(Unless of course, the "crawley" effect is what You're after). This is
caused by a bug in the roughness algorithm. One of the main work-arounds
suggested, is by using a very small or fine bump-map. Another work-
around is to create a DPaint (or for that matter ANY IFF) multi-gray
shaded screen and apply it as an altitude map.
------------------------------------------------------------------------
4] What situations, parameters, attribute values, etc. require the most
trace rendering time?
The list is long: reflections and refractions increase rendering
time significantly, anti-aliasing (0 longest)-BTW this You must edit in
the .config file and resolve depth (also in .config file), number of
polygons, camera position (obliqueness), size of brush maps and even the
numerical entries of solid textures, resolution, display and render
modes etc etc.
The big ones are refraction, edge level(antialiasing, reflection
(along with "depth") and #of polygons. Pretty well in that order too.
Remember that a higher refraction index is longer rendering time also.
And yes the scale of the object means a LOT. Imagine uses something
called an *Octree* to calculate the scene. This is related to the world
size setting which is also discussed here in article number 1 above.
The difference can go from *hours* to minutes, so scale Your scene by
the size You make Your world. You can select everything in the scene
(including camera and lights) and scale it interactively.
------------------------------------------------------------------------
5] How do I get rid of the "Jaggies?"
The .config file for anti-aliasing defaults to 30. This is ok,
but not great. The best is 0 and final rendering should always be 0. So
you must edit this file every so often (before opening Im) or build a
front end on the work bench (requires programming knowledge, though).
BTW, the anti-aliasing is EDLE in .config file.
{for those unfamiliar with the term jaggies - they refer to the
way lines drawn by computers tend to haved a jagged or stair stepped
appearance, instead of a smooth continuous line. This is usually found
more in low resolution images.}
------------------------------------------------------------------------
6] How do I figure out the pixel aspect for a certain resolution
display? I am rendering a picture to be displayed on a macII
at 1024x768. Does anyone know the formula or is it device
dependent?
Pixel aspect ratio depends both on the aspect ratio of the
display device (your monitor) and the resolution that fits onto that
screen. Most monitors use a 4 x 3 aspect ratio so that to achieve square
1:1 pixels, the resolution must also be 4:3. 1024 x 768 will achieve
this as well as 640 x 480. The Amiga typically uses a non-square aspect
ratio of about 1.2:1 such as 320 x 200, 640 x 400, 768 x 480, etc. So
the pixel ratio can be found using...
(horiz res. / horiz display size) : (vert res. / vert display size)
If Your monitor has a 4:3 aspect, You should have 1:1 pixels.
------------------------------------------------------------------------
7] When making a disco ball effect, will a SPHERICAL light set at 255
be bright enough to cause visible spots on the surfaces in a scene?
No, I bet that a light of 255 won't work too well. So crank
it up to 2000! Lights are not limited to 255 (It is logical that lights
can be as bright as they want). Values above 500 or so are pretty
severe; they cast strong shadows, like a very sunny day. Above 3000 or
so and it looks like You're world is lit by nuclear weapons.
------------------------------------------------------------------------
8] I have a Amiga 3000/25. How long should it take to do a full
trace picture with perhaps one transparent (nearly) glass?
Does 4.5 hours sound reasonable to You? I am running the
floating Point version of Imagine.
The floating point version of Imagine uses inline floating point
code for maximum speed. It does not use the libraries. I suspect that
the non-FP version uses the libraries, just in case. You can probably
SPEED UP Your trace time SIGNIFICANTLY by scaling up the whole scene in
the stage editor (see question 4 above!). A trace time of 4.5 hours on a
3000/25 definitely a "wee bit" on the high side for a scene as simple as
you describe.
------------------------------------------------------------------------
9] Is there any particular format that Imagine prefers? Ham?
32 Color? EHB? 24 bit 1000 x 1000?
The best is a 24-bit image, of course. Anything works, but the
color range of a 24-bit will beat the tar out of a 16 color any day.
Exceptions would be objects with a few discrete colors, like a red,
white, and blue flag. Then a 24-bit and a 4 color image are equal in
quality. Note that Imagine converts them all to 24-bit internally,
though- the memory goes down equally for a 100 by 100 4-color as it does
for a 100 by 100 24-bit.
------------------------------------------------------------------------
10] I would like to use conical light sources with my rendering,
is there anyway "see" in wireframe where the light will fall?
Note: In imagine 2.9, the ability to turn on 'Light Lines' was added in
the Stage editor. The following describes another way to 'see' the
light in the Stage editor before this feature was implemented. Of
course You can still use this in 2.9 and above.
For conical lights, the X-axis size determines the radius of the
light beam at the distance set at the Y-axis. This if a light has a X
size of 50, and a Y-size of 200, the light would have a circle with the
diameter of 100 units at a distance of 200 units from the light's axis
itself.
You can use this information to create a conical light object in
the detail editor. By creating a wireframe light, You can then load the
light in and actually "see" and resize it to get an idea for the lights
size.
Add a primitive cone object. Then position the axis of the cone
such that it is at the exact tip op the cone object. Finally rotate and
resize the cone's axis so the Y axis extendes to the end of the cone
and the x-axis (which should allready be set okay) has the diameter of
the cone.
The above can be done in 4 steps using the transformation
requestor, make sure that the "transform axis only" box is checked
in steps 2,3 and 4:
1] Add a primitive cone with default values.
2] Set the Position on the axis -100 on the Z-axis.
3] Set the axis alignment to -90 on the X-axis.
4] Set the axis size to X=50, Y=100, Z=50.
Front or side view of cone: Z---X
/|\
/ | \
/ | \
/ | \
/ | \
+-----|-----+
Y
Once this is done You will now have a cone object with the
axis set correctly to be a light. It is not yet however a light source.
Go into the attributes requestor for the object and click on the box
labeled "light". In here is a standard light box just like those in
the action editor. Click on conical, and set the color and other options
as You wish.
At this point You must remove any faces from the object. If You
do not do this, when You render the object will will have a white cone.
Simply go into "Pick Faces" mode and then "Select All" of the faces and
finally "Delete" or "Cut" them. You will now have a wireframe cone
light. Save this object.
From now on, You can load this as a normal object into You
renderings and resize, scale and move the light around as You wish. The
only drawback to this method is that to change light parameters such as
color or shadows, You must re-edit the object in the detail editor and
then resave it.
------------------------------------------------------------------------
11] How important is lighting for a rendering, and is there any "preset"
method used to get good results?
Lighting in computer graphics is a very important element in
creating images. It takes a while of experimenting with different types
of lights and settings to get good results, but there is one basic setup
that can also be used as a starting point.
The basic approach is one used for lighting real world video
scenes. It is known as a "3 point" light setup since it involves 3
light sources.
The first light source named the "key" light is the main light
for the scene. It is usually placed about 45 degress above and to the
side of the camera. This provides overall light so You can see Your
objects etc...
The second light is known as the "back" or "top" light. Place
this light above and slightly behind the center of Your scene. In video
this is used to show highlights on a persons hair so You can tell where
the back of their head is. In this case, it provides a similar function
so that You can see the back parts of objects. This is typically set at
about 2 times the key lights intensity, though for computer graphics a
setting equal to or less than that of the key is usually enough.
The final light is the "fill" light. This is usually placed
at a 45 degress angle below and to the side of the camera so that it
is on the opposite side of the "key" light. This light should be dim
and possible colored and diffused to give some illumination to any part
of the scene not covered fromt the other lights. For rendering this
means lowering the intensity and or making the light "diminish in
intensity".
With this setup there should be an improvement over any
rendering using just one light. As a test setup a ground and a
stationary object. (The typical chrome ball with cool highlights on a
checkered ground works well here) Render once scene with just one light
(the key light only). Then add the other 2 or more fill lights and re-
render it. There should be a big difference.
Also, don't forget that lights can be colored, can cast shadows
and can be "conical spotlights". All this can be used to give greater
value to Your scene.
------------------------------------------------------------------------
12] Help with Fog, By J. Koszarsky.
Fog isn't too bad once You get the hang of it. There are a couple
problems to be aware of though. Overlapping fogs will cancel each other
out wherever they overlap. Fog objects should be closed objects. If
you have a tube be sure to close the ends up. And when You scale Your
object up or down You should be aware that the fog length will not scale
with Your object, I found this very annoying.
Imagine You have a 100x100x100 cube and You make it a fog object.
What does the fog length mean? If You make Your fog length 50 units and
then move a non-fog object into the fog, once it goes beyond 50 units
you won't be able to see it anymore. 50 units is the point at which an
object inside the fog will be totally obscured by that fog. If You
shorten the length to say 25 then the fog will become more dense.
Making the length larger creates a less dense fog. If the length is
greater than 100 then You will be able to see objects on the other side
of the cube.
Using global fog in the Stage/Action editors is similar but it is
applied everywhere, like an infinite plane. You can however control the
heights(Z) where the fog begins & ends. So if You wanted fog in a grave
yard You could tell it to start at the ground level and end as high as
you want, depending upon what Your are looking for in Your scene. The
fog length works the same as with objects. If it is set to 100 units
then any object in Your scene that is beyond 100 units will be hidden in
the fog. For a very subtle fog I sometimes set my length to 2048 or
greater, this is very thin.
There is another annoying feature of fogs. It looks great when used
for making atmosphere on a planet but it will illuminate the entire
planet, no matter where the light source is placed. So You can't get a
dark side if You have the fog around the entire planet. You can get
around this by using a half sphere fog for the atmosphere and aligning
it to Your lightsource.
------------------------------------------------------------------------
13] How can I render in Widescreen/Letterbox format?
Besides making for some neat looking animations, this will also
lower rendering times. For a render that would normally be 768x482 or
so, make it 768x380. Leave the ratio just as it is (6:7). Any where
from 380-330 or so will look pretty good.
Remember though that Imagine will still show the entire normal
view of the animation in the Stage editor's preview window. This means
that while You can see objects at the top of the screen here, they might
actually be cropped in the final rendering.
------------------------------------------------------------------------
14] I selected Spheres for my particle object, but all I get is a
polygonal shape!
In order for You to get spheres in the particle object You will
have to render in Ray Trace, not Scanline. Otherwise You end up with a
faceted sphere of only a few polygons.
------------------------------------------------------------------------
15] Help with Fog: if You place a fog object inside another,
they cancel out, why (By Ian Smith)?
I was looking over an older list of bugs that were still not
fixed when I came across the fog canceling out other fog objects.
Remembering previous messages about transparent objects I wondered if
it would work for fog. It does, sorta.
Imagine only renders flat, one sided triangles. To make a solid
object, Imagine keeps track of if it is inside or outside of an
imaginary solid. When a ray hits a face with fog or transparency, the
ray is considered 'inside' until it hits another edge. That is why if
you place a fog object inside another, they cancel out. When the ray
hits the second fog object, Imagine considers the ray having exited
the fog object. This is actually a good thing, albet tricky at times.
The solution to both problems as noted before on the list, is
to make sure all objects are solid entities with no common or open
edges. Picture trying to make a yellow sphere of fog with a second red
fog sphere inside. If You try this, what happens is You get a sphere of
yellow fog, but it has a hole in it where the red should have been. This
is the canceling effect. What You do now is to set the inner sphere to
the same attributes as the outer one. You now have created a true
hollow fog object. The trick is to now use a third sphere, make it a
red fog, and put it inside the hole. You have to be careful to make
sure it is just a little smaller than the hole. Try to make it about
0.001 units smaller. An easy way is to duplicate the inner surface of
the sphere and then scale it down slightly.
I included a uuencoded object You can test render (please refer
to IMLarc61.lha at IML landfill for these uuencode objs). It contains
8 CSG spheres...
RIGHT.LARGE - Large yellow fog.
RIGHT.UPPER - Small yellow fog inside.
RIGHT.LOWER - Small red fog inside.
LEFT.LARGE - Large yellow fog.
LEFT.UPPER - Small yellow fog inside.
LEFT.LOWER - Small red fog inside.
LEFT.UPPER.OUTER - Inner surface of LEFT.LARGE surrounding LEFT.UPPER
LEFT.LOWER.OUTER - Inner surface of LEFT.LARGE surrounding LEFT.LOWER
When rendered, the object on the left renders correctly, showing
a yellow fog sphere with a red splotch of fog in the bottom corner. The
top yellow fog does not show up because it is the same color and density
as the larger sphere.
The right sphere however, renders incorrectly. It shows a
solid, shaded red sphere in the bottom, and at the top is a hole where
the smaller yellow sphere should be.
Now Imagine is still not doing for quite correct. For one, this
trick does not work for global fog! I tried surrounding a fog object
with a shell that was the same density and color as the global fog, but
it simply caused the fog object to vanish completely! I was hoping this
would allow the use of fog objects with global fog, but no luck.
Secondly, and more important, the above example with red fog inside is
still not what shoudl happen. The object on the right SHOULD render
correctly. In reality, You do not chop holes in fog and stick other
peices of fog inside. The two fogs should add their fog properties
together. I have no idea what goes on inside Imagine, but I can take a
guess that each ray has a fog/transparency flag that gets toggled when
a ray hits a surface. What they need is not a flag, but an array of
flags to keep track of how many layers of fog they have penetrated.
Perhaps link this to the reflection resolve paramater in preferences.
Then we could have true additive fog. You can fake it by manually
adding the attributes together and settign the inner fog object to that.
BTW, I tried a negative fog length and it resulted in a totally
invisible object. I wasn't sure WHAT I expected, but figured it was
worth a try. :-) I also ran these tests in Imagine 2.0 and 3.2 to test
for diffrences. Other than 3.2 being about 25% slower to render than
2.0 they worked the same.
------------------------------------------------------------------------
16] The config file says something about "oct-tree level". What EXACTLY
is this about?
The oct-tree stuff is an optimizing gig that Imagine does while
ray tracing.
It sub divides the world up into cubic areas - the oct-tree
level tells the renderer how much to keep sub dividing things (this is
what's going on when Imagine says, "Initializing"). A high oct-tree
level works great for most objects, but for very simple objects (like,
just a single, simple primative) the renderer over does the
sub-dividing. A lower level number would be more effecient for the
simpler objects.
The oct-tree area is directly connected to the global world
size. Setting the global world size to 0, 0, 0 makes Imagine take it's
best guess at a world size for the oct-tree.
========================================================================
SECTION 8 - Essence Settings and Other Attributes
========================================================================
1] Electrical Arc (Essence)
Here's how to make an electrical arc between two rods, like
something out of Frankenstien's lab.
1] Start with a plane with 255 R,G,B on Color and a light blue
(or whatever color You want the arc to be) in Filter.
2] Use Ringfract as follows:
Set the Z axis to point out of the plane, (rotate 90 on X)
Low Trans Start=30 Low Trans Width=5
Hi Trans Start =40 Hi Trans Width =5
Set the color to 0,0,0 for RGB.
Leave other settings at defaults
Place the axis of Ringfract in the middle of the bottom edge of
the plane.
3] Now use Swapcrf to swap the color and filter values. Do this by
setting all parameters to 0, and then setting the following
values to 1:
Filt -> N Color = 1
Refl -> N Refl = 1
Color -> N Filt = 1
Now when rendered, there should be something similar to an
electrical arc (or maybe some sort of plasma). To have the arc grow,
rotate the Ringfract axis on X up or down so that the plane and cylinder
do not intersect at 90 degrees. If You animate this it looks like the
arc gets taller until the arc breaks (i.e. the plane no longer
intersects Ringfract's cylinder in a curve, but instead in two lines).
Also setting the plane to bright will make it look correct
in dim scenes.
------------------------------------------------------------------------
2] Veined Marble (Essence)
The veinedmarble texture is used twice, once for large, widely
spaced veins. The second use is for finer, closely spaced veins.
For veined green marble set the object color to 40,80,40 for
Red Green and Blue respectively. The texture veins are a gray-green
color.
Text#1 Text#2 Parameter Text#1 Text#2 Parameter
800.0 300.0 Initial Scale 4.0 5.0 Turbidity
7.0 7.0 # of Scales 0.9 0.98 Color Level
0.4 0.4 Scale Ratio 120.0 120.0 Color Red
0.6 0.6 Amp Ratio 150.0 150.0 Color Green
0.4 0.4 Time Ratio 120.0 120.0 Color Blue
0.0 0.0 Time 0.0 0.0 Fade 0..1
1.0 1.0 Sharpness 0.0 0.0
20.0 10.0 Vein Spacing 0.0 0.0
Rotate the second texture 45 degrees around the X and Y axes
with respect to the first texture. You may want to rotate the first
texture as well.
------------------------------------------------------------------------
3] Rough marble/rock (Essence)
This uses 2 textures, one for a main color variation, and
the other for the bump/roughness. This is very effective for creating
stone surfaces. Try these settings on a primitive plane.
Object Attribs R G B Value
Color = 136 118 128
Specular = 153 134 132
Dithering = 255
Phong = On
All others at 0.
Texture 1: fractalcolor Texture 2: bump
Parameter Value Parameter Value
Initial Scale 15 Initial Scale 5
# of scales 5 # of scales 4
Scale Ratio 0.4 Scale Ratio 0.5
Amplitude Ratio 0.4 Amplitude Ratio 0.5
Time Ratio 0.4 Alt. Adjust 3
Time 0 Fade 0..1 0
Base->1 Trans 0.3 Axis placement left at default
1->2 Trans 0.6
Color 1 End 1
Color 1 Red 70
Color 1 Green 60
Color 1 Blue 60
Color 2 Red 255
Color 2 Green 240
Color 2 Blue 240
Fade 0..1 0
Axis placement left at default
When rendered an off gray stone will be created. Great for
caverns, dungeons and so on. Just slap it onto the walls or columns
to give it good-ol' natural look.
------------------------------------------------------------------------
4] Soap Bubble (Imagine 2.0 and higher)
COLOR REFLECT FILTER SPECULAR
R 250 10 192 255
G 215 10 162 245
B 225 10 133 238
Dithering Hardness Roughness Shininess Index of refraction
0 245 (Or less) 0 0 1.08
Then Add a Pastella Texture with the following data:
Column One Two
____ ____
102.3333 100
0 0
255 255
0 180
100 80
0 110
255 0
100 0
Now, try render it, and remember to put a object behind, and try
to make several copies, and make a complete bubble bath!
------------------------------------------------------------------------
5] Spaceship Panels (Imagine 2.9 and higher)
This uses the RADWIND, TUBEWIND, or RECTWIND textures to create
multicolored spaceship panels:
- Add a primitive sphere with it's default values.
- Apply the RADWIND texture (or other 2 textures depending on the
shape of Your object)
- Make these adjustments to the texture variables:
Column One Two
____ ____
1 210 *These params will will give You panels that
3 210 are randomly colored from the two color ranges
60 210 defined in column two.
0 190 *Play around with some of the variables to get
1 190 the effect right for You.
0 190
0 -1
0 0
------------------------------------------------------------------------
6] Bark, mountain, stone effects (Imagine 2.9 and higher)
This uses the WRINKLE texture.
- Add default cylinder and CLOSE the TOP
- Select the top edges of the cylinder and MAKE SHARP
- Apply the WRINKLE texture and render.
This will look like bark around the cylinder....play with the
noise functions to adjust the look of the bark.
Now make these changes to the Texture:
Column One Two
___ ___
0.5 150 * This will look like the sides of a mountain
0.5 150 around the Cylinder. On the top of the
10.0 150 cylinder it will look like granite.
1.0 20 * When applied to organic objects the vertical
0.5 50 faces will have the rivulets, the horizontal
0.0 20 faces will be granite-like.
0.0 0 * Try changing the first three variables in
1.0 0 Column one to 10,10,1 respectively. The
resulting look will make the cylinder look
like a core sample around the cylinder, while
the top of the cylinder will have a marble
like quality.
------------------------------------------------------------------------
7] Solar Corona, By Cyrus J.Kalbrener (Essence)
This uses 1 sphere, 3 disks and 2 Essence textures.
- First use varyabsrgb to create changes subtle changes on the
suns surface between white hot and light yellow.
- Then use a disk for the corona, rotate the oject axis so that
the y axis was perpendicular to the surface of the disk and add
the cylindturb texture with the z axis extending perpendicular
from the surface of the disk. We used cylindturb because we could
translate the texture along it's z axis to create the illusion of
movement much more effectively than radialturb.
- Then add another disk and place it less than 1 unit behind the
first, apply the radial Impulse texture to create the glare around
the sun.
- Now apply radial to another disk, this time making it black
to blot out the stars behind the corona that would show through
the glare (it looks pretty unrealistic without it).
- Make sure all objects are bright, and parent the second and third
disks to the first. We can save the sun itself as one object,
and the corona group as a second object. In the stage editor
track the corona to the camera so that it would always be
perpendicular to the camera (only good if the camera is moving a
little bit).
------------------------------------------------------------------------
8] Solar Corona, By Scott Kirvan (Imagine 2.9 and higher)
This uses the FIREBALL, NEBULA and GHOST textures to create.
- Add a primitive sphere with it's default values, turn on bright.
- Apply the FIREBALL texture.
- Make these adjustments to the texture variables:
Column One Two
____ ____
0 0
255 0
255 0
100 0
200 0
30 0
0 0
0.4 0
Size: (86, 86, 86)
- Add a primitive sphere with it's default values except for the
size values, they should be, at least (75, 75, 75)
Color: (255, 85, 0) Fog length: 0.01
- Apply the NEBULA texture.
- Make these adjustments to the texture variables:
Column One Two
____ ____
325 0
1 0
0 0
5 0
0.2 0
1 255
1 255
0 100
Size: (4.5, 4.5, 4.5)
- Apply the GHOST texture.
- Make these adjustments to the texture variables:
Column One Two
____ ____
1200 0
1 0
0 0
0 0
0 0
0 0
0 0
0 0
------------------------------------------------------------------------
9] Sludge, By Scott Kirvan (Imagine 2.9 and higher)
This uses the DINOSKIN texture:
- Add a primitive cylinder (size: 88, 88, 175)
- Make these adjustments to the attributes variables:
COLOR FILTER SPECULAR
R 255 255 38
G 255 255 38
B 255 255 38
Hardness Index of refraction Phong
20 1.50
- Apply the DINOSKIN texture.
- Make these adjustments to the texture variables:
Column One Two
____ ____
10 0
10 0.5
10 0
2 0
0.3 190
0.6 1.73
2 0.5
1 0
------------------------------------------------------------------------
10] Marble, By Rob Freundlich.
Make Your object a pale white (190-ish on all the RGB sliders),
high Shiny value, high Hardness, low Roughness, Specular just a few
shades below the object color, ummm, possibly others as well.
Apply two wood textures. The textures are rotated with respect
to each other. Both have very wide bands (and a low number of bands) and
a large Variation value (for "burl" effect, according to Understanding
Imagine). The color of each texture is a darker shade of grey than the
object, and the two textures have slightly different colors.
------------------------------------------------------------------------
11] Starfield (Imagine 2.9 and higher)
We all know that Imagine's starfield is very cheesy at
best. Here is a great solution for Imagine 2.9 and higher users:
- Create a sphere that is as large as Your world, minimum size
should be at least 1000 units along each axis.
- Set the sphere's filter values to 255 for each R,G,B component.
- Apply the CONFETTI texture and make these adjustments to the
default values:
Color 1: (255, 255, 255) V1: .53 Size: .25
Color 2: (100, 100, 100) V2: .55
Make sure the camera is somewhere in the center, and render.
Voila! A great Starfield!
Refer to the docs on the confetti texture to make any
adjustments that You like.
Also, try making a short anim with just the sphere, and just
change the camera's perspective, You can get a nice space warp effect.
This actually gives a good looking starfield with almost no RAM
consumption. Plus, You can easily set the colors and frequency.
As a suggestion,
1] Make the sphere bright to make sure the stars show up.
2] Make a copy of the sphere and scale it slightly smaller or
bigger and rotate it so it's at a diff angle. Then, You'll
get a cool rotate effect when You move the camera.
This is called "stellar parallax", and it will never happen in
real life, simply because all the stars are so far away that You
basically can't move fast and far enough to make their relative
alignments change in this kind of obvious way.
------------------------------------------------------------------------
12] Photon Torpedo (Imagine 2.9 and higher)
In Detail, create a default primitive sphere. Copy it, scale it
down to .8, Paste it and group the 2 objects together. The larger
sphere's attributes's should look like this:
COLOR
R 255
G 0
B 0
Fog length Phong Bright
125
Then Add a FogPaint Texture with the following data:
T: .8
Denser Color: 255, 100, 0
2nd Color: 255, 0, 0
Scale the axis to be just as big as the sphere.
The smaller sphere's attributes should look like this:
COLOR
R 210
G 15
B 15
Phong Bright
Light:
Color: 500, 0, 0
Point Source
Controlled FallOff
FireBall texture:
Color 1: 255, 15, 15
Color 2: 200, 30, 0
The rest of the settings are 0.
Axis size should be slightly larger than the sphere.
Load this object into Action after setting the # of frames. Add
the Spike effect on frames 2 (right after the torp exits the torpedo
tube) to the last frame that the object will be in the camera's view.
You might want to tweek the Spike settings. Set up the motion in Stage,
and You're all set. Render and serve.
------------------------------------------------------------------------
13] Spaceship shield, By Charles Blaquiere (Essence)
To do a Star Trek-like "shield absorbs energy blast and
dissipates it", You need to create a sphere for the shield. You then use
Shellturb combined with SwapCRF to _vary the transparency_ of the
texture and make the energy blast visible. Here's an example:
- Create a standard Imagine sphere. Scale in Z by 0.5.
- Give it a color of 255, 255, 255 and click on Bright. Add the
Bandturb (not Shellturb) texture.
- Edit the texture as follows:
Column One Two
____ ____
0 0.4 Axis position: 110, 0, 0
20 0.4 Alignment: 0, -90, 0
30 0
20 0
10 0
5 0
4 0
0.4 0
- Add the SwapCRF texture. All parameters should be 0, except
Color -> N Filt which should be 1.
- Add the Solid texture. Leave all parameters at -1 and set Color
to 50, 255, 200.
- The texture order should read, from top to bottom:
Bandturb, SwapCRF, Solid. If not, use the Priority button to make
it so.
- States/Create DEFAULT, click Textures/Brushes on.
- States/Create START, click Textures/Brushes on (This is not a
typo. Unless I'm mistaken, You should refrain from using the
default state in an animation, which is why I had You create an
identical state).
- Change the texture:
Time to 1 Fade to 1 Position to -50, 0, 0
- States/Create END.
- In Action, morph from START to END over N frames.
You'll see an energy blast hit the right side of the image,
where the ship inside the shield would presumably be pointing, and
travel along the shield, dissipating as it goes along.
How does it work?
The base object is white, and gets a turbulent band of black
applied to it using Bandturb. Then, SwapCRF turns this color
information into _filter_ values -- black means no filter, white means
fully transparent. This makes part of the shield visible. All that's
needed is to give the visible parta of shield a color using Solid.
Finally, we create two states, START and END, which allow the texture
axis to travel from one end of the shield to the other. The END state
also has Bandturb's Fade parameter set all the way to 1, so that the
texture loses strength as it travels along the shield. Just add a ship
inside the shield, and a starfield in the background. The effect is
beautiful.
Bug alert:
Imagine 3.1 doesn't remember texture parameters and axis
settings very well when You use States. Until that bug is fixed, You
will need to create two separate objects, Shield-start and shield-end,
and morph from one object to the next. No big deal.
------------------------------------------------------------------------
14] Spaceship shield, By Michael Hazlett (Imagine 2.9 and higher)
What it will do is simulate a phaser hitting the front and that
portion of the shield will show nothing else, this uses standard
Imagine 2.9 textures without any Essence ones.
- Create a primitive sphere, scale it to envelop Your Starship.
- Give it a color of 0,0,0 and click on Bright.
- Make it a fog object ie: with a length of 50.00.
- Add the Bandturb texture.
- Edit the texture as follows:
Column One Two
____ ____
0 0.4 Axis position: 81, 0, -0.9
20 0.4
30 0
20 0
10 255
5 0
4 0
0.4 0
(The main difference with Charles Blaquiere tip is that the colour You
put on the texture is the colour of the shield, usually green :)
- States/Create START, click Textures/Brushes on.
- Change the texture:
Time to 1
Fade to 1
Axis Position: 67, 0 -0.9
- States/Create END.
- In the Action editor morph from START to END over how many frames
You like; You have to reverse the states to dissipate the shield.
You'll see an energy blast hit the front (or wherever) of the
shield flare up (and if You want) dissipate; You can change how
transparent the shield is by changing the fog length :)
------------------------------------------------------------------------
15] All purpose ground cover (Imagine 2.9 and higher)
Make an irregular shaped mountain or whatever and make these
adjustments to the attributes variables:
COLOR
R 15
G 162
B 6
Dithering
255
- Apply the FUZZ texture.
- Make these adjustments to the texture default values:
Column One Two
____ ____
0.1 0.6
0.2 15
0.05 140
0.3 15
1 0
4 0
0.2 0
0.8 0
- Apply the PEENED texture and make these adjustments to the
attributes variables:
Column One Two
____ ____
1 0
1 0.5
0.1 90
0.5 90
1 0
4 0.6
0.2 1
-0.3 0
- Apply the DISTURBD texture with default values.
- Apply the CRACKS textures as follows:
Column One Two
____ ____
0 90
0.2 80
0.2 0
15 0
0 0.2
0 0.5
-0.1 0.3
-0.1 0.8
------------------------------------------------------------------------
16] Steam engine, shafts of light (Imagine 2.9 and higher)
Try this out if You want steam, shafts of light, smoke:
- Make a cube and go to the attributes requester.
- Make the object color a shade of white; the filter values
are 125, 125, 125.
- Add the COOLFIR texture:
Column One Two
____ ____
0 0
0 0
0 0
0 255
0 255
0 255
0 1
0 3
The texture axis should have the positive part of the Z axis
slightly smaller than the object. Scale the X and Y axis by 2 or 3 from
their natural state.
You can animate it by rotating around the Z axis or moving
along the X and Y axis.
If there are a lot of overlaping layers on the object, make sure
resolve depth (preferences editor) is quite high, 9 or so, otherwise You
will get black areas on the object.
You can render this in scanline.
------------------------------------------------------------------------
17] Fun with Fuzz texture, By G. de Beaumont (Imagine 2.9 and higher)
The "Fuzz" texture appears to be ANOTHER one of those
undocumented Imagine features. Anyway, I've done some experimentation
with the "Fuzz" texture, here's what I know.
Fuzz - Basic features:
It's a "Space Filling" (Impulse terminology) noise type texture.
That is, the texture changes along all three axis.
In its most basic form (equal X, Y, Z sizes and low magnitude
and velocity noise values), it produces fuzzy globules (approximately
spherical masses).
Space between the fuzzy globules shows underlying textures and
attributes on the object.
The texture axis orientation (relative to the object) is not
particularly important.
Fuzz - parameters:
X, Y, and Z sizes: determines size of the fuzzy globules;
Noise 1 & 2 mag/vel: determines how disturbed the fuzzy globules
become (functions similar to other Imagine noise
type textures);
Dispersion: determines the number of fuzzy globules;
Fuzz clip: appears to affect the spacing of the fuzzy
globules;
Fuzz R, G, B color: determines the color of the fuzzy globules;
Fil./Refl. adjust: sets the filter and reflect attributes of the
fuzzy globules;
Fuzz - General observations:
Increasing the clip value (0.9 - 1.0) can result in overlapping
globules with unpredictable results.
Decreasing the clip value to 0 results in zero globules.
The default parameter values produce a nice "TV Static"
appearance.
Higher magnitude/velocity values result in a wispy smoke type of
appearance (see sample parameter values below) similar to that achieved
using the CLRNOIZ texture.
Intermediate magnitude values, low velocity values and
repetitively applying the texture can produce a scattered cumulus cloud
pattern with the appearance of depth (see below).
Wispy Smoke (a la fuzz):
- Add a default plane.
- Set the object color to 0, 0, 0. Make it bright.
- Adjust the perspective zoom control (Z) such that the plane takes
up most of the view.
- Apply the FUZZ texture (using the following parameter values)
and quickrender:
Column One Two
____ ____
30 0.4
30 100
100 100
0.6 100
2.8 0
5.8 0
0.3 0
0.7 0
Scattered Cumulus Clouds (a la fuzz):
- Add a ground plane.
- Set the color to 135, 206, 235. Make it bright.
- Adjust the perspective angle (A) view such that it looks straight
down on the ground plane. Set the zoom ratio (Display menu,
Perspective, Zoom ratio) to 0.3.
- Repetitively apply the FUZZ texture to the ground plane (4 times)
using the following parameter values:
Apply the FUZZ texture (priority 1) as follows:
Column One Two
____ ____
1000 0.5
1000 245
1000 245
2 245
0.1 0
2 0
0.1 0
1 0
FUZZ texture (priority 2):
Column One Two
____ ____
1000 0.5 Axis position: 0, -40, 0
1000 220
1000 220
2 220
0.1 0
2 0
0.1 0
1 0
FUZZ texture (priority 3):
Column One Two
____ ____
250 0.5
250 245
250 245
2 245
0.1 0
2 0
0.1 0
0.6 0
FUZZ texture (priority 4):
Column One Two
____ ____
250 0.3
250 215
250 215
2 215
0.1 0
2 0
0.1 0
0.6 0
Transform priority 4 texture 0, -40, 0 position.
------------------------------------------------------------------------
18] Water (Imagine 2.0 and higher)
You could start with a plane or a ground and make the following
adjustments to the object default attributes:
COLOR REFLECT FILTER SPECULAR
R 0 100 0 255
G 255 120 0 255
B 255 140 0 255
Dithering Hardness Roughness Shininess
0 125 (Or more) 20 0
Then apply BUMPNOIZ texture as follows:
Column One Two
____ ____
100 0
20 0
10 0
0 0
0.6 0
0 0
0.2 0
0 0
Bump-mapping and bump textures do not modify the geometry of the
object; they simply add highlights and shadows as if the object _were_
bumpy. Your lake would still remain a flat plane, with no points to
stick out.
You should position the primary light source in front of the
camera to obtain specular highlights.
Maybe this is not very helpful, but I thought You might find
DINOSKIN texture useful in this case too. It is a very flexible texture
which can produce loads of other kind of surfaces than dino skin. The
shape of the bumps can be modified to a great extend by adjusting the
noise values. Also, You have control of how "widely" the bumps are
colored by adjusting the color clip value. So You can certainly make
some kind of whitecaps with it without having actual modelled bumps in
the object.
------------------------------------------------------------------------
19] Castle brick, By Paul Rance (Essence)
It uses CEDARDSHINGLES and VARYELBRIGHT Essence textures:
- Apply the FUZZ texture as follows:
Top width: 30.0 Rand shape vary: 0.3
Bottom width: 30.0 Grain scale: 1.79
Shingle length: 15.0 Grain sharpness: 0.18
Horizontal spacing: 31.0 Grain bump adj.: 0.56
Vertical spacing: 16.0 Grain red: 75.0
Edge width: 0.4 Grain green: 79.0
Bump adj.: 5.8 Grain blue: 73.0
Row offset: 0.48 Fade: 0.0
- Apply the VARYELBRIGHT texture as follows:
Vary scale size: 2.07
Variation: 0.2
Random seed: 1234.5
------------------------------------------------------------------------
20] Cloth, By Paul Rance (Essence)
It uses SEAWAVE Essence textures:
- Apply the SEAWAVE texture as follows:
X im. units: 28.0
Wind speed: 20.0
Bump adj.: 0.5
Time: 0.0
The important bit with this texture is instead of the Y axis
pointing out of the texture as normal, turn in 90 degrees so it runs in
parallel to the top surface of the object.
------------------------------------------------------------------------
21] Fabric, By John Prusinski (Imagine v2.9 and higher)
Just playing around with the Fuzz texture I discovered (as I was
working on a backdrop curtain for a stage set) that by setting the Fuzz
color close to the base color but lighter (in this case light magenta
over purple) and cranking the specularity of the object while keeping it
in the same color range (in this case VERY light magenta) and the
hardness down, I was able to get (by playing with the texture size) a
very believable range of fabric textures from coarse wool blanket to
fine velvet (which in my case was just what the doctor ordered)!
Not sure if this would have the same effect with a smooth object
like a floor or a primitive, but it works great for objects with lots of
folds in them to catch the light.
Here it is an attribute I used successfully for the green felt
surface of a billiards table:
Apply FUZZ texture as follows:
Column One Two
____ ____
30 0.6
1 0
0.01 140
10.01 100
1 0
4.01 0
0.2 0
1 0
------------------------------------------------------------------------
22] Glowing fireball, By Steven Blackmon (Imagine 2.9 and higher)
This uses standard Imagine 2.9 and higher Peened, Fakely and
Ghost textures.
- Add a default primitive sphere.
- Select it, open the attributes requester, add the Peened texture
and enter these settings:
Column One Two
____ ____
6 0
6 1
6 -1
0.5 -1
1 -1
4 0.6
0.1 1
1 0
The scale of the individual pebbles is set rather small, to
create a rather 'static' or rough appearance to the sphere.
- Next, add the Fakely texture:
Column One Two
____ ____
0 238
0 21
0 0
0 255
0 249
0 92
0.5 0
0 0
It colors the sides and the front of the object differently. It
does this by checking the angle between the incoming camera ray and the
surface normal of the object at the point being rendered.
Coincidentally, bump textures and altitude maps create the illusion of
bumpy by altering the surface normal. Bump textures can therefore alter
the effect of Fakely. It is important to remember that the bump
textures must be applied BEFORE either Ghost or Fakely.
- Make the object a foggy object, sets its Fog Length to 12.
Fog objects are inherently bright, so there is no reason to set
the Bright attribute on the object, as it has no effect.
- Apply Ghost texture as follows:
Column One Two
____ ____
350 0
1 0
0 0
0 0
0 0
0 0
0 0
0 0
Like the Fakely texture, Ghost texture uses the surface normal
to perform its edge fading magic. Actually it's the cosine of the angle
between the camera ray and the surface normal that is of interest. This
value can range from 0 to 1. A value of 0 means the point on the object
is pointing directly at the camera, a value of 1 means that the point on
the object is at 90 degree angle from the camera, or on side of the
object.
By setting a new instance of the Fakely texture to affect filter
it is possible to create a similar effect, the main advantage of using
fog objects is that they do not cast shadows. There is a problem using
fog objects because overlapping fog objects don't render as expected.
Where creating things like explosions, multiple fireball effects
may be needed. When You need both a fireball plus flaming shrapnel
trails You should create the fireball using a large fog sphere and the
Ghost texture. Then You should use a solid object modified by Fakely to
create the emerging smoke and fire trails.
- First, the object needs to be made Bright, next add another
Fakely texture:
Column One Two
____ ____
2 255
0 255
0 255
0 -1
0 0
0 0
0.5 0
0 0
You should also experiment with larger size values for Pebbled.
Large pebbles, say 5/5/10 (x/y/z size) produces another startling
effect. This one reminds me of a cheap restaurant table candle.
------------------------------------------------------------------------
23] Nebulae, By Steven Blackmon (Imagine 2.9 and higher)
While working on an image (Disaster!), I became frustrated with
Imagine's Nebula texture. The texture creates a nice wispy, nebulous
look, but is inadequate for creating realistic astronomic nebulae. So,
I set out to discover a better way. After many hours of experimenting I
was ready to give up when a sudden inspiration hit. I tried applying
Pebbled to a fog object, then applied Ghost, and rendered. My jaw hit
the floor.
So what do bump textures like Pebbled have to do with fog
objects? The key to the resulting affect is Ghost. The Ghost texture
was designed to fade a fog object at its edges. In order to determine
what part of the object is facing the camera, and what parts of the
object are its 'sides', the texture looks at the angle the ray from the
camera makes with the surface normal. The surface normal is an
imaginary line that is perpendicular to the surface of the face
(triangle) being rendered. In other words, a line pointing directly out
from the surface. If the angle between the camera ray and the normal
direction is 0.0, the object is facing the camera. If the angle is
90 degrees, the face being shaded is currently on the side of the
object, etc. When Ghost is applied to a fog object, as the angle
between camera ray and normal increases, the fog length is adjusted
according to the values set in Ghost's requestor. Coincidentally, bump
textures do their magic by adjusting the surface normal of the point
being shaded. When Pebbled is applied to an object, it alters the
surface normal to give the illusion of bumps on the object. When Ghost
is subsequently applied, it finds modified normal values, which alter
where Ghost does its fog thinning.
Enter Detail editor:
- Add a primitive sphere.
- Use Magnetism or Deform Tool to distort the sphere into a shape
500 units long, 150 high and 100 deep.
- Add the Wrinkle texturew as follows:
Column One Two
____ ____
60 -1
8 0
8 0
1 -1
0.5 0
4 0
0.1 0
0.4 0
- Add the Fakely texture:
Column One Two
____ ____
0 60
0 0
0 150
0 255
0 180
0 200
0.9 0
0 0
- Make the object a fog object, set the object's Fog Length to 120.
- Add the Ghost texture and use the following settings:
Column One Two
____ ____
1500 0
0.35 0
0 0
0 0
0 0
0 0
0 0
0 0
In most cases it is best to set T to 1.0. This means the Fog
Length At T value will be specifying the fog length at the side of the
object, wich makes it easier to predict the results.
- Add 3 more instances of the Wrinkle texture:
Column One Two
____ ____
60 -1
20 0
20 0
1 -1
0.3 0
4 0
0.05 0
0.4 0
For more variety in the clouds, add more instances of the bump
Wrinkle texture.
Column One Two
____ ____
30 -1
8 0
8 0
1 -1
0.5 0
4 0
0.1 0
0.8 0
And a fourth Wrinkle texture:
Column One Two
____ ____
10 -1
10 0
2 0
1 -1
1 0
4 0
0.4 0
0.7 0
- For even more variety, add the Bump Noise texture as follows:
Column One Two
____ ____
40 0
10 0.3
5 0
0.4 0
0 0
4 0
3 0
1 0
------------------------------------------------------------------------
24] Fire and ice, By Gabriele Scibilia (Imagine 2.9 and higher)
This technique uses Steven Blackmon's DE* texture family and
TOOLKIT I textures, available only for Imagine PC version.
Enter Detail editor:
- Add a primitive sphere and set Index of refr. to 1.31.
- Add the DEFLTR-A texture.
- Add the (Steven Blackmon's Texture Toolkit) FILTER texture:
set New Filter Red, Green, Blue parameters to 255 (or set the
Transparency value of standard Imagine TRANSPAR texture to 1.0).
- Add the DEFLTR-B texture (size: 15, 15, 15) as follows:
Column One Two
____ ____
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
- Add the DEREFL-A texture.
- Add the (Steven Blackmon's Texture Toolkit) REFLECT texture and
set New Reflect Red, Green, Blue values to 60 or add a standard
Imagine CHECKS2 texture:
Column One Two
____ ____
0 -1
-1 -1
-1 0
-1 0
60 0
60 0
60 0
-1 0
- Add a reflection brushmap (e.g. a sky picture).
- Add the DEREFL-B texture (size: 15, 15, 15):
Column One Two
____ ____
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
- Add the DECOLR-A texture.
- For more variety in the fire, add more instances of the WRINKLE
texture:
Column One Two
____ ____
5 200
10 100
2 0
1 120
0.5 30
4 0
0.1 0
0.2 0
Column One Two
____ ____
20 150
20 100
2 50
1 20
0.5 50
4 20
0.1 0
0.4 0
Column One Two
____ ____
8 200
5 50
5 0
1 150
0.5 50
4 20
0.1 0
0.4 0
And a fourth WRINKLE texture:
Column One Two
____ ____
12 240
2 150
2 0
1 150
0.5 80
4 0
0.1 0
0.2 0
- Add the DECOLR-B texture (size: 15, 15, 15):
Column One Two
____ ____
2 1
0 10
0 0
0 0
0 0
0 0
0 1
1 0
You can also apply MNTNTOP texture as follows and drop the
DEFLTR-A/FILTER/DEFLT-B texture attributes:
Column One Two
____ ____
0 -1
0 -1
0 -1
0 255
255 255
0 255
0 1
0 1
Change the texture size to 13, 13, 13 and rotate the axis so
Z points up and render.
------------------------------------------------------------------------
25] Quick & dirty way to make trees, By Greg Tsadilas (Imagine 2.9)
This technique uses Steven Blackmon's FRPAINT texture,
available only for Imagine PC version.
Add a default primitive sphere and modify Color value to 80, 80,
80 then add DINOSKIN texture:
Column One Two
____ ____
5 0
5 0.5
5 0
1 200
0.3 100
0.6 0.5
1 0.7
1 0
Add Steven Blackmon's FRPAINT texture:
Column One Two
____ ____
80 0
80 0
80 0
0 0
255 0
255 0
255 0
0 0
The leaves are deformed spheres with DINOSKIN texture applied to
them; the shape, color, size and bump values can be adjusted to Your
liking.
As You add more and more layers of filtered objects, You may
notice some sphere rendered as solid black: You'll need to increase the
RSDP (Resolve Depth) value.
------------------------------------------------------------------------
26] Ship texture (Imagine 2.9 and higher)
Here's a great tip for created good spaceship textures: use a
light DINOSKIN texture (with only a slight variation of Your main colour
applied to the object) with the bumpiness set to 0%, this will give a
nice colour variation on the object instead of just a plain colour. You
may have to increase the dinoskin size for various object sizes to start
to look good.
Now just apply the DETHSTAR texture, You need to have a big size
for DETHSTAR to make it look good so increase the default size and take
down the "dirt" and increse the "rust".
Apply large amounts of specularity and hardness and there You
go, a nice spaceship texture. I have uploaded two pics to demonstrate
(ftp to tomahawk.welch.jhu.edu/pub/lw/framestores/ship.jpg and
ship2.jpg).
Ship.JPG uses the nebula texture with Imagine lens-flares to
create a nice engine glow. A good way to create Lightwave lens-flares
in Imagine (as used in Ship2.JPG) is to get a Lightwave user (boo, hiss)
to render a full screen lens-flare on a black background with
lens-reflections off.
Now convert the image from whatever format into TGA/TIF/IFF
using whatever resolution You want (the bigger the better). Use this as
a brushmap TWICE on a 1x1 plane... once as an opacity map and secondly
as a filter map (set to reverse image) so the darker parts with be
see-through. Now make it bright and render it.... It should look like
a fully fledged Lightwave lens-flare in Imagine.
To place it in a scene make sure it's aligned to the object
"camera" and large enough to look good. The lens-reflections (the
coloured spots of light) can be applied to great effect by using a
package such as PhotoStyler using a large low opacity round brush and
whatever colour You want to compliment the picture (reds greens and
blues are best). I've managed to successfully trick my Lightwave owning
friend using this technique by rendering Babylon5 type scenes which
exhaustingly use lens-flares for each scene.
------------------------------------------------------------------------
27] Carpet, By Robert Byrne (Imagine 2.9 and higher)
Here's the attributes for a mottled carpet I did for a room
floor, apply it to a plane with its Z axis perpendicular.
COLOR
R 185
G 86
B 0
Phong Off Roughness
0 192
All other settings to default.
Add Fuzz Texture:
Column One Two
____ ____
30 0.6
1 210
0.35 105
0.4 20
1 0
4 0
0.2 0
0.7 0
Apply then the Splotch Texture as follows:
Column One Two
____ ____
1 0
1 0.6
0.9 0.55
0.83 0.6
0.65 0.7
0.73 0.8
1 0.9
0.5 1
------------------------------------------------------------------------
28] Plasma beam, By Steven Blackmon (Imagine 2.9 and higher)
Enter Detail editor:
- Add a primitive tube, Radius 30, Height 400.
- Enter Attributes requester and make the following adjustments:
COLOR REFLECT FILTER SPECULAR
R 255 0 255 0
G 255 0 255 0
B 255 0 255 0
Dithering Hardness Roughness Shininess Bright Phong
255 0 0 0
- Add the DANCSPRK texture (size: 145, 145, 480)
Column One Two
____ ____
4 0
0.5 0
255 0
150 1
240 1
0 0.2
3 5
0 0
- Apply two more instances of DANCSPRK texture as follows:
Column One Two
____ ____
16 0
0.1 0
255 0
150 1
240 1
0 0.2
3 5
0 0
Size: (332, 332, 480)
Column One Two
____ ____
4 0
0.2 0
255 0
220 1
255 1
0 0.2
3 5
0 0
Size: (145, 145, 480)
- Add a tube, Radius 55, Height 400:
COLOR REFLECT FILTER SPECULAR
R 180 0 255 0
G 69 0 255 0
B 106 0 255 0
Dithering Hardness Roughness Shininess Bright Phong
255 0 0 0
- Set Fog Length to 0.01.
- Add three instances of the DANCSPRK texture:
Column One Two
____ ____
4 0
0.5 0
150 0
150 1
240 1
0 0.2
3 5
0 0
Size: (221, 221, 480)
Column One Two
____ ____
4 0
0.3 0
255 0
220 1
255 1
0 0.2
3 5
0 0
Size: (221, 221, 480)
Column One Two
____ ____
16 0
0.2 0
255 0
255 1
255 1
0 0.2
3 5
0 0
Size: (504, 504, 480)
- Then, add FOGPAINT (size: 89, 89, 58):
Column One Two
____ ____
250 255
0.9 0
0 0
0 0
255 0
230 0
255 0
0 0
- Add one more tube, Radius 70, Height 400:
COLOR REFLECT FILTER SPECULAR
R 255 0 255 0
G 255 0 255 0
B 255 0 255 0
Dithering Hardness Roughness Shininess Bright Phong
255 0 0 0
- Add DANCSPRK as follows (size: 330, 330, 480):
Column One Two
____ ____
8 0
0.15 0
255 0
160 1
240 1
0 0.2
3 5
0 0
Column One Two
____ ____
16 0
0.1 0
255 0
150 1
240 1
0 0.2
3 5
0 0
------------------------------------------------------------------------
29] Nebulae, By Tom Granberg (Imagine 2.9 and higher)
I have come up with a nice nebula effect using a tube, here is
how to do it.
Make a tube that is about twice as wide as it is high.
Make it bright and colored total black.
Add the Filter Noize 2 texture and scale it in z so it is fairly
thin in z, but at least as wide in x and y as the tube.
Make the texture filter settings high and in some cool colors
like: R.255, G.180, B.220 (You get the point), if You want more color
variance add the Color Noize 2 texture as well.
Add Mountain Top twice, one to fade it out at the top and one at
the bottom.
It's very important that the textures are in the right sequence,
so first Filter Noize 2, Color Noize 2, Mntop (1), Mntop (2).
This should give You a good starting point to play with, the
tube don't have to be very detailed and You can scale it to fill Your
universe, so when paning You will get a nice long nebula. I also tilt
the tube a bit on an angle to get it more interesting.
------------------------------------------------------------------------
30] Lightning, By Fred Aderhold (Imagine 2.9 and higher)
I was trying to simulate white bolts with a bluish haze on the
outside:
- Add a default plane and modify the following settings:
COLOR FILTER
R 0 255
G 108 255
B 255 255
Brightness
255
- Add the DANCINGSPARK texture (Z axis perpendicular to the plane):
Column One Two
____ ____
2 0
0.1 0
168 0
173 1
195 1
0 0.2
3 5
0 0
- Transform the size of the axis to (144, 144, 144), or whatever
looks good.
This will give You a transparent plane You can put thru another
object to make it look electrified. How 'bout some blob clouds,
complete with lightning strike!
------------------------------------------------------------------------
31] Fire, By Steve Worley (Essence)
Enter Detail editor:
- Add a primitive plane (Horizontal & Vertical sections = 1)
and modify the following settings:
COLOR
R 0
G 108
B 255
Bright
- Add Essence TurbColor texture:
Parameter Value
Initial Scale 15
# of Scales 5
Scale Ratio 0.4
Amplitude Ratio 0.4
Time Ratio 0.4
Time 0
Base->1 Trans 0
1->2 Trans 0.5
Color 1 End 1
Color 1 Red 200
Color 1 Green 100
Color 1 Blue 30
Color 2 Red 180
Color 2 Green 30
Color 2 Blue 0
Fade 0..1 0
- Then add Essence LinearTurb texture:
Parameter Value
Z Trans Start 0
Z Trans Width 20
Sharpness 0
Trans Vary 60
Initial Scale 15
# of Scales 5
Scale Ratio 0.4
Amplitude Ratio 0.4
Time Ratio 0.4
Time 0
Color Red -1
Color Green -1
Color Blue -1
Filter Red 255
Filter Green 255
Filter Blue 255
- Finally, add Essence Linearsm texture:
Parameter Value
Z Trans Start 0
Z Trans Width 80
Sharpness 0
Color Red 30
Color Green 0
Color Blue 0
Reflect Red -1
Reflect Green -1
Reflect Blue -1
Filter Red -1
Filter Green -1
Filter Blue -1
Fade 0..1 0
Position: (0, 0, -30)
------------------------------------------------------------------------
32] Clouds, By Mike McCool (Essence)
Enter Detail editor:
- Add a Ground and modify the following settings:
COLOR FILTER
R 240 40
G 240 40
B 240 40
- Apply Clusterbump texture as follows:
Parameter Value
Clump scale 5000
Cluster scale 3.3676
Clump coverage 1
Edge color fade 0.6
Clump bump 0.3
Cluster bump 0.6
Cluster red 200
Cluster green 200
Cluster blue 200
(other settings to 0)
- Apply Essence Blobf texture:
Parameter Value
Initial scale 120
# of scalesle 4
Scale ratio 0.4
Amplitude ratio 0.4
Time ratio 0.4
Time 0
T1 start 0.2
T1 end 0.4
T2 start 0.8
T2 end 0.96
Filter red 255
Filter green 255
Filter blue 255
(other settings to default values)
========================================================================
SECTION 9 - Miscellaneous
========================================================================
1] What the heck is BTW, IMO and other weird abbreviations...
BTW is an abbreviation for "By The Way".
IMO is an abbreviation for "In My Opinion"
IMHO is an abbreviation for "In My Humble Opinion"
IML is an abbreviation for "Imagine Mailing List"
:) is a sideways smiley face
:( is a sideways frowny face
;) is a winking-eye face etc...
------------------------------------------------------------------------
2] My rendering times and even my refresh times in the editors are
much MUCH too slow, even with an accelerator. Is there any
basic tricks or hints that are often overlooked that might help
me out?"
Always be sure to MERGE Your objects. This eliminates multiple
faces, points and lines. Some objects have a VERY large number of these
and it can slow Your times down by up to 1/2!
------------------------------------------------------------------------
3] When does one get good enough so that they don't render ugly
pictures!
Practice with a simple objects (to cut down trace time) over and
over and over. Varying lighting & color etc. This will allow You to
get the effect You want which is only a technical problem.
------------------------------------------------------------------------
4] Hires Video modification for Amiga Imagine From James R. Walker
***Note: The following explains how to modify the actual executable
file of Imagine. Do this at Your own risk! If You have any
problems or end up trashing Your copy of the program it is Your
own fault. It is highly recommended that You make a backup copy
of the program before You mess with it.
Ok, here's how it works... (If You don't have an Amiga, don't do this!)
Get a filezapper type program. (NewZap DPU FileZap Hex etc...)
Look up Your version of Imagine on the chart below.
Edit the executable at the bytes indicated in the chart. The block #s
and byte #s are shown in decimal. The hex numbers in parenthesis are
the hex versions of the block numbers. The bytes to modify are, of
course, in hex. Replace the resolution You find there with the
resolution You want. Then save the new file. (I don't have to remind
you to keep a backup of Imagine on hand!)
Notice that Imagine automaticly doubles the vertical resolution for use
in interlace mode. So, if You want vertical resolution of 462 then You
must tell it to give You 231. (231 = 00E7 in hex)
Imagine Version # Horizontal Vertical
FP 1.1 Block 393 ($189) Block 83 ($053)
Bytes 220 & 221 Bytes 162 & 163
From 02 80 From 00 C8
(Example: To 02 BC = 700 in dec)(To 00 E7 = 231 dec)
FP 2.0 Block 497 ($1F1) Block 95 ($05F)
Bytes 328 & 329 Bytes 250 & 251
From 02 80 From 00 C8
INT PAL 2.0 Block 500 ($1F4) Block 94 ($05E)
Bytes 124 & 125 Bytes 42 & 43
From 02 80 From 01 00
FP PAL 2.0 Block 497 ($1F1) Block 95 ($05F)
Bytes 388 & 389 Bytes 244 & 245
From 02 80 From 01 0
INT 2.9 Block 1561 ($619) Block 119 ($077)
Bytes 486 & 487 Bytes 480 & 481
From 02 80 From 00 C8
FP 2.9 Block 1529 ($5F9) Block 95 ($05F)
Bytes 82 & 83 Bytes 168 & 169
From 02 80 From 00 C8
FP PAL 2.9 Block 1529 ($5F9) Block 95 ($05F)
Bytes 146 & 147 Bytes 162 & 163
From 02 80 From 01 00
FP 3.0 Block 1667 ($683) Block 126 ($07E)
Bytes 60 & 61 Byte 425
From 02 80 From 64
FP 3.1 Block 1765 ($6E5) Block 131 ($083)
Bytes 424 & 425 Byte 343
From 02 80 From 64
Block + Offset is commonly used with most disk editors, but some use
the Absolute Porition instead. Remember to divide the height of the
screen by 4 first, and that You can't use values higher than 127 due
to Impulses use of signed character storage. 127 will give You screen
height of 508. I don't think its easily possible to hack Imagine to
use an unsigned character to get a higher screen size. Anyone?
One Final Note: Imagine PC users have a whole different program than
Amiga users. This modification will not work on the PC version. I
would guess that a similar modification for the PC version would be more
complicated, given that VGA modes are more complicated than Amiga modes.
------------------------------------------------------------------------
5] What are particles? (Note: Particles were add in Imagine 2.9)
There are a couple of different meanings and interpretations of
what particles and particle animation software should do. In general,
a particle is an object, or point in 3D space that is then controled by
parameters mimicking real world physics. For example, take a point in
3D and apply motion to it as if it were under gravity. The result
would be it would move downward increasing in speed. So You can use
particles to simulate wind, exploding, melting and other things that
move points in different ways.
Particles can also be objects or simple polygonal shapes rather
than just points. In imagine, You can make a 'particle object' by
modeling a normal object with faces. Then, using the particle requestor
in the Detail Editor, specifiy that all faces/polygons of the object be
replaced by cubes, spheres, tetrahedrons and so on...or even other
objects. When You go to render the object, each face will be replaced
with the particle You have chosen.
This means in Imagine, You can make objects created out of many
'particles' even though You don't use any particle type of motion. This
is true since You could now take that object, and just animate it
normally using standard key frame techniques and so on.
However, Imagine does have a new method for applying the motion
control over these particle objects, (or even normal objects, since it
will simply affect the faces). In the Action Editor You can now use the
particle effect. This lets You specify how the particle/faces of the
object will be affected over the course of an animation.
In general, particle systems allow one to simulate complex
motion easily. They allow one to create many particle objects and to
have their motion defined by mathmatical properties.
------------------------------------------------------------------------
6] Everything about motion blur, By Mark Allan Fox.
I thought that I would devulge the information I know about this
subject as well as why I sincerly doubt that Impulse will include this
feature in any of the upcoming upgrades. I will also give some hints as
to how to simulate motion blur (actually it really isn't simulating, it
is the real thing) using Imagine (or any other rendering program for
that matter) and an image processing package.
Motion Blur - What is it? How do we get it?
The human eye does not see motion as most computer renderers see
it. The human eye does not see motion as a continuous set of
instantaneous pictures. The human eye sees motion through persistence
of vision. Our eyes are constantly taking visual data from our
surroundings, the data our eyes feed to our brains is not sampled.
This is a difficult effect to achieve on the computer. There are
algorithms that allow a computer to achieve real motion blur, but these
tend to be really slow if You're using a large number of polygons. They
get even more complex, and even slower, if You start moving objects
along spline paths (if You're interested, and have access to a good
library, check out Computer Graphics, Volume 17, Number 3, July 1993,
Temporal Anti-Aliasing in Computer Generated Animation). Much faster
ways of approximating motion blur exist. These approximations hide some
of the temporal-aliasing (aliasing over time) while the real motion blur
method completely eliminates it.
Some programs use a method much like the way Imagine casts
multiple rays while ray-tracing to eliminate regular (spacial) aliasing.
This method is called distributed ray-tracing. While Imagine (3.0) can
cast many rays through the area of a pixel to approximate the pixel's
average color value, motion blur casts many rays over time through the
area of a pixel to determine that pixel's average color value (note
that both methods can be combined without necessarily increasing the
rays cast. Realistically the number of rays should be increased,
perhaps by a factor of two, because when combined the two methods tend
to have a negative impact on each other's approximations).
Distributed ray-tracing is fairly easy to implement
_when ray-tracing_. It becomes infinitely more difficult when using a
scanline renderer (so difficult, in fact that I won't even discuss it).
Motion Blur - Why Impulse probably won't implement it?
As pointed out above, motion blur is hellishly hard to implement
in scanlining (because scanlining does hidden surface removal on a line,
actually a plane, that passes through a row of pixels). I'm sure that
this method can, and has, been implemented, but by a company much larger
and richer than Impulse (like Pixar).
Problems exist in the distributed ray-tracing method as well.
For this method to work it must have information about every objects
position over time (or at least the frame to be traced and the two
adjacent frames). Imagine's global effects are given access to much
information about a _single frame_, and they can be used to control the
renderer (as in depth of field), but I'm guessing that they can't access
anything but the information about the current frame. So, Impulse would
have to over-haul Imagine to implement motion blur. If You look at
versions 2.0, 2.9, 3.0 and soon 3.1, You'll notice that almost all the
new features are add-ons and really aren't integrated into imagine as a
whole. It's great that Impulse planned far enough ahead to allow Imagine
to be so modular that these new features are just added-on.
Unfortunately, I really don't think Imagine's modularity goes far enough
to allow an easy addition of motion blur. So until Impulse completely
rebuilds Imagine (something, I for one, think is due) I sincerely doubt
that we will see motion blur in Imagine. Of course I sincerely hope that
I am absolutely wrong in the above and that Imagine isn't designed the
way I think it is, then perhaps we might see motion blur in one of the
next few updates.
Motion Blur - How do I do it on my own?
Motion blur is quite easy to approximate on Your own. However,
it does have costs, namely, increased rendering time (everyone knew that
one was coming), and an increase in storage space for the individual
frames before they are compiled into an animation. There is a slight
increase in the space the animation will take too.
Simply put to acheive motion blur render more frames than You
actually need. So, depending on the amount and speed of the motion in
an animation, You render perhaps 3 times as many frames as You want to
be in Your animation. So if You have a 10 second animation (300 or
240 frames) render 900 or 720 frames. Then use an image processing
package to average 3 frames into one. So for frame 1 in the animation
You will average frames 1,2 and 3 (DTA does this on the PC, the command
for compiling the above example into an FLC file would be
<dta pic*.tga /a3>)
The real trick here is to figure out how much motion blur You
need, if You need it at all. Generally, I find that if an object moves
across the whole screen in one frame I will want about 30 sub-frames per
frame (big hint: avoid the above case). So if it moves across half the
screen I will want about 15 sub-frames per frame. It's also nice to
always use an odd number of sub-frames. That way You know the objects
exact location at any given frame (in the middle sub-frame).
Another problem arises when working on looping animations. The
first and the last frame will not look correct. What You have to do is
tack on some extra frames before the first and after the last frames.
The number You add depends on the number of sub-frames You are using. If
N is the number of sub-frames You are using You have to add (N/2)-1
frames to each end of the animation. You then have to set up in the
action editor so that the first (N/2)-1 frames look like the last
(N/2)-1 frames and vice-versa.
Sometimes You have a scene where motion blur is only needed for
a few frames or to one degree or another. This is where scene planning
comes into play. Personally I haven't had enough practice in doing this
to tell anyone how to achieve this. I have had some success at this, I
just haven't yet realised a good method of approaching the problem. A
good work around is to plan Your camera angles so that You cut from one
degree of motion blur to another when the camera changes views. If You
have no choice but to have one consistent camera angle then start
drawing time-lines, make lots of copies of the whole project (one for
each degree of blur), and think hard about what You are going to do
before commiting Yourself to the final render. Of course if You have a
Pentium 100 and a couple gigabytes of hard drive space You may be able
to use brute force and just do everything at the maximum needed degree
of blur (not recommended, as You'll save Yourself more time by setting
up everything the hard (or is that the easy) way, especially if this is
a long animation).
If You have more interests in motion blur try Computer Graphics:
Principles and Practice, Fundamentals of 3D Computer Graphics, the
comp.graphics, comp.graphics.algorithms, newsgroups, or contact me.
------------------------------------------------------------------------
7] 3D stereograms, By Gary Beeton.
We all know that Imagine allows You to create stereo pair images
for use with special 3D glasses. But did You know that Imagine 3 will,
with the help of shareware, let's You create 3D images that do not
require glasses and that You can also print?
I'm talking about SIRDS (Single Image Random Dot Stereograms) or
sometimes called Stareogram; You know, those posters made of dots which,
when You look (persistently) straight through them, will reveal
extruding shapes.
It's easy! All You need: a shareware SIRDS generator (I'm not
sure about the PC, but for the Amiga there's a bunch of them in Aminet
under gfx/3d), Imagine 3.0 and a scene.
An example:
Load an object into the Detail editor (i.e. Cow.iob). To
simplify the process UnGroup any parts then Join them all together as
one object.
Attributes should be: Color white, set the rest to zero (0);
Bright should be on (x), set Quickdraw on (x) and Texture: ZBuffer. Now
reset Your perspective view and rotate Your object just as You would
like to see it by the camera as viewed in the perspective view. This is
important because ZBuffer is relative to Global coordinates, and not
relative to the camera.
Go into the "Top" view window, turn Coordinates on, move Your
cursor to the bottom of the bounding box and write down the Y coordinate
(Y1), move the cursor to the top of the bounding box and write down the
Y coordinate (Y2). These two Y coordinates should be entered in the
ZBuffer texture's Y1 and Y2. Leave the color settings from white
(255,255,255) to black (0,0,0) (assuming Your SIRDS generator expects
white as out and black as in). Save the object.
Go into Action editor, Add Your object and set camera position
to 0,Y1-n,0 alignment to 0,0,0 where n is the distance from the object
to be viewed.
Save Changes. Go to Stage editor, add a light and place it
anywhere in front of the object, turn on camera view and fine tune the
placement of the camera making sure not to change it's alignment.
Render.
The resulting image should be a gray scale image which can be
loaded into and processed by a SIRDS generator. I've had excellent
results with this technique, many of which surpassed some commercially
available SIRDS posters.
The 3-D option: X-Specs "driver"
The 3-D option in Imagine is designed to produce a format which
is viewable using 3-D LCD shutter glasses called X-Specs. The X-Specs
"driver" interleaves the top and bottom halves and syncronizes the
right/left lenses with the interleave refresh rate of the display. The
top and bottom halves appear squashed because each represents one field
(half of the data for a full frame). Unfortunately for Imagine PC
users, I think X-Specs are only available for the Amiga. This would
appear to be a vestigial "feature" from Impulses' attempt to make the PC
and Amiga versions have the same look and feel.
I don't think there is a way to have Imagine separate the images
into separate files. To overcome this problem I would try doubling the
project's vertical resolution and make the aspect ratio 2:1. Then use
an image processor to reset the aspect back to 1:1 to unsquash, then
separate the images. An alternate method would be to manually
reposition the camera for each left and right image (this will be a big
pain if You intend to animate though).
------------------------------------------------------------------------
8] Working with bitmaps, By Douglas Smith.
I find that the best sort of image to work with is obviously one
made up of lots of lines, some of the best are those nice little
painting illustrations that are always part of the instruction sheet for
model kits.
If You're using one of these, set Your scanner to text mode,
200dpi seems to work best and scan. Then clean up the image in DPaint,
this is the key step, so don't skimp, get an image made up of smooth
sharp lines.
If You are using a colour image, You need to get it into two
colours, for this either start drawig on top in DPaint, then stencil
your new lines and rub out the image. One method that can work, is
to use an Emboss command (have a look at PBM tools), this will
effectivly outline different blocks of colour, You can then just touch
it up in DPaint. Beware that You tend to loose a lot of dimensional
accuracy doing this unless You have a really hires image, so be careful.
If the drawing is to scale, mark a scale on it, a simple
graduated bar, preferably one horizontal and one vertical round the part
of the image that You are interested in. When You clean up the drawing
make sure these scale marks are clear. You can later use these marks to
scale the bitmap to an imagine grid.
Now use ConvertIFF/ILBM, say no to the add faces requester, and
in a minute or so all the lines will appear. Now all You have to do is
to go into pick points mode and tidy it up a little more. Save this.
If You have a plan, front and side view You can position these
objects so they are visible in their respective window, but not visible
in the other windows, i.e position the front view so it is say, 500
units in front of the world-centre etc. then redraw speeds are quite
nippy.
Using this method may be a bit more memory intensive than using
a bitmap, but You can zoom in to see finer detail. Also the images can
be to a known scale and You can scroll the windows about without loosing
the image.
------------------------------------------------------------------------
9] What are N.U.R.B.S?
Non-uniform rational b-spline (NURBS). It's a special type of
spline that allows more intuitive control over surface modelling than a
lot of other spline methods. Surfaces have control points that are used
to deform the surface of the object which is represented by mathematical
formulas rather than polygons.
------------------------------------------------------------------------
10] What's a Blob?
(From Blob Sculptor documentation)
In 1982 J.F. Blinn modeled molecular shapes using an object
which consisted of a point (the center of the object) and a radial field
which decayed exponentially as a function of the distance between any
given point in space and the center of the object. A test point near to
the center of this object would have a very high potential field. As
this point was moved outward, its potential field would reduce until, at
a given distance R (the radius) it would go to zero. This object is
called a "Blob".
Blobs consists of an arbitrary number of objects, called
"components" which interact with each other. A "spherical component" is
a blob component which has the geometry of a sphere (there are
cylindrical, and conical components too!). In order to find the
interaction between all the components of a given blob, a test point in
3D space is evaluated in terms of the potential field that EACH
component contributes. The individual potential field of a component is
called it's "density" or "strength". This strength can be positive or
negative. Once all the contributions of all the components for a given
test point are calculated, they are added up. Since some of the
strengths may be positive or negative, the object may or may not have a
value at the test point.
Finally, in order to know if that point in the object will be
part of the final surface, the total strength of that point is compared
against a "threshold" value. If the strength >= threshold then the
point exists, else it dissapears. The threshold value can be thought of
as a filter; the higher the threshold, the stronger the blob component
must be in order to visible.
Once all the points in space are calculated, an algorithm called
"marching cubes" is used to convert this 3D values into surfaces.
========================================================================
CLOSING - Closing statements and Disclaimer
========================================================================
Hopefully this document is useful to people out there. Once
again, if there is anything You want added/changed/deleted, please
e-mail as listed at the top of the document.
What follows is a small disclaimer so no one gets sued for
information that is harmful or accidentally incorrect or misleading.
(If You find a mistake...please send e-mail so it can be fixed!).
Disclaimer: There is no guarantee regarding any information
presented in this document. The information may not
be correct, useful or helpful. The reader accepts ALL
responsibility for actions pertaining to reading this
document regardless of consequence.
========================================================================
END OF IML-FAQ
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