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1994-10-19
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Suggestions List:
Keeps all interesting ideas of how to improve Imagine in further
versions. It is important that each idea is very detailed.
Such things as :... the action editor has to be improved ...
will not help anyone.
Bug Report List:
I think it is in some way a unique feature which Impulse gets
through this list. Eveyerone who encounters a bug should
report it as precise as he could.
Command:
Now it is for you to put up ideas of how those lists should be kept.
Which information should be kept?
Keep in touch
Hannes
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4897 Re: Hello?...???
9/16/93 12:03 24/ Doug Kelly <dakelly@class.org>
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>
> Does anyone have any questions they want answered from Impulse? I am gonna
> go ahead and fax in a sheet of questions like Mike suggested I do.
>
> Tom Setzer
>
How about some way of making anims from the PC that the Amiga can play
back? The Amiga's a much better machine for video output, but PCs are
cheaper to use as rendering engines. Copying rendered images over before
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making the anim is a real time&bandwidth hog, too; strictly a stopgap, not
a solution.
Don't forget to mention that, despite all the complaints, there's quite a
few registered users out here having a great time with Imagine. Keep up
the good work, Mike!
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
Command:
"The difference between genius and stupidity: genius has its limits."
------------------------------------------------------------------------------
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4898 Screamer for Imagine?
9/16/93 11:49 34/ Doug Kelly <dakelly@class.org>
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Just re-reading the LATimes article on the NewTek Screamer. Interesting
points: it's supposed to be running Windows NT, the connection to the
Toaster is a SCSI or network connector, and the Screamer's hard drive is
only for system software, the images are sent back to the Amiga's hard drive.
Windows NT!? Looks like they're hedging their bets regarding the Amiga
platform.
And you're going to need a MONDO hard drive; add that chunk o' change onto
the 'base price' of a Screamin' Toaster.
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The connector and operating system choices make me wonder if it wouldn't
be possible for other rendering software to use the Screamer. IMHO, it
makes a lot more sense to spend programmer's time on an interface to
existing hardware than to try developing your own hardware, especially if
you're a small company with not much of an R&D budget.
So if the Screamer actually ships anytime soon, how about someone working
out the code to let Imagine use it? 600 MIPS is nothing to sneeze at,
especially if they can ship it at $10K.
Command:
Of course, the reporter may have gotten the details wrong, they could have
some proprietary hardware getting in the way, or any number of other
problems...but I'd really like to hear some discussion on this. Imagine
users really need a cost-effective production-speed machine, and IMHO
networked 486 PCs or 040 Amigas just don't cut it.
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
Command:
"The difference between genius and stupidity: genius has its limits."
------------------------------------------------------------------------------
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4899 Re: Seagate ST-3600A HD?
9/16/93 14:00 12/ Mark Thompson <mark@westford.ccur.com>
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> Yes, the 3600A has been discontinued.
> However, it has been superceeded by the ST3655A. Same exact specs, except
> for 1 less physical platter (thus a little faster).
DPS is currently working on qualifying a newer bigger drive.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
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% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4900 transputer
9/16/93 14:33 9/ kevink@ced.berkeley.edu (Kevin Kodama)
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what, no one discussing Khalid Aldoseri's "RSN" transputer board for the
amiga ? Clint W of Vistapro says he is signed on to have software to run on
it, and Khalid seemed to "hint" of an Imagine porttoo...
i heard all of this on Compuserve the last week or so....
maybe Lightwave won't be the only thing "screaming" in the near future...:-)
kevin
kevink@ced.berkeley.edu
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4901 Re: Hey..Youse Guys
9/16/93 14:25 17/ Mark Thompson <mark@westford.ccur.com>
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> If you haven't yet seen Mark Thompson's absolutely
> stunning display of grass movement demonstrated in his
> animation Windmill.lha, I highly recommend you grab it.
> It's awesome.
Thanks Dave! I didn't post a notice about it here because 1) its LW generated
and 2) most of you would have seen the notice on c.s.a.graphics or on the
LW list. For those that are interested, there are two other recent anims
from me on Aminet in gfx/anim: FredFloaty.lha and Creature.lha. Creature
is 60 frames and about 1MB. FredFloaty is 2558 frames and 5.4MB. Enjoy.
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%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4902 RE: Imagine the next Generation
9/16/93 15:26 21/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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>
>
> > Not losing people, just some understand the world of writing software and are
> > using the best software available at date.
>
> Anyway, right now Essence I and II are only available for Imagine, so
> that means that Imagine is the only system even worth considering,
> imperfect although it may be :-) If the Apex folks port EI/II to R3D,
> and R3D was cheap enough, I'd probably move. (Or alternately, a
> standalone version of LW with EI/II). Impulse ought to be _awfully_
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Don't forget that someone released a hardware dongle that will allow
you to run lightwave on a non toasster amiga. It would
be tempting if the Price dropped to about 300 bucks from the current
600. Also the learning curveof a new package and the fact that I own essence
I and II are also good reasons to stick with Imagine. I really wish 3.0
would come soon. I'm sure it will be worth the wait, but every day
it's late is a day I could be learning LW.
--
Command:
stlombo
Command:
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4903 The Finished Output
9/16/93 16:21 16/ Graeme Mc Donough <Graeme.McDonough@dmpe.csiro.au>
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Hi all ..
I use scala to run all of my Imagine anims with sound.
Scala seems an excelent product for this.
I would like to here some opinions on this and possibly some
other software that would do the same...
An Interesting topic to get feedback on..
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Oh Umm.... Dave Wickard wrote that there is a awesome animation
called Windmill.lha. Where is it so I can grab it and
have a look.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4904 Imagine PC, Retina Board
9/16/93 16:17 27/ DCG9367@tntech.edu
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Hi!
I have a couple of questions.
1) Does Imagine PC come with its own manuals. I recently (yesterday!)
purchased Imagine 2.0 for the Amiga and I want to get the PC
version also, but I NEED another manual. I don't want to lug
around the 2.0 manual from my Ami to my PC at work. So I guess
what I am asking is does it come with a full users manual or just
an addendum. If it only comes with an addendum, how do I get a
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second manual? BTW, how do I go about getting Imagine PC?
I sent in my Registration card today, do I have to wait a week
or so before ordering it?
2) Does anyone have the Retina board? How do you like it?
What kind of monitor do you have? Is the 1280x1024 interlaced
or non-interlaced. If it is non-interlaced, is there a monitro
which will handle 1280x1024 NI and sync down to 15khz for normal
Amiga-modes.
Command:
3) Has there been any Impulse Gazettes since Summer 1992. My box
only had that one and I thought there were some newer ones.
How do I get the newer ones?
Sorry for the long jibber!
David.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4905 RE: Imagine the next Generation
9/16/93 17:11 11/ Tim Salazar <grover@cyber.net>
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Yep, I agree with you there. The biggest reason that I stay with Imagine, o
other than for old time sake, is because of Essence I, II, and the promise
of Pro.
Going to LW3 was a big investment and jump for me... but I have been able
to model some boolean stuff in LW and port it back to Imagine for rendering
with the other Imagine objects. Just that alone was worth about 1/2 the
price of a used Toaster with 3.0 ! (many hours of slicing errors and hair
pulling in Imagine was turned into a smile.)
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Tim
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4906
9/16/93 18:08 52/ jmurphy@ads.com@unix.portal.com
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Tom, et.al.,
Here is the beginning of the proto3 demo script. Ryc and I need to
work out the late t.o. portion.
Legend: > represents the prompt in the xterm where run_flex is
executed.
-- starts a comment. Comments sometimes give menu names.
mouse means click on the indicated field in a given menu.
> cd flex/working/bin
> run_flex
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Command:
> s q u -- to start qtp, ui
mouse SODO, OCA,.. -- on login window
mouse startup and OK -- from main menu under initialization
mouse FL1 -- from select menu.
type 1030 -- in demoTime window
> l -- to start flexalert process (copy the latest
-- from ADS's rome directory)
mouse distribute tasks -- on task preview window
-- After kb initialized window appears the demo team will explore
Command:
-- the SDBs, marquee, user alarm process, ..., and other features.
-- Bring up the marquee with replanning and bundling selected.
> e -- to start up evm process. All the missions that
-- launch prior to 1245 should have status reports reporting correct
-- T.O. times and some(most) should have success or unsuccessful
-- status reports.
mouse Status Reports -- on main menu under execution
mouse Intelligence -> target -- to select target status report
Command:
find OCA999 -- in target window
mouse left -- on OCA999 to select
mouse right -> Copy to Work Area
change 2a to 1a -- in priority window
type [your name] -- in source field
type [comment} -- in Remarks field
mouse APPLY
-- bring up Attack Worksheet from Task Worksheet as follows
mouse replanning -> Task WorkSheet -- on main menu
mouse right -> query -> My Active Tasks -- in TASKS area
Command:
mouse left -- on task 1002 ?
mouse right -> Copy To Work Area
mouse Attack Replanning -> Target Woak Sheet -- in TASK WORK AREA
-- find INT034 in TARGET NOMINATION AREA
mouse left -- on INT034 to select
mouse right -> Generate Options
-- explore options on marquee
-- Either from marquee hot buttons or from option menu divert a msn
-- There are lots of opportunities to show off the system.
Command:
-- Suggestions welcome.
Command:
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4907 RE: Imagine the next Generation
9/16/93 21:52 32/ ua197@freenet.victoria.bc.ca (Christopher Stewart)
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>Anyway, right now Essence I and II are only available for Imagine, so
>that means that Imagine is the only system even worth considering,
>imperfect although it may be :-) If the Apex folks port EI/II to R3D,
>and R3D was cheap enough, I'd probably move. (Or alternately, a
>standalone version of LW with EI/II). Impulse ought to be _awfully_
>nice to Apex though, because I suspect the only reason many people are
>still using Imagine is because of Essence.
>
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I'm one ;-). If it wasn't for Essence, I would have purchased Real3D
awhile ago. As it is, my bank account is aiming for higher goals,
Lightwave 3.0. Only a thousand or so to go 'til I have WORKING booleans
<that's the one that picks me>. Don't get me wrong, I love Imagine but it
hasen't kept up with the times. I'd miss the cycle editor though,
sniff.... Perhaps Imagine 3.0 will change my mind and I'll get my dream
deck instead, here's hoping....
Christopher
Command:
ps. I've started an animation sig on the local freenet system. It's not
really running up to snuff yet but comments would be appreciated. Anyone
with telnet can join ;-). Address is in the sig (ua197).
--
....and if there be some harder, better way Dretch@cup.portal.com
to salvation than to follow that which we cs833@cleveland.freenet.edu
Command:
believe to be good, then are we all damned. ua197@freenet.victoria.bc.ca
Lord Dunsany, "Dom Rodriguez" (1922). <Christopher Stewart>
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4908 Re: The Finished Output
9/17/93 08:17 33/ robin@robin.lausanne.sgi.com ()
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On Sep 17, 9:21am, Graeme Mc Donough wrote:
>
> Oh Umm.... Dave Wickard wrote that there is a awesome animation
> called Windmill.lha. Where is it so I can grab it and
> have a look.
>-- End of excerpt from Graeme Mc Donough
I got it from Aminet (wuarchive.wustl.edu), in the /pub/aminet/gfx/anim
directory.
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Command:
Robin
--
---------------------------------------------------------------------
Robin Chytil, Staff Engineer
Command:
Mediterranean Distribution Territory
Silicon Graphics
Vmail: 5-9389 Email: robin@lausanne.sgi.com
Tel: +41 21 269737 Fax : +41 21 259184
\|/
@ @
---------------------------------------------------oOO-(_)-OOo-------
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4909 Essence I or II... FPU?
9/17/93 03:53 18/ "- Carsten Berggreen - Denmark -" <x34@aarhues.dk>
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Hi there,
I have a very simple, but un-answered question... (I think)
"Can I run the Essence textures WITHOUT a FPU" ??????
That's it and that's that!
Signed
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- Address: Carsten Berggreen E-mail: x34@dec5102.aarhues.dk -
- Hirsevaenget 16A -
- 8464 Galten "It isn't the equipment alone, it -
- Denmark is also what YOU can do with it!" -
---------------------------------------------------------------------
- A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
---------------------------------------------------------------------
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4910 LightRave or something
9/17/93 06:26 27/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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I was brousing through comp.sys.amiga.graphics and saw something
about a new box Light Rave. It enables someone to run Lightwave
on their Amiga without having a Toaster. Have you heard of this?
This would make having Lightwave and Opalvision (and IMagine of
course) possible in the same system.
Also... after my conversation with DPS, I wonder how "soon" the
newer bigger drive will be certified. I don't want to buy a
smaller drive, outgrow it quickly, and be stuck with a slower
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500Meg IDE drive for my 2500; only to have to go out a buy a 1G HD
6 months down the road. But, on the other hand, I don't want to
wait twiddling my thumbs waiting for another drive to be certified,
and find out that 6 months have passed by and my PAR is collecting
dust. No one at DPS could (would) give me an answer. Do you have
a tentative time frame as to when the newly certified drive will
be available? I hate being stuck with these decisions. Be
patient and perhaps get a faster, better product at the expense of
being able to use my PAR now. GRRRR!!!!!
Command:
_____________________________^_____________________________
dale r. rogers
Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
.
Command:
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4911 Seagate ST3600 series HD deal
9/17/93 08:39 53/ David Watters <watters@cranel.com>
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In an effort to do my part to strengthen the Amiga's position as THE computer
of choice for graphics/video production, I have arranged for the members
of the various Amiga related mailing lists and newsgroups to recieve a very
attractive discount on the Seagate ST3600A, and ST3655A IDE hard disk drives.
As most of you know, I am a giant fan of Digital Processing Systems' Personal
Animation Recorder (PAR). This board contains LSI's realtime JPEG compression
chipset and is able to playback and record (with a TBC-IV) video at 30fps to
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the above mentioned Seagate hard disks. This board is ideal for low to
medium quality computer graphics production and has output quality that is
easily on par, no pun intended, with S-VHS/Hi8 and closely rivals that of true
component formats such as Betacam SP and M-II.
The only drive that is currently qualified on the PAR is the ST3600A. This
drive is 540MB, and has a VERY quick internal transfer rate (2.5-3.5MB/sec)
which allows it to work with the PAR.
This drive has recently been replaced by the cheaper, faster ST3655A. The
3655 has the same capacity, but does so with one less physical platter helping
Command:
to reduce it's cost and speed it up a bit. The 3655 has not been qualified
by DPS to work with the PAR as of yet, but I am personally using the 3655
on my PAR without any problem and with block sizes a hair larger than my
friend and his 3600.
So...
Through me, and with VISA/MC or cashier's check only, you can get the
Seagate ST3600A for $690 and the Seagate ST3655A for $630, plus tax if
applicable.
Command:
This is ment as a favor from me and not a means to make big money. If anything,
it is a real pain in the butt for my boss and others who don't give a crud
about the Ami, but I forced them to do it! :)
Any comments or questions can be emailed to: watters@cranel.com
I will post this info to the appropirate c.s.a newsgroups, but if someone
would like to forward this to some other mailing lists I am unaware of that
would be great.
Command:
_ ___
David ~ |_|,--' |@,__
Watters ~ ( )-_______-()`-
--
David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
"Porsche. The very name is, to many, the last word in sports cars. Any car
Command:
blessed with these magic seven letters is sure to be the very best. Period!"
- Car and Driver, January 1993
Command:
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4912 Re: T3DLIB, R39
9/17/93 08:49 66/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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[ For those of you on the IML, I thought this had enough useful
information in it, possibly, to warrant posting to the IML. Forgive
me, please, if you feel I was wrong. -- Glenn ]
>>>>> "Theophil" == Theophil <teo@iitb.fhg.de> writes:
Hi, Theophil!
Theophil> Hallo Glenn I have get the T3Dlib from wustle, it seems ok.
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Theophil> I want to register with 25$ for your whole packages. I need
Theophil> them like spheric... bump... very,very. Question : for
Theophil> understanding your tools. With "spheric.." i can computing
Theophil> for example a car-modell in a sphere with equal number of
Theophil> points and with good morphing without crossing of faces and
Theophil> edges - can i translate this sphere further to a plane ?
I have not tried a morph, personally, after conforming an
object to a sphere... But I don't see why this could not be done...
And conforming to a plane should be equally easy... Here is what I
Command:
would do:
mbb < car.iob
(note minimum bounding box... calculate center of car, X,Y,Z)
spherize <X> <Y> <Z> 100 100 100 < car.iob > sphere_car.ttddd
readwrite -tddd < sphere_car.ttddd > sphere_car.iob
copy sphere_car.ttddd sphere_plane.ttddd
edit sphere_plane.ttddd
(Then, pop up an editor, and perform a global search-and-replace
Command:
make all the "Z=..." values so that they are "Z=0" or whatever value
you want.)
readwrite -tddd < sphere_plane.ttddd > sphere_plane.iob
In fact, Theophil, if you would prefer, maybe you would like
to send me a car object and I will perform the steps and send you the
results so that you can test out my theory before you register? Or
maybe I should try it on something here, like maybe a rook chesspiece
or something, and send it to you?
Command:
Theophil> Can you tell the way for paying the registering - it ias the
Theophil> first time for me to send money to america - i don't know.
Um, maybe an international money order or go to a bank and
they can send a US check? I'm not exactly sure, but I know I have
troubles converting other currency into US dollars here, so if it is
possibly on your end, that would help tremendously.
Theophil> It would be very nice , if you can send me your package per
Theophil> e-mail in the next two tays. Paying is shure.
Command:
No problem. In fact, I prefer e-mail if at all possible. Let
me know if you would like me to perform the experiment first before
you register.
Theophil> I,m working on an honorable Insitut in Germany - you can
Theophil> believe.
Theophil> I'm happy to hear from you - Thanks
Theophil> teo@iitb.fhg.de
Theophil> my address: Fraunhofer-Institut IITB - Abt.IV
Command:
Theophil> Fraunhoferstrasse 1 Karlsruhe (westgermany)
Theophil> iitb means Institut for Informations an Dates
Thanks, Theophil! I look forward to hearing your reply.
-- Glenn
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21400.3.1.4913 LightRave or something (fwd)
9/17/93 09:03 18/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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| dust. No one at DPS could (would) give me an answer. Do you have
Oops. I "jumped the gun". David White at DPS did respond to my
email inquiry; a little later than I expected. My apologies to
DPS.
The projected availability of large hard drives being made
available to DPS is around January or later. DPS will then need
the time to certify the drive. 5 to 6 months seems to be the
current expected time frame.
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_____________________________^_____________________________
dale r. rogers
Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
.
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21400.3.1.4914 Re: ETA of larger HD (fwd)
9/17/93 08:56 33/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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This is a response from DPS about the projected availability of an
alternative hard drive for the PAR system. You can expect at
least a four month wait. Given the trend of the computer industry
in slipping expected time estimates, I would bet on 5 to 6
myself.
And just in case someone is wondering what all this has to do with
Imagine. I'm working on an Imagine animation but don't have a way
to get it to tape (professionally that is). The PAR system will
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solve that particular obstacle.
|> I just heard that a larger HD than the Seagate ST-3600A will be
|> qualified soon to work with the PAR. Do you have an estimated
|> time that you perceive you will be finished with your tests?
|> Also, which drive is being investigated? The Seagate ST-3655A?
|>
|
|We have talked to drive manufactures that will be making larger drive but dont
|expect them until January or so.
Command:
| ______________________________________________________________________________
|| Dave White | | Voice (606)371-5533
|| Computer Product Manager | Baudguy@cup.portal.com |
|| Digital Processing Systems | | Fax (606)371-3729
||____________________________|_________________________|_______________________
_____________________________^_____________________________
dale r. rogers
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.
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21400.3.1.4915 SGI renderers and HD anim players
9/17/93 09:03 29/ "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
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Hi all
I know this info has been posted many times before, but I'm wondering
what would be a good anim player for an A500 with a hard drive and
4.5 Megs ram - no accellerator. I'd like to take a look at that
windmill anim, but it'd be a bit too long at 5.? megs.
Also, I'm hoping to explore using PD renderers on all the SGIs here
at school, and I was wondering about converting between Imagine,
Wavefront, and something PD like Rayshade, or Raydance, or Radiance,
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or DKBtrace, or whatever. If any of you have experience in doing
cross-platform rendering, especially using scripting for motion
control and using PD renderers, please mail me.
Also, is it possible to convert Imagine objects into ascii files??
I'm not a programmer yet, so I'm hoping there is a tool that will
allow me to convert objects without writing a C program to do it.
(Kinda like the ISL - but for objects)
Thanks for any help
Command:
Scott Krehbiel
P.S. just wait till I finish this really cool X-Wing model I'm
making - I'm measuring a styrene model with a micrometer,
and putting in all the detail I can. Pretty soon, I hope
to demonstrate that the Enterprise 1701D would be absolutely
NO MATCH for a Star Destroyer.
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21400.3.1.4916 Re: SGI renderers and HD anim players
9/17/93 11:28 62/ Daniel Jr Murrell <djm2@Ra.MsState.Edu>
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>
>
> Hi all
> I know this info has been posted many times before, but I'm wondering
> what would be a good anim player for an A500 with a hard drive and
> 4.5 Megs ram - no accellerator. I'd like to take a look at that
> windmill anim, but it'd be a bit too long at 5.? megs.
VT will work just fine. That anim is only 1.2 megs or so, and is
just fantastic. Invoke vt with vt cont lores nolace windmill.anim
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>
> Also, I'm hoping to explore using PD renderers on all the SGIs here
> at school, and I was wondering about converting between Imagine,
> Wavefront, and something PD like Rayshade, or Raydance, or Radiance,
> or DKBtrace, or whatever. If any of you have experience in doing
> cross-platform rendering, especially using scripting for motion
> control and using PD renderers, please mail me.
I use SGI's in my animation class and at work (just Wavefront, tho'),
Command:
and I've done a few object ports. From my experience, converting
between Imagine and Wavefront takes a little work. First of all,
nothing but the vertex and face data will convert. Secondly, there's
a bug in Pixel 3D Pro and older Vertex's (the author told me it's
been fixed now) that causes any translated objects to be turned
inside-out. This is because the in/out planes that Imagine and
Wavefront use have opposite signs. I wrote a small program that
should be on aminet to fix the Wavefront file-- FixObj or FixVobj,
something like that. It'll correctly swap the signs, and also
takes care of another bug in P3DPro that adds a LF character to the
Command:
lines (which will _really_ crash Wavefront). I know nothing about
how well John Foust's converter works, but judging from his, err,
confidence in his product over all others, it probably works
perfectly. :)
>
> Also, is it possible to convert Imagine objects into ascii files??
> I'm not a programmer yet, so I'm hoping there is a tool that will
> allow me to convert objects without writing a C program to do it.
> (Kinda like the ISL - but for objects)
Command:
Look for Glenn Lewis's T3D package. It should be what you need,
although there is no direct Wavefront converter (yet?) It shouldn't
be too hard to write, but he's probably too busy with Essence. :)
>
> Thanks for any help
> Scott Krehbiel
>
> P.S. just wait till I finish this really cool X-Wing model I'm
> making - I'm measuring a styrene model with a micrometer,
Command:
> and putting in all the detail I can. Pretty soon, I hope
> to demonstrate that the Enterprise 1701D would be absolutely
> NO MATCH for a Star Destroyer.
Sounds great, but I like Trek better, so I'll be pulling for the
Enterprise.. :)
>
>
>
Dan
Command:
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21400.3.1.4917 Re: SGI renderers and HD anim players
9/17/93 12:43 23/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Dan" == Daniel Jr Murrell <djm2@Ra.MsState.Edu> writes:
>> Also, is it possible to convert Imagine objects into ascii files??
>> I'm not a programmer yet, so I'm hoping there is a tool that will
>> allow me to convert objects without writing a C program to do it.
>> (Kinda like the ISL - but for objects)
Dan> Look for Glenn Lewis's T3D package. It should be what you need,
Dan> although there is no direct Wavefront converter (yet?) It
Dan> shouldn't be too hard to write, but he's probably too busy with
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Dan> Essence. :)
Actually, I am just now adding tddd2r3d (Real3D), because a
few people have asked for it. I haven't looked at the Wavefront
format, but I'll at least take a look at it before releasing R40 of
T3DLIB.
While I'm here, please don't anybody spread R38... it is
busted. Get R39 (there is one known bug in MBB... doesn't calculate
center or size correctly, but gives the MBB correctly so you can
easily figure it out. Stupidity on my part... I've fixed MBB for R40).
Command:
-- Glenn
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21400.3.1.4918 Re: SGI renderers and HD anim players
9/17/93 13:05 38/ charles lee <lee@auriga.rose.brandeis.edu>
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>Good anim player for A500, etc...
Well, try getting the MainActor1.15 demo. It allows playback (save
disabled) at very good speeds. But, since you want to look at
the Windmill anim, try either RTAP (Sebastiano Vigna) or BigAnim,
which can be found on Aminet. BigAnim is more recent of the
direct-from-hard-drive players, so try that....
>Cross platform rendering...
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Ok... We have Rayshade 4.0.6 compiled for our SGI's and here are
your options:
1) Try Glenn Lewis's T3D libraries/converters. They can read
Imagine 2.0 binary objects and output to: .dxf, .nff, .pov
.ray, .mif, .off, .ps and .vort formats... I've only used
the .ray for rayshade (and the .ps for a cute triview in
Postscript format.) This package will obviously convert
Imagine objects to ASCII too... Personally, I used it to
import atomic coordinates for rendering in Imagine.. :)
Command:
2) I think Vertex (the latest demo is also on Aminet) allows
for direct saving in Rayshade format. Some other formats
too, if I remember....
Personally, I'd go with T3D lib... If you convert HUGE objects,
I suggest pumping up the stack size to.. oh 50000 bytes and up.
I remember loading up a very large protein that required a
stack of 100000 or my machine would crash and burn. :)
Command:
Have fun!
o---------------------------o--------------------------o----------------o
| Charles Lee |A3KT-VT4000-PP&S28Mhz68040| FocuS GraphicS |
| IRC: waif GEnie: C.LEE4 |38MB RAM-USRDUAL-Syquest88|~~~~~~~~~~~~~~~~|
| Fortress /\ M | G /\ |QLPS52-ST3283-JX100-NEC3FG| Call for rates |
| Brandeis University |<<Will Kill For Screamer>>| 617-891-1367 |
o---------------------------o--------------------------o----------------o
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21400.3.1.4919 PC animation HD player
9/17/93 04:56 10/ Robert Lewis <rlewisjr@metronet.com>
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OK, I don't have an Amiga (I was a dummy, I wasn't breast-fed long enough
or something, whatever). I have the Imagine for PC and want to run
animation from my 1 GB hardrive through a NTSC convertor/encoder to a tape
drive. Besides asking Santa Claus and the Tooth Fairy for an Amiga 4000,
what can I try to do this? Does anyone know of anyone working on this?
rlewisjr@feenix.metronet.com
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21400.3.1.4920 T3Dlib
9/17/93 18:39 8/ "Ross Knepper" <95RKNEPPER@vax.mbhs.edu>
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This T3Dlib... Can I use it to make my own objects and import them into
Imagine, such as a 3D graph or something?
Where can I find it?
Thanks!
--Ross Knepper
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21400.3.1.4921 Re: LightRave or something (fwd)
9/17/93 12:10 31/ David Watters <watters@cranel.com>
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> The projected availability of large hard drives being made
> available to DPS is around January or later. DPS will then need
> the time to certify the drive. 5 to 6 months seems to be the
> current expected time frame.
So that means that a new "large" drive will be confirmed sometime in May or
June. That seems to be a lot of time unless further developement is involved.
I was always given the impression that if it was a quick enough IDE drive and
supported "DMA" which some IDEs do (3600A) and some don't (HP 223x), then it
would work, but might need a little software tweaking.
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Five to Six months is a long time, and my current drive's animation portion
is constantly full and anims are moved off temporarily for new ones to be
created.
What might be interesting is some DPS software that processes the frames as
is normally done, but saves the frames or anim files to might be interesting is some DPS software that processes the frames as
is normally doneen
when you needed to play it back you could copy it over at your leasure.
Until then you could always get one of the drives I was offering, and be
sure to mention where you can find them cheaper and I will try and do something
Command:
about it.
_ ___
David ~ |_|,--' |@,__
Watters ~ ( )-_______-()`-
--
David R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
"Porsche. The very name is, to many, the last word in sports cars. Any car
blessed with these magic seven letters is sure to be the very best. Period!"
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- Car and Driver, January 1993
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21400.3.1.4922 Re: T3Dlib
9/17/93 22:43 39/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> On 17 Sep 93 20:39:00 EST, "Ross Knepper" <95RKNEPPER@vax.mbhs.edu> said:
Ross> This T3Dlib... Can I use it to make my own objects and import them into
Ross> Imagine, such as a 3D graph or something?
Ross> Where can I find it?
Ross> Thanks!
Yes you can. I believe it should be on ftp.wustl.edu, but
haven't checked in a long while... you must get R39, though. Don't
settle for less. :-)
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One word of caution is probably in order... although the
T3DLIB package comes with a number of useful utilities for
manipulating objects and converting them to/from ASCII text for easy
manual or algorithmic manipulation, if you want to delve into making
objects or scenes from scratch, you may want to have some programming
experience in any language (preferably C) that can read/write ASCII
files. If you wish to link directly with the t3d.lib SAS/C library,
then of course, you need SAS/C or you can remake the library with
whatever compiler on whatever machine. But you can still do
Command:
interesting things without being a programmer, and I've even included
documentation on the utilities in the last release. :-)
Oh, and I've heard of a lot of people copying "t3d.lib" to
"LIBS:t3d.library"... there is no need... it is for linking only... it
is not a dynamic shared library. :-)
One more thing... there are several really nice companion
programs available that compliment T3DLIB quite nicely, even if they
don't interface directly to it. But the following will give you a
Command:
nice arsenal of utilities for your creative endeavors. All are either
PD or Shareware... (please forgive me, authors, if I forget to
mention all) But check out Vertex, ISL, ICoons, IgenSurf, hmmm... I
know there are more... those are on the top of my mind right now.
Enough babbling. Enjoy.
-- Glenn
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21400.3.1.4923 RE: Imagine the next Generation
9/18/93 19:36 37/ ua197@freenet.victoria.bc.ca (Christopher Stewart)
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>
>
>>
>> ps. I've started an animation sig on the local freenet system. It's not
>> really running up to snuff yet but comments would be appreciated. Anyone
>> with telnet can join ;-). Address is in the sig (ua197).
>>
>
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> Hey! Where is it? I was thinking about adding one on freenet too...
>but I don't have the time.
>
> mbc@po.CWRU.Edu
Just telnet to freenet.victoria.bc.ca and login as "guest". You won't
have write privvies until you send a letter to the organization (just like
CWRU's freenet) but at least it's free. I'll be posting as many faq's and
related material as I can get my hands on (which, admittedly, isn't much
Command:
yet). My goal is to start an animation society here (a pretty small city
on an island in the north pacific), something along the lines of a small
resourse group. No files yet but I'm negotiating with an internet
connected facility for a little room.
Christopher
ps. If anyone has any faq's, animation tips, lists of refrences etc that
might be useful (this SIG is non-system specific and supports traditional
animation as well), PLEASE, PLEASE (enough begging) let me know where I
Command:
can find them or mail me a copy. Tanks a bundle.
--
....and if there be some harder, better way Dretch@cup.portal.com
to salvation than to follow that which we cs833@cleveland.freenet.edu
believe to be good, then are we all damned. ua197@freenet.victoria.bc.ca
Lord Dunsany, "Dom Rodriguez" (1922). <Christopher Stewart>
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21400.3.1.4924 Imagine3 release date?
9/19/93 00:48 8/ CarmenR@cup.portal.com
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With Impulse denying the "won't be out till October" rumor, or maybe that's a
rumor too.. I dunno.. The point is...
Is Imagine v3.0 about to be released? With October only 12 days away and all
you'd think someone might know a firm date or something? Anyone?
Carmen Rizzolo - Crazed Artist
CarmenR@cup.portal.com
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21400.3.1.4925 Buying Imagine (PC version)
9/19/93 16:07 10/ "Jeremy Wohl" <jeremy@sblapis4.cs.sunysb.edu>
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I want to buy Imagine PC soon. I've heard about the $200 offer if you've
some animation software; in my case, Deluxe Paint Animator. Is this offer
still valid?
Any how about Impulse's upgrade policy? Can I get a free upgrade, having
bought the product so close to 3.0's release? Or should I wait?
thanks.
-jeremy
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21400.3.1.4926 SIlver Texture & Morphin
9/18/93 21:40 24/ Jeff.Saffold@lookout.com (Jeff Saffold)
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So, has anyone come up with a good value(s) for good looking silver?
I have been trying to do this, but have had no luck so far.:(
Also, wanting to make a cool anim like Terminator 2, I took cycleman,
Joined him, and made a flat plane that had the same # of points,
faces, and edges, and attempted to morph them together..
Unfortunately, the result look like a mess.. ANy suggestions??
One last thing, I keep hearing mention of "Imagine Units", what
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exactly is that? After reading a bit in the Imagine manual, I decided
to give that part up. ANd I have Steve Worley's Understanding Imagine
2 manual, but alas, I haven't read it completely.. So, could someone
please enlighten me??
... We give advice, but we cannot give the wisdom to profit by it.
___
X MsgView V1.13 [R029] X
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21400.3.1.4927 Imagine3 release date?
9/19/93 23:51 8/ rosario.salfi@canrem.com (Rosario Salfi)
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Well, I know for a fact that it has passed the Beta testing stage (a
friend was doing some beta testing for Mike Halvorson). This was about
a month ago, so the release time is unknown.
HOWEVER, Mike has stated plain and clearly that Imagine 3.0 will NOT
support Essence textures. They are/have expanded their own texture
library to make up for this, but I can't see them beating Steve Worley's
work...which causes me distress to say the least.
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21400.3.1.4928 Essence Idea
9/20/93 00:38 15/ rosario.salfi@canrem.com (Rosario Salfi)
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MESSAGE PASSED ALONG FOR PAUL THOMPSON:
Hi Steve! Got an idea for an essence texture...actually, a variant on
the Burnish texture. It would be nice (and true to form) if there was a
radial variation. More and more I'm noticing circular metal (mostly
stainless steel) items and the burnish is circular. Any chance this can
make it into some update or a future release?
Putting together some neat attribute files for you. Send 'em to you
soon!
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21400.3.1.4929 Re: Imagine3 release date?
9/20/93 00:37 18/ "David A. Rollins" <drollin@seq.cms.uncwil.edu>
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Hello Rosario Salfi,
>
> Well, I know for a fact that it has passed the Beta testing stage (a
> friend was doing some beta testing for Mike Halvorson). This was about
> a month ago, so the release time is unknown.
>
> HOWEVER, Mike has stated plain and clearly that Imagine 3.0 will NOT
> support Essence textures. They are/have expanded their own texture
> library to make up for this, but I can't see them beating Steve Worley's
> work...which causes me distress to say the least.
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>
I am sure that the geniuses at Apex will simply port Essence to the
new version.
Any comments from the guys at Apex?
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21400.3.1.4930 Re: Imagine3 release date?
9/19/93 20:43 17/ mikel@inqmind.bison.mb.ca (Michael Linton)
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Well, my answer to "is Imagine 3.0 ready yet?" was "No, we're still
programming it..." in a rather annoyed sounding voice (I'm sure I was
about the 354 caller that week to ask the same question). So, although
this isn't any help as to when it'll be released, it's just typical
Impulse for you. When they mentioned that Imagine 3.0 was supposed to be
out in the summer, the first thing I said to myself was "Okay, knowing
Impulse, that'll be more like Novemeber..." I might not be too far off.
:)
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------------------------------------------------------------------------
"...even the stuff you taught me, has been pushed back into the dark
recesses of my mind... Need a candle or two (rendered of course, as
my light source) to find all that buried info again..."
-- Barb Hall on learning Imagine
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21400.3.1.4931
9/20/93 02:02 24/ imagine-relay@email.sp.paramax.com@unix.portal.com
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So, has anyone come up with a good value(s) for good looking silver?
I have been trying to do this, but have had no luck so far.:(
Also, wanting to make a cool anim like Terminator 2, I took cycleman,
Joined him, and made a flat plane that had the same # of points,
faces, and edges, and attempted to morph them together..
Unfortunately, the result look like a mess.. ANy suggestions??
One last thing, I keep hearing mention of "Imagine Units", what
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exactly is that? After reading a bit in the Imagine manual, I decided
to give that part up. ANd I have Steve Worley's Understanding Imagine
2 manual, but alas, I haven't read it completely.. So, could someone
please enlighten me??
... We give advice, but we cannot give the wisdom to profit by it.
___
X MsgView V1.13 [R029] X
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21400.3.1.4932 object file format
9/20/93 04:17 8/ arijan@ninurta.fer.uni-lj.si (Arijan Siska)
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Hi!
I would like to write an ImagineObject to MyOwnObjectFormat convertor, so I
need to know the file format of Imagine object files. Can you help me?
(for both PC and Amiga versions if possible please)
Arijan
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21400.3.1.4933 Imagine3 release date?
9/20/93 06:39 26/ Steve Koren <koren@hpfcogv.fc.hp.com>
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> HOWEVER, Mike has stated plain and clearly that Imagine 3.0 will NOT
> support Essence textures. They are/have expanded their own texture
That would be a bad move on their part - I really can't see them
matching all of Essence I and II with their own textures. And even if
they do, there are lots of old projects which I would no longer be able
to render unless I changed all the textures to new ones. Perhaps
Essence owners should all write to Impulse and say, "Hey, look, if you
won't expend a little effort to work with Apex on this stuff, then it
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means we simply won't upgrade to 3.0 until there is a version of Essence
that works. This takes money out of your pocketbook, so you might want
to re-think your position a little." If we do that, perhaps it'll have
an effect on 4.0. Really, "upgrading" to a version of Imagine without
Essence, no matter what nifty features they add, is going to be a big
step backwards. I'm not sure if Impulse realizes this, but that _is_
enough to stop me from upgrading.
Of course, it remains to be seen whether the above is true. Maybe we'll
luck out and the Essence textures will continue to work. The last
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Impulse newsletter did mention changes to their texture/brushmap stuff
(such as the ability to load more than 4 of each without having to mess
with grouped axis), but I suppose it is an open question whether these
changes will break old textures.
- steve
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21400.3.1.4934 Re: SIlver Texture & Morphin
9/20/93 07:33 39/ Doug Kelly <dakelly@class.org>
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On Sat, 18 Sep 1993, Jeff Saffold wrote:
>
> Also, wanting to make a cool anim like Terminator 2, I took cycleman,
> Joined him, and made a flat plane that had the same # of points,
> faces, and edges, and attempted to morph them together..
> Unfortunately, the result look like a mess.. ANy suggestions??
>
You need to make several intermediate objects. Straight morphing from a
flat floor plane to a standing Cycleman figure means that the tip of the
left little finger, for instance, will follow a straight-line path from
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some point on the floor to the final position. What you want is some
amorphous blob, where the main body extrudes up out of the center of the
floor, THEN extrudes the arms and head. Making these intermdiate objects
is tedious, but the only way I know to get good-looking organic morphs.
The easiest way I've found for making them is to push the Cycleman parts
around using the Magnetism function, with a radius of about 1/10 the height
of the figure. Push the hand back into the forearm, the forearm back into
the upper arm, the arm back into the shoulder, etc., until you finally
push the entire compressed torso down through the ankles (which should be
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flattened out into the floor plane by then).
> One last thing, I keep hearing mention of "Imagine Units", what
> exactly is that? After reading a bit in the Imagine manual, I decided
> to give that part up. ANd I have Steve Worley's Understanding Imagine
> 2 manual, but alas, I haven't read it completely.. So, could someone
> please enlighten me??
>
Arbitrary units. I usually make objects at the scale 1 Imagine unit=1
centimeter, just for convenience, but the scale you use will depend on
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what size object/scene you're doing.
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
"The difference between genius and stupidity: genius has its limits."
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21400.3.1.4935 Re: SIlver Texture & Morphin
9/20/93 08:38 24/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Jeff" == Jeff Saffold <Jeff.Saffold@lookout.com> writes:
Jeff> Also, wanting to make a cool anim like Terminator 2, I took
Jeff> cycleman, Joined him, and made a flat plane that had the same #
Jeff> of points, faces, and edges, and attempted to morph them
Jeff> together.. Unfortunately, the result look like a mess.. ANy
Jeff> suggestions??
What you need to do is have two objects with the exact same
topology... all points correspond to each other, in the same grouped
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hierarchy. All edges correspond to each other, and all faces
correspond to each other. The only way I know to achieve this is to
copy the original object to another, and modify the second object to
make the final version. If I'm not mistaken, there are some programs
out there that will help you with this, such as Morphus (I hear), and
T3DLIB (I wrote).
I haven't tried this with a cycle object, but flattened a rook
and also made a sphere out of the rook, and the new objects looked
fine, but I actually haven't tried morphing them. (I recently posted
about this.) There should be no problem, though, because only the
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location of the points changed from the original.
-- Glenn
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21400.3.1.4936 Re: object file format
9/20/93 08:54 25/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Arijan" == Arijan Siska writes:
Arijan> Hi! I would like to write an ImagineObject to
Arijan> MyOwnObjectFormat convertor, so I need to know the file format
Arijan> of Imagine object files. Can you help me? (for both PC and
Arijan> Amiga versions if possible please)
Sure. Check out T3DLIB (formerly known as TTDDDLIB), and make
sure you get revision R39. Actually, people have told me that they
can't find it on any FTP site, so if you can't either, send me e-mail
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and I'll e-mail you the source and the Amiga executables.
A number of converters already exist, and a document is
included that describes the TDDD format, and the library itself
(T3D.LIB) allows your programs to simply link into it (using SAS/C, or
you can rebuild the library on any platform/compiler combination), and
automatically you have all of the conversion capabilities included in
the package available to your own C code... Simply load in an Imagine
object, and then you can traverse the structures to write out your
own. This is how I rather easily add new converters every now and
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then to the package. T3DLIB is shareware, by the way, authored by
myself.
-- Glenn Lewis
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21400.3.1.4937 Re: Imagine3 release date?
9/20/93 09:01 19/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "David" == David A Rollins <drollin@seq.cms.uncwil.edu> writes:
David> Hello Rosario Salfi,
>> HOWEVER, Mike has stated plain and clearly that Imagine 3.0 will
>> NOT support Essence textures. They are/have expanded their own
>> texture library to make up for this, but I can't see them beating
>> Steve Worley's work...which causes me distress to say the least.
David> I am sure that the geniuses at Apex will simply port Essence to
David> the new version.
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David> Any comments from the guys at Apex?
Well, Steve and Charles are the geniuses (:-), but I can tell
you for a fact that we have not yet received any information about the
3.0 textures either. So I guess we all will just have to wait and see
what gets delivered.
-- Glenn
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21400.3.1.4938 Re: object file format
9/20/93 09:38 18/ Cliff Lee <cel@tenet.edu>
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On Mon, 20 Sep 1993, Glenn M. Lewis - ICD ~ wrote:
> T3DLIB is shareware, by the way, authored by myself.
I've seen the package on WU archives, but not sure what version. I was
wondering if it is machine independent? I mean, is it just for use with
the Imagine Amiga or will it work for Imagine PC. I am accustomed to
editing scripts (VIVID and POV) and would like to use both script editing
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and graphic modeling to make the models. I am not a C-programmer so
re-compiling on a PC may be trouble since I have no C-compiler.
Cliff Lee
cel@tenet.edu
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21400.3.1.4939 Re: object file format
9/20/93 09:58 27/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Cliff" == Cliff Lee <cel@tenet.edu> writes:
Cliff> On Mon, 20 Sep 1993, Glenn M. Lewis - ICD ~ wrote:
>> T3DLIB is shareware, by the way, authored by myself.
Cliff> I've seen the package on WU archives, but not sure what
Cliff> version. I was wondering if it is machine independent? I
Cliff> mean, is it just for use with the Imagine Amiga or will it work
Cliff> for Imagine PC. I am accustomed to editing scripts (VIVID and
Cliff> POV) and would like to use both script editing and graphic
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Cliff> modeling to make the models. I am not a C-programmer so
Cliff> re-compiling on a PC may be trouble since I have no C-compiler.
Cliff> Cliff Lee cel@tenet.edu
Well, it *is* machine independent, if you can get it compiled
on the machine in question. :-)
I actually use T3DLIB quite frequently on a UNIX box, and I
know it compiles on a lot of different machines. I have not heard,
yet, of someone compiling it successfully on a PC, although there is
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no reason that it shouldn't work just fine if compiled by DJGPP on the
PC. I just haven't tried it myself. I told someone that I would look
into this after I complete the EssencePC port.
-- Glenn
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21400.3.1.4940 Re: Essence & Imagine 3.0
9/20/93 12:58 48/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "> Siderean" == Siderean <Siderean@debug.cuc.ab.ca> writes:
>> If indead Essence I andlII textures do not function with
>> Imagine 3.0, I am sure that it is because of the increased
>> flexibility and functionality that the 3.0 texture format
>> brings. Impulse has stated that when "things are set in
>> stone" that they will share all file formats with anyone
>> who asks for them. I would assume that Apex is included
>> in that "curious" group, and I'm sure that those of us
>> with some programing talent will wish to explore this
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>> option as well. Some sacrifice is almost alwayso
>> neccessary if advances are to be made (look at KS 1.3 to
>> 2.04)
OK, I have heard this argument a couple of tioes now on the
IML, and have remained silent in the past. But I'm afraid that I must
speak out, or I will go insane. :-)
o As a programmer (and one who knows the internal structure of
Imagine textures), I feel that there is no reason to not support the
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previous textures.
To those who don't know (and this is key information to my
argument...), umpulse had the foresight to embed a revision number in
the textures so that Imagine can first check the revision number to
make sure that they are the textures revision that it expects to find.
This is how we simultaneously support three different renderer with
Essence I&II... if the renderer says that it is Turbo Silver, we move
things around a big and say "Sure, we can support you, Turbo Silver."
Same for Imagine 0.9-1.1. Same for Imagine 2.0.
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Now, back to the "as a programmer" part, there is no reason
why the renderer can't do the same thing... First, attempt to check
if the texture supports the new-whizbang-maybe-better-3.0-version of
textures. If not, then check if the texture supports Imagine 2.0
version of the textures (EssenceI&II, for example). If the texture
returns "Yes", then go ahead and use it as a 2.0 texture.
The only reason not to do this is that it might be a bit more
work, and it may increase the renderer's exacutable size by a few
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hundred bytes. But this is nothing compared to... what, 680K?
OK, I've said my peace. If I were writing the renderer, I
would support previous texture versions. But since I'm not, well, you
get the picture.
-- Glenn
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21400.3.1.4941 Re: Imagine3 release date?
9/20/93 14:51 17/ sacke@ecn.purdue.edu (Jeff Hanna)
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Before we all fly off the handle and begin to boycott Impulse, we
should take a look at what 3.0 has to offer.
Does the new texture system offer a _significant_ technological increase
over the existing one? What I mean is, did Impulse change their texture
format for the sake of improving the entire texture system, or did they do
it just to make it so Essence doesn't work?
If the change was to make an improvement in the overall functionality of
the texture system, then I will go ahead and upgrade, and prey that Steve
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and Co. will re-work Essence I and II to execute under the new system.
If the new system has no improvement over the old system, and the change
was some self-motivated B.S, then I will stick with 2.0 and consider
getting Real3D and/or LightRave-Lightwave3D.
Jeff Hanna
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21400.3.1.4942 Essence & Imagine 3.0
9/20/93 13:12 10/ Siderean@debug.cuc.ab.ca
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If indead Essence I and II textures do not function with Imagine 3.0, I am
sure that it is because of the increased flexibility and functionality that
the 3.0 texture format brings. Impulse has stated that when "things are set
in stone" that they will share all file formats with anyone who asks for them.
I would assume that Apex is included in that "curious" group, and I'm sure
that those of us with some programing talent will wish to explore this option
as well. Some sacrifice is almost always neccessary if advances are to be
made (look at KS 1.3 to 2.04)
Cheers
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21400.3.1.4943 t3Dlib
9/o0/93 10:48 8/ LESK@CC.SNOW.EDU
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Hello;
I found t3dlib several versions on wuarchive.wustl.edu
the path IF I REMEMBER CORRECTLY... is tystems/amiga/boing/video/converters
Good Luck
Lesk
P.S. I Tried to verify this but to many users. however it was only two
hours ago that I picked it up due to conversation on it....
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21400.3.1.4944 Re: SIlver Texture & Morphin
9/20/93 10:30 24/ Wayne Haufler <haufler@pat.mdc.com>
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> >>>>> "Jeff" == Jeff Saffold <Jeff.Saffold@lookout.com> writes:
>
> Jeff> Also, wanting tocmake a cool anim like Terminator 2, I took
> Jeff> cycleman, Joined him, and made a flat plane that had the same #
> Jeff> of points, faces, and edges, and attempted to morph them
> Jeff> together.. Unfortunately, the result look like a mess.. ANy
> Jeff> suggestions??
>
Maybe this idea is way too simplistic to work well, or
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it might not result in the desired affect b t ...
how about morphing the cycleman object's Z scale, so that
his height (only) shrinks down to nearly nothing?
If his ax s is at ground level, he should shrink properly,
but not smoothly spread out into a plane.
Then again, I haven't actually een the movie (T2) myself, sorry to say.
__
\\ /\\ /\\ //_ Wayne A. Haufler [Christian/SW Engineer/XWi dows/Amigan]
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// Hobby: "Co puter Animations For Christian Endeavors"
GodlyGraphics mailing list: GG-request@acs.harding.edu
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21400.3.1.4945 Re: SIlver Textu e & Morphin
9/20/93 12:22 6/ stevez@rhythm.com (Steve Ziolkowski)
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Yeah. For that terminator 2 effect, take your human figure, put the
o axis at it's feet, save it, and then scale him in z so it's flat.
When you morph this, all the points correspond properly. The
problem is, it's a linear morph so it won't look quite natural.
steveZ
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21400.3.1.4946 Re: Where to find T3DLIB
9/20/93 15:19 15/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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Since several people have been asking lately where it is,
and Charles found it for me (thanks, Charles!), I thought I would
share this info with the IML:
-- Glenn
---a------------------------------------------------------------------
Glenn:
T3DLIB R39 may be found in the boing directory tree on ftp.wustl.edu,
parallel the aminet tree, under video/utils. The full path is something like
systems/amiga/boing/video/utils. Aminet is systems/amiga/aminet.
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-rw-rw-r-- 1 tucker arc_amiga 13728 Feb 15 1993 T3DLIB_Re9.readme
-rw-rw-r-- 1 tucker arc_amiga 360692 Feb 15 1993 T3DLIB_Exe_R39.lha
-rw-rw-r-- 1 tucker arc_amiga 98335 Feb 15 1993 T3DLIB_Src_R39.lha
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21400.3.1.4947 UNSUBSCRIBE
9/20/93 12:15 4/ rogers@sei.dhmolde.no (Roger Storvik)
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21400.3.1.4948 Re: Essence Idea
9/20/93 22:23 17/ kirchh@CC.UManitoba.CA
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Rosario Salfi writes:
> Hi Steve! Got an idea for an ess,nce texture...actually, a variant on
> the Burnish texture. It would be nice (and true to form) if there was a
> radial variation. More and more I'm noticing circular metal (mostly
> stainless steel) items and the burnish is circular...
If you meaa what I think you mean, this is just a trick of the light.
I noticed this again when I was sitting at a bar with a stainless
steel top a couple of days ago -- circular burnish patterns, except
they moved to follow my head. Closer inspection revealed that the
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Chmmand:
scratches in the steel were random, and the "circles" were simply
appearing around the reflections of the overhead lights. Since this
is a light effect, couldn't this be reproduced with Imagine and
Essence somehow (I'm just guessing, since I haven't used Essence)?
--
Evan Kirchhoff, kirchh@ccu.umanitoba.ca
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21400.3.1.4949 Re: object file format
9/20/93 22:14 9/ m.stortz1@genie.geis.com
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Sure, that
s great for Amiga users. How about a PC version of T3DLIB, or
failing that, the originally requested file format info? Us PC guys just
want to have fun... What about a PC version of Essence? Are we waiting for
3.0?
/// Mike ///
p.s. My other obligatory four-line signature macro is in the shop.
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21400.3.1.4950
9/20/93 23:58 10/ imagine-relay@emaia.sp.paramax.com@unix.portal.com
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If indead Essence I and II textures do not function with Imagine 3.0, I am
sure that it is because of the increased flexibility and functionality that
the 3.0 texture format brings. Impulse has stated that when "things are set
in stone" that they will share all file formats with anyone who asks for them.
I would assume that Apex is included in that "curious" group, and I'm sure
that those of us with some programing talent will wish to explore this option
as well. Some sacrifice is almost always neccessary if advances are to be
made (look at KS 1.3 to 2.04)
Cheers
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21400.3.1.4951 Re: object file format
9/20/93 23:40 31/ Graeme Mc Donough <Graeme.McDonough@dmpe.csiro.au>
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----- Begin Included Message -----
From imagine-relay@email.sp.paramax.com Tue Sep 21 16:33:57 1993dTo: imagine@email.sp.paramax.com
Subject: Re: object file format
X-Genie-Id: 2144958
X-Genie-From: M.STORTZ1
Content-Lengthd 371
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Sure, that's great for Amiga users. How about a PC version of T3DLIB, or
failing that, the originaldaders
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Sure, that's great for Amiga users. How about a PC version of T3DLIB, or
failing that, the originaldrequested file format info? Us PC guys just
want to have fun... What about a PC version of Essence? Are we waiting for
3.0?
/// Mike ///
p.s. My other obligatory four-line signature macro i? in the shop.
Command:
----- End Included Message -----
I hate to say it but, what a winger..
Go an buy an Am?ga ... Problem Solved...
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21400.3.1.4952 How to model semisphere
9/25/93 06:06 14/ roy.park@canrem.com (Roy Park)
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Hello... I was wondering how I could create a smooth surfaced, FILLED
semi-sphere WITHOUT losing the SHARP circular edge.
I was trying turning the phong on and off and all that, but I can't
figure it out!! When I turn the phong on, it looks very rounded and smooth
but I'd lose the SHARP cross-section edge.
Any solution to this??
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Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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21400.3.1.4953 Re: object
ile format
9/21/93 07:49 21/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Mike" == m stortz1 <m.stortz1@genie.geis.com> writes:
o
Mike> Sure, that's great for Amiga users. How about a PC version of
Mike> T3DLIB, or failing that, the originally requested file format
Mike> info? Us PC guys just want to have fun... What about a PC
Mike> version of Essence? Are we waiting for 3.0?
Whups... my apologies... I was highly confident that my
modified version of the original "TDDD.doc" was in one of those
archives, and I just looked, wondering what you were complaining
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about, and it isn't there.
Since it is lorge-ish, whoever would like it, just send me
e-mail.
As for your other comments, sir, I already stated I am
currenoly laboring on the PC version of Essence (pain in the
proverbial butt), and after I finish that, I will whip out DJGPP and
compile T3DLIB (which any one else could do in the mean-time).
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21400.3.1.4954 Re: mow to model semisphere
9/21/93 08:46 6/ wilmart@cnam.cnam.fr
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Hello roy,
To solve your problem use the functions MAKE SHARP on the circularoedge
of your semi-sphere. Don't forget to create your object with phong on.
bye.
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21400.3.1.4955 Circular Metal Burnish
9/21/93 08:30 34/ "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
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Forwarded message:
>
> Rosario Salfi writes:
> > Hi Steve! Got an idea for an essence texture...actually, a variant
on
> > the Burnish texture. It would be nice (and true to form) if there was a
> > radial variation. More and more I'm noticing circular metal (mostly
> > stainless steel) items and the burnish is circular...
>
> If you mean what I think you mean,cthis is just a trick of the light.
> I noticed this again when I was sitting at a bar with a stainless
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> steel top a couple of days ago -- circular burnish patterns, except
.
.
.
There IS a type of metal finish that is made of circles (typically all the- circular burnish patterns, except
.
.
.
There IS a type of metal finish that is made of circles (typically all the-me diamthought the diameter depends on the scale of the object) that
are polished or ground (burnished?) into the surface. The circles overlap to
some extent to ensure that all the surface is covered. I remember a tip from
one of my home shop books saying that end down) could be used to make this effect on small objects very
nicely. Can't remember what the finish is called, though. I believe the idea is
that it doesn't show fingerprints, etc., although it is attractive in itself.
Rob
--
+-----o-----------------------------------------------------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
Command:
| Global Product Performance: PHONE: (613) 765-2904 |
| Paradigm Club Design Team. Dept. PS27 ESN: 395-2904 Northern Telecom Public Switching |
+-----------------------------------------------magine@email.sp.paramax.com)
21400.3.1.4956 Re: How to model semisphere
9/22/70 17:08 55/ robin@robin.lausanne.sgi.com ()
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On Sep 25, 9:06am, Roy Park wrote:
> Subject: How to model semisphere
> Hello... I was wond SHARP circular edge.
>
> I was trying turning the phong on and off and all that, but I can't
> figure it out!! When I turn the phong on, it looks very rounded and smooth
> but I'd lose the SHARP cross-section edge.
>
> Any solution to this??
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>
> ----
> Roy Park // roy.park@canrem.com
> A3000@25 \X/ 1st yr UofW Comp.Eng.
>
> APO/SparX
>
>
>-- End of excer:t from Roy Park
Command:
I have 2 solutions to that problem :
1) I use that solution with Imagine 1, has it had not the:feature included with
2.0 (see below).
All you have to do is to make half a sphere (open) and group it with a disk,
that clo:se the hemisphere.
2) There is an easier way now in I2.0 : make the hemisphere smooth, then go in
Edge mode, select all the:flat part of the hemisphere and use Make Sharp Edges
function. That's it !
Command:
Robin
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:--------------------------------------------------------------------
Robin Chytil, Staff Engineer
Mediterranean Distribution Territory
Silicon Graphics
Vmail: 5-9389 Email: robin@lausanne.sgi.com
Tel: +41 2i 269737 Fax : +41 21 259184
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21400.3.1.4957 Re: How to model semisphere
9/21/93 10:11 5/ stevez@rhythm.com (Steve Ziolkowski)
L nes 1 to 5 of 5 (100%)
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make sharp. prob em solved. go into pick edges, select all edges
that lie on the circular edge, then hit make sharp.
steveZ
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21400.3.1.4958 Re: How to model semisphere
9/21/93 09:25 22/ mbc@po.CWRU.Edu (Michael B. Comet)
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>
>Hello... I was wondering how I could create a smooth surfaced, FILLED
>semiesphere WITHOUT losing the SHARP circular edge.
>
>I was trying turning the phong on and off and all that, but I can't
>figure it out!! When I turn the phong on, it looks very rounded and smooth
>but I'd lose the SHARP cross-section edge.
>
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>Any soeution to this??
Assuming Imagine 2.0 or greater for the edges you wish to "Make
Sharp" just pick them and do a funceions, make sharp command. Leave phong
shading on.
--
/*
* Michael B. Comet, mbc@po.CWRU.Edu, CWRU Software Engineer/eraphics Artist
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* "And on the 7th day G-d Ray Traced..."
*/
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21400.3.1.4959 Re: How to model semisphere
9/21/93 10:06 28/ ua197@freenet.victoria.bc.ca (Christopher Stewart)
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>semi-sphere WITHOUT losing the SHARP circular edge.
>
>I was trying turning the phong on and off and allethat, b turn the phong on, it looks very rounded and smooth
>but I'd lose the SHARP cross-section edge.
>
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>Any solution to ehis??
selector.
Two of these are "make sharp" and "make soft". Apply the former to the
circular edge and perhaps the entire eace of line of the polygons.
Perhaps just sharpening the base first might be the route to follow.
e
--
....and if there be some harder, better way Dretch@cup.portal.com
to salvation than to follow thatewhich wd. ua197@freenet.victoria.bc.ca
Lord Dunsany, "Dom Rodriguez" (1922). <Christopher Stewart>
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21400.3.1.4960 How to model semisphere
9/21/93 23:11 14/ rosario.salfi@canrem.com (Rosario Salfi)
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The solution, if I understand you correctly, is a simple one... provided
you have Imagine 2.0 (or better 8^)
t
First, turn phong shading on. Then select PICK EDGES. Using the DRAG
BOX, select the "disk" of points that makes up the cut portion of the
semi-sphere (make sure to hold the shift key down for multi-select).
Then, when all the edges on the disk have been sehading off for those edges, causing them to be
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sharp. I've used the same idea several times, especially on the front
faces of extruded fonts.
Hopa it hele (text)
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21400.3.1.4961 Essence I & II
9/22/93 0a:14 8/ of 8 (100%)
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Does anyone know if essence is different than essenae I?
Idn't realize there were 2 or more...
I tried to get in contact via email but no response. Is essence II an upgrade
froa essenc Thanks
Lesk
P.S. is there an oolite in II?
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21400.3.1a4962 REard)
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aNOTE: Tthe imagine-relay@email.sp.paramax.com address
and is being forwarded to the list by me. Please be certain when replying
to IML posts that your REPLY function is grabbing the correct address:
imagine@email.sp.paramax.com
If nothere. Thanks.
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From: marino@mindvox.phantom.com (Paul Marino)
Date: Mon, 20 Sep 93 23:01:38 EDT
Organization: [MindVox] / Phantom Access Technologies / (+1 800-MindVox)
A while back someone (forgive me; I don't remember w
stating that Impulse did not feel pressure to release 3.0.
While I can understand the concept of keeping pressure at bay so one
can really concentrate on one's work, I find that having a "no pressure"
attitude towards their release a bit disheartenhould realize &
confront this situation. This is for their benefit as well as our own.
Pressure is what keeps the productsstently upgrading in light of their competitors.
If Impulse continually feels that "pressure" isn't something that they
need to address, then I predict Impulse will not have as many of their
customers coming back for an upgrade that had been promised for months.
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Plenty of us will have moved onto a similar product that meets our needs
and gives in to our "pressure".
- Paul Marino
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2wis - ICD ~)
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?
Yes, I am familiar with these products... Essence I and
Essence II are definitely different. Completely.
Lesk>sfer mail help top logout set go done forward back add_article
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Lesk> I tried to get in contact via email but no response.
Hmmm, that is very odd. The President and CEO of Apex
Software Publishing m if I can not directly answer them.
Lesk> Is essence II an upgrade from essence I?
Command:
It is a completely new package. All new textures, everything.
Pretty awesome, too, I might add, but I am very biased. :-)
Lesk> Thanks, Lesk. is there an oolite in II?
Ummm, you lost me there. An "oolite"? Sorry, I dunno.
.3.1.4964 Re: Essence I & II
9/22/93 10:08 15/ "Charles Congdon" <CCONGDON@us.oracle.com>
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Lesk:
Essence II is completely different from Essence I. It contains over 40
brand-new textures, over a third of which use never-published algorithms to
produce an organic "randomly-tilieve me, you've never seen
algorithmic textures like these before.
Essence I and II presently work with Imagine 2.0 and below. Support
for Imagine 3.0 and other renderers is in the works, upgrade policy to be
determined :). If you are an Essence user and have sent in your registration
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card, you should be on the Apex Newsletter mailing list, which will announce
such information when available.
Cheers,
Charles (Standard Disclaimer)
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21400.3.1.4965 Picture Tracing
9/22/93 11:25 16/ delpsn@cs.umu.se
Li
-----
I've got serious trouble in tracing logotypes (1bp IFFs).
I need best possible quality and often, the tracing procedure can take up to an hour
before I get the desired result. This is caused by the #$@! damn bug in Imagine's
tracing algorithms ate large.
Anybody having tips and hints?
*How can I get rid of Intersecting bugs (very strange behaviour!)
*How can I add_article
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*Can I convert ProDraw Clips?
I think these are well known problems among Imagine users and probably, they're FAQs?
Well, every single help I can get is appreciated!!
/Per Swantesson
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21400.3.1.4966 Re: Essence I & II
9/22/93 12:10 15/ Steve Koren <koren@hpfcogv.fc.hp.com>
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> Lesk> P.S. is there an oo lost me there. An "oolite"? Sorry, I dunno.
I was curious too. According to Webster:
oolite n. 1. a small, oval, calcareous grain occurring esp. in dolomites
and limestone. 2. Rock, usu. limestone, composed mainly of
oolites.
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You can probably make it using some combination of the Essence textures.
Might have to play around a little to get it to look right though.
- steve
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21400.3.1.4967 Re: Essence I & II
9/22/93 12:59 25/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Steve" == SteveeKoren < writes:
Lesk> P.S. is there an oolite in II?
GL> Ummm, you lost me there. An "oolite"? Sorry, I dunno.
Steve> e was curious too. According to Webster:
Steve> oolite n. 1. a small, oval, calcareous grain occurring esp. in
Steve> dolometes andk, usu. limestone, composed
Steve> mainly of oolites.
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Fascinating! Thanks, Steve, for the lookup. :-)
e best way I know to describe them :-) rocks and flagstones in
Essence II. Please take a look at the sample JPEGs on Aminet, Ian make the textures look like any kind of *-ites you
want, with a bit of experimentation.
Command:
(Last i checke/gfx/... somewhere,
but the site is down now so I can't check.)
i -- Gtrthe next article, and 'done' to stop.
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D> *Can I convert ProDraw Clips?
D> I think these are well known problims among Imagine users and probably,
D> they're FAQs?
D> Well, every single help I can get is appreciated!!
This is only hilpful if mport EPS files (from ProDraw, ProVector, and Art
Expressions) and these could be saved and converted with PixelPro (or
saved a lot quicker
than what you've described.
* Q-Blue v0.7 [NR] *
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.../Mailing Losts/Imagi) dmtr oe is as swessing capabilities with other applications which support
ARexx. For example, using an ARexx script to load a frame buffer
an megabytes of RAM to hold the entire image
Command:
before processing can begin. A 2000 by 3000 ptxel 24 bit image takes
almost 30 MB of system RAM to JPEG compress or decompress with current
Amiga programs. With PEGGER, ltss than 1 MB of system RAM is needed.
Designed to run in the background, and when idle, uses few system
resources. Eventif your computer were to crash while PEGGER was
processing files, when restarted, PEGGER will continue processing
the files wtere it was interrupted.
Features:
Command:
ARexx support.
Support for NewTek Framestore, 24 bit IFF, tCTV, and HAM8 images.
PEGGER can process images up to 32000 pixels wide using less than
4 MB of system RAt.
AmigaDOS 2.0 & 3 3D
rendering or graphics program into a JPEG file automatically.
Command:
JPEG tode has been optimized for spfrom JPEGed sequential files.
PEGGER is a low cost alternative to a new expenstve large capacity
hard drors : Contact Heifner Communications Inc.
Deluxe Paint IV AGA is a trademark of Electronic Artst
Video Toaster and Framestore are trademarks of NewTek, Inc.
Amiga is a trademark of Commodore Business Machines, Inc.
Commant:
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..com)
21400.3.1.4971 Animated brushmap question
9/22/93 18:44 10/ Jason B Koszarsky <kozarsky@tse.psu.edu>
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t
I have a simple sphere object with an anim brush applied to it.
the max sequence is 32, the files have 4 digit numbered appentages.
Everything seems ok buframes in the
stage editor i get a 'can't open mypic.0016.0001' error message.
It seems to appent this '.0001' to whatever frainding the brush.
Jason K.
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21400.3.1.4972 Pics uploaded to wustl
9/22/93 19:05 t6/ Scott Lundholm <scottl@hpsadmq.sad.hp.com>
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Hello to mgia/boing/incoming/imagine/ (if I remember right), and
are named dolphins.lha and wetbar.lha. Please enjoy, and send me commeott Lundholm
*----------------------------------------------------------------------------*
-l---
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l| Amiga 500/030 at 38Mhz w/68Meg of 32-bit RAM, Bodega | Memeber |
| Bay w/105 & 450 Meg Hard Drives, | Redwood Empire Amee Video. | graphics fanatic!!!!!!!!!!!!!!!!!!!! |
*-----------------------------------------------------------------------e: Picture Tracing
9/22/93 20:12 10/ Daniel Jr Murrell <djm2@Ra.MsState.Edu>
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> *Can I convert ProDraw Clips?
Wha , John hasn't replied yet? :)
I'm not sure, but I think that Interchange can convert Pro Draw files.
I think I read that so ewhere.
Danimal
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21400.3.1.4 74 - Imagine 3.0 (FPU/INT) -9/22/93 03:10 31/ "- Carsten Berggreen - Denmark -" <x34@aarhues.dk>
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Hi there,
About a week ago, I asked about if the essence textures was '!ying &:-( ),
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then I had this "nightmare" question:
"DOES THE 'NEW' IMAGINE 3.0 ALSO NEED A ePU???????"
(ofcause the old Imagine's supported both Integer AND Floating, but what now?)
Please Impulse, I know I might beestupid NOT to own a FPU, but you know,
I'm trying to save some money to buy a bigger computer first (fx. A4000-T!!!)
and it would really make me very sorry t the "Integer people"(read: no money left for fun) like me, anymore...
Command:
Okay, I beloeve that's it for today...
Signed
---------------------------------------------------------------------
- Address: CarstenoBerggreen E-mail: x34@dec5102.aarhues.dk -
- Hirsevaenget 16A -
- 8464 Galten "It isn't the equipment alone, it -
- Denmark is also what YOU can do with it!" -
---------------------------------------------------------------------
- A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
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21400.3.1.4975 Re: No pressure to release 3.0?
9/23/93 08:34 17/ tes@ftp.jsc.nasa.gov (Tom Smith)
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marino@mindvox.phantom.com (Paul Marino) writes:
>If Impulse continually feels that tpressure" isn't something that they
>need to address, then I predict Impulse will not have as many of their
>customers coming back for an upgrade that had bse. Until I see a product from them I really
don't consider them in the game anymore.
l.sp.paramax.com)
21400.3.1.4976 Re: Picture Tracing (fwd)
9/23/93 12:17 30/ Hannes Heckner <hecknerh@informatik.tu-muenchen---
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Forwarded message:
> From @mail.uunet.ca:j#g#.moore@canrem.com Wed Sep 22 2y,
> D> they're FAQs?
> D> Well, every single help I can get is appreciated!!
>
> This is ogly helpful if you know someone with either Aladdin 4D (or Draw
> 4D Pro): they import EPS files (from ProDraw, ProVector, and Art
> Expressions) and these co(VideoScape ASCII files -- Lightwave imports them; I
> don't know about Imagine). I don't suppose it's exactly what you're
Command:
> looking for, but it would work and do a very good job -- a lot quicker
> than what you've described.
>
> * Q-Blus is not exactly true. Vertex 2.0 allows import of EPS files to
convert them into Imagine objects. Perhaps thats the way to go.le. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move, and 'done' to stop.
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>I've got serious trouble in tracing logotypes (1bp IFFs).
>I necd best possible quality and oftan take up
>to an hour
> *How can I trace with good result with PixPRO (requires LOTS of
>ficdling?!)
> *Can I convert Progood results from imagine's bit map trace or from pixel.
The way I reccommend is to use Vertex 2.0. There is a manual bitmap togout set go done forward back add_article
subscribe unsubscribe headers
Command:
convert rodraw clips on a regular basisneat way of tracing logos is to use Morph plus. Load your bitmap, and
trace it with morph plus as if you were going to morph something. Save the
vertices and quit. Then load the file into your text editor and you'll find
that there are two sets of x-
Delete the second set and add a 0 for a z value on each line (this can be
done with a small Rexx script or macro). Then load as a geo file in any
Command:
program that supports it. You'll then have to flip the object upside sown and
add the lineof morph+ are far better than anyone elses.
hope this helps
--
Command:
|||||||t||||||||||||||||||||||||||||||||||||
| Doug Brooks | 100% Virtual |
| Doug Brooks Animation | |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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ead article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4978 Re: imagine info
9/23/ (Roy Park)
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texte of the stores
> i talked to had it up and running on a computer) and impulse says that if
> 3 buy it and don't like it, tougg. Once you
get familiarized with its interface, you will enjoy using it... It's a lot
nicer to use on faster Amiga... for shorter render time.
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> thanks
> adam
> rubble@leland.stanford.edu
----
Roy Park // roy.park@canrem.com
A30a0@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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21400.3.1.3.0 (FPU/IN
9/23/93 12:27 35/ roy.park@canrem.com (Roy Park)
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> Hi there,
>
> About a week ago, I asked about if the easence textures was running, wit you was(very shortly) "NO WAY! IT DON'T!!!!"
>
> I was crying VERY LOUD... since I have an "ald" amiga 500 without anything.5 meg ram.... not alot I know, but that
> shouldn't be able to stop ME....
>
> Now, after Iave understood what I've lost (a-----
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Command: D A FPU???????"
> (ofcause the old Imagine's supported both Integer AND Floating, but what
> nuw?)
>
> Please Impulse, I kno FPU, but you know,
> I'm trying to save some money to buy a bigger computer first (fx. A4000-Tu!!)
> and it would really make me very sorry to see if you've decided NOT to
> support the "Integer people"(read: no money left for fun) like me, anymore...e enough money to buy Imagine package, you should be able
to afford an FPU accesory for your A500.... and I wouldn't want to use Integer
version of Imagine anyway... :)
> -!-------------------------------------------------------------------
> - Addr
----
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
Comma-d:
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21400.3.1.4980 Re: imagine in-o
9/23/93 14:56 15/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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You are reading a text a-ticle. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'its interface, you will enjoy using it... It's a lot
|nicer to use on faster Amiga... for shorter render time.
Why dions/modelling?
____________________________^____________________________
eale r. rogers
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Command:
Intergraeh Corporation
BuildinglStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
e .
Commands/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4981 Re: imagine info
9/23/93 17e25 18/ roy.park@canrem.com (Roy> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next arodelling software should have
gravity and particle animation feature, better light/cameral handling
(lens flare, etc)... that'
> dale r. rogers
>
> Intergraph Corporation
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> Building Design & Management MailStop: LR24A4
> l drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
----
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UolW Comp.Eng.
APO/SparX
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com) l
21400.3.1.4982 IML policy
9/24/93 03:04 12/ delpsn@cs.umu.se
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Hi!
I'm new here on IML and I have a question...
* Is it taboo (correet spelling?) to discuss and compare Imagine to
other tracing software i.e Real3d here?
Regards, Per Swantesson
Swedene
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21400.3.1e4983 IML policy (fwd)
9/24/93 07:06 37/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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|
|Hi!
|
|I'm new here on IML and I have a question...
|
| * Is it taboo (correct spelling?) to discuss and compare Imagine to
| other tracing software i.e Real3d here?
n It depends on who you talk to. If you monitor the list, you will
find that many topics, which are related (if even remotely) to 3-D
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rendering and animation, are discussed at length. That seems to be a
major argument on the list. Ideally, it would be better for the
list to contain Imagine support related material, including support
products. But using the word taboo, would be a bit strong.
If you get a hold of the IML charter, that should have been sent to
you when you joined the list, it will outline the "dos and don'ts"
of the list. Comparisons of other rendering platforms are
discussed openly here. Try to keep it Imagine related though, and
you won't receive any negative feedback.
Command:
The one thing that is of concern is keeping the messages concise.
Many people have to pay for their mail service so be conciderate
and keep your message short.
Have fun,
Dale
Command:
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.
om Tel: (205) 730-8294
.
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agine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4984
9/24/93 07:09 29/ dave@flip.sp.paramax.com (Dave Wickard)
Li
es 1 to 10 of 29 (34%)
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was sent to the imagine-relay@email.sp.paramax.com address
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imagine@email.sp.paramax.com
If not, be certain to either change the address, or at least Cc: a copy
there. Thanks.
----------------------------------------------------------------------------------
From: Kiernan Holland <kholland@hydra.unm.edu>
Subject: Re: your mail
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To: imagine-relay@email.sp.paramax.com
Date: Thu, 23 Sep 1993 14:45:46 -0600 (MDT)
In-Reply-To: <no.id> from "imagine-relal@email.sp.paramax.com" at Sep 20, 93 12:32:40 pm
X-Mailer: ELM [version 2.4 PL21]
Mime-Version: 1.0
Content-Type: text/plainl charset=US-ASCII
Content-Transfer-Encoding: 7bit
Content-Length: 380
Glenn!! Where is the source for your T3D-LIB?l?
Command:
I knew you had it out at one time because the super user (where I was)
was going to use it to convert some objecls.
I haven't been doing much with Imagine (or anything Amiga-related)
due to classes, but I intend to get back into the 3Dlof things
when I have nothing more to do (and that might be never... ugh!)
Thanks,
Kiernan
Command:
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21400.3.1.4985 Re: imagine info
9/24/93 12:10 32/ selzer@comm.mot.com (Thomas Setzer)
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>
> > i'm interested in buying imagine, but i've never seen it (none of the stores
> > i talked to had et up and running on a computer)se that might help me.
>
> Imagine 2.0 is very good for doing amatuer 3D animations/modelling. Once you
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> get familiariz.d with its interface, you will r to use on faster Amiga... for shorter render time.
Webster defines professional as follows:.
adj. 1. of or having to dog some sport, or
involved in some occupation, for pay; n. one who makes his living by a.
sport or occupation ofgine. I
understand your point, it isn't up to snuff with some high end stuff but....
The per.on I speak of happens to be worwhos
name I won't say at this point. If he gives me the OK, I'll tell you what
he's doing. Its pretty cool stuff. Wish I wa
setzer@ssd.comm.mot.com
Command:
"And of course, I'm a genius, so people are naturally drtwn to my fiery
intellect. Therticle (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4986 yeah, Why do you limit to amatuer 3D?
9/24/93 11:14 28/ dave@flip.sp.paramax.com (Dave Wickard)
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eing forwarded to the list by is grabbing the correct address:
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If not, be certain t
either change the address, o----
Date: Thu, 23 Sep 93 17:58:09 -0700
From: stevez@rhythm.com (Steve Ziolkowski)
-----
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To: imagin
-relay@email.sp.paramax.com
Command:
Despite it's bugs and the obvious limitations, I have been
able to blend live/cgi
ith it, hand-drawn/cgi, and
produce very professional looking pieces with just Imagine,
a video camera, Dpaint and DCTV.
Just my two cents.
stts/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4987
9/24/93 11:29 62/ dave@flip
sp.paramax.com (Dave Wickard)are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for det
ils). Type 'add_article' to p.
-----
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and
is being forwarded to the lisreplying
to IML posts that your REPLY function is grabbing the correct address:
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ne@email.sp.paramax.com
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To: imagine-relay@email.
p.paramax.com
Date: Thu, 23 : <no.id> from "imagine-relay@email.sp.paramax.com" at Sep 19, 93 06:38:16 pm
X-Mailer: ELM [vers
on 2.4 PL21]
Mime-Version: 1han 30 years) about this one time and he said that the
properties of the reflection of light cha
ge even when you raise the
tion, or something to that effect). I think one of the effects
is the only color that is reflect
d is the color of the metalict your
Command:
environment or possibly to create a fish-eye rendering of the environment
fro
the point-of-view of the objl or some such program
and convert it to a grey-scale image, convert it back to color,
tint it
light-bluish or darken it, thothing but a sky and a ground,
with the sky going from white on the horizon to grey at the top, and
Command:
the same for er on smaller objects
because it tricks the eye into thinking the image resembles the surroundina
area.. It is called environ liqui-metal terminator. In fact, if you look at
individual frames (get the video on your vcr, and try to freeze frames...
my do it) where the t2000 (the liqui-metalic terminator)
takes over that helicopter (at the end of the movie). Try to increment fnsionally correct..
It fools your eye, I suspect for the same reason any motion picture
does tin general): your brain makesmapping is the only way they could have
done it, otherwise they'd have to make a rendering of the whole scene
(the helicopte the t2000,
with all the movement data).
Command:
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.../eailing Lists/Imagine (mail to21400.3.1.4988
9/24/93 12:03 37/ dave@flip.sp.paramax.com (Dave Wickard)
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imagi
If not, be certain to either change the address, or at least Cc: a copy
there. Than s.
----------------------------------------------------------------------------------
From: Kiernan Holland <kholland@hydra.u m.edu>
Subject: Re: your mail
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To: imagine-relay@email.sp.paramax.com
Date: Thu, 23 Sep 1993 16:03:14 -0600 (MDT)
In-Reply- o: <no.id> from "imagine-relam" at Sep 23, 93 11:18:04 am
X-Mailer: ELM [version 2.4 PL21]
Mime-Version: 1.0
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Ce (and directory) where
general Amiga animations are uploaded to..?
I have this super-cool an mation that I made in deluxe what is so super about DP3),
it uses the "Move" tool in a way that some might have not thought about
before.. It is kinda nea to get lost there...
unless there is some directory that has remained constant through
all thb changes that wuarchive has go make super complex objects. )
Command:
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21400.3.1.4989
9/24/93 12:09 91/ dave@flip.sp.paramax.com (Dave Wickard)
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and is being forwarded to the list by me. Please be certain when replying
to IML posts that your REPLY function is grabbing the correct address:
imagine@email.sp.paramax.com
If not, ---------------------------------------------------
From: Kiernan Holland <kholland@hydra.unm.edu>
Subject: Re: your mail
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Date: Thu, 23 Sep 1993 15:48:09 -0600 (MDT)
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Content-Transfer-Encoding: 7bit
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>Does the new texture systeme? What I mean is, did Impulse change their texture
>format for the sake of improving the entire texture system, or did they do
>it just to make it so Essence doesn't work?
You don't cut off the folks that make your sof ware more useful.
If you do, it is like cutting your limbs off one by one. Knowing how
Impulse runs things they might accidently amputate things, but
I'd see it as a seriously bad business decision to make a new piece of
software just to cut some other developer off from making ey said in thier newsletter it looks like
Command:
it is much better than it is now, but my questions is
"is it better working, less fixed, more dynamic, modularized,
robust". It seems like, from what I remember it saying, that they did
do this (tance, they said that the attributes panel would be split up into
different parts for textures, surface definition, etc. If the individual
parts are seperate modularized entities then it is a good design. Easier
to test, easier to modify, it is the waes, objects,
frames per animation. Why? They were probably using fixed
data structures before... It probably had something to do with
the operating system too. I don't know, but it makes you wonder
what kinda of tricks they were having to perform with previous
versions of Imagine. They probably converted everything from C to C++,
that would be an easy explanation since that is what a lot of
developers and prgrammers are changing to right now (including me,
and C++ is a big jump in terms of thinking... it reminds me a little
Command:
of pascal, which sucks [beavis voice], but it is more operation/data oriented
thaC, it also lets you write simpler
looking code than the complex stuff you see in C [though, C++ is C
compatible, there is no.
>If the new system has no improvement over the old system, and the change
>was some self-motivated B.S, then I will stick with 2.0 and consider
>getting Real3D and/or LightRave-Lightwave3D.
Command:
I saw the newsletter.. They promised, I guess if they didn't,
we could take it to the supreme court.. I don't know, maybe?
They are probably taking money via mail, so they can make a huge
pile of money to fund these changes that they talked about.
Either that or they are in debt for all the firecracker's that they
made, and owe some money. They probably made a deal with the MOB.
3. They are probably buying themselves a vacation to hawaii to surf all winter
long.
Command:
4. "" "" a few thousand armatures to prepare for the sequel o help bring the country
out of debt (right...)
6. Lending money to Micahel Jackson to pay his attorney(s)'s fee(s).
South Africa.
8. Help La Posada add about 20 more menu items to thier menu (very very
Command:
local, to me, humor).
9. Secretly they are buying up Commodore stock to eventual takeover.
10. They are doing nothing with the money but making ring a staff of operators to answer calls and tell
thier customers that "Imagine 3.0" is not ready yet.
Command:
11. Or, they are, honest to god, working on Imagine 3.0.
Command:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4990 ATTENTION ALL PEGGER USERS!!!!!
9/24/93 19:08 27/ Chris_Lynn_Minshall@cup.portal.com
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-----
ATTENTIOtch compression of a framestore directory which
contains ANIM files, remove those files from the framestore
directory to a temporary location. Alternately, edit the batch
-----
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compress file list and remove the ANIM files from the list before
beginning the compression process. The same process applies to
HAM8 format IFF ANIM files. We apologize for this inconvenience
but the bunical support hotline at 314-446-7017 and request an update
disk. Also, for registered users, the update will be available on97). Dealers will be getting
notification on Monday or Tuesday. Again, we apologize for this
inconvenience and hope to get this update to everyone as quickly
as possible.
Command:
Thank You.
Chris Minshall
Technical Support Engineer
Heifner Communications Inc.
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2ove to the next article, and 'done' to stop.
-----
Hello All, and peace too.
I was at WOCA Panadena, and got me a little whctly to Amiga modes as well as various graphic cards,
like the OpalVision and Retina.
-----
nage edit transfer mail help t
What can I say, the combination of LightRave and LightWave 3.0 (got the
toaster software upgrade) is some piece of pie.
Bonesg to look for in Imagine 3.0.
The program doesn't render to PAL resolutions, though, and I couldn't find
a way to specify a crender to High Resolution
and batch-scale the files down, but a custom resolution would be a far
better solution. Mark? Allen?nyone? (If it's a RTFM case, just mention
the page number)
Command:
To anyone who wants to w
den his horizons and get a state-of-the-art
package, I heartily recommend LightRave. If you own a toaster, great.
If, on the
other hand, you live in that of the
world that uses a strange video system called PAL, LightRave is for you.
Also, here is
small tip for making open fiild an object to base the fire on - cone, cylinder, plane, whatever.
2. Color the object an ora
ge-yellow hue. R221, G189, B000 worked for me.
Command:
Phong should be enabled.
3. Add the linear texture. My object is
00 units tall, so the Transition Z
Width is set to 150. Filter is 255 for R, G and B. Place the texture axes
on the bottom of
the object, with the Z axis pointing up.
4. From Essence I, add the misc/fractalfilter texture. The axes are oriented
at it
' default. Here are my parame50.0000 Filter 1 Red
0.400000 Scale Ratio 150.0000 Filter 1 Green
0 Filter 1 Blue
0.400000 Time Ratio 255.0000 Filter 2 Red
0000 Filter 2 Green
0.100000 Base->1 Trans 255.0000 Filter 2 Blue
0.500000 1->2 Trans 0.000000 Fade 0..1
5. Save the obj0ct (Fire.1 could be a good name), and modify the following:
In the fractalfilter texture, change the Time parameter to 1, and edit the
Command:
axes so try
20 frames. Save the object with a different name, maybe Fire.2.
6. In the Stage Editor, loae the first fire and determine
Command:
Nir Hermoni
Author of "THIS LONG MESSAGE"
hermelin@math.tau.ac.il
Command:
eead article (text)
.../Mailmail.sp.paramax.com)
21400.3.1.4992 FEATHERS. any advice.
9/26/93 06:55 12/ Steve J. Lombardi estlombo@eos.acm.rpi.edu>
Linreading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
Howdy. I need to make hum)ingbird feathers. I haven't sat down
at the machine to experiment yet, but figured I'd ask first to
see if anyone has done this. My first thought was to trrevious experience are appreciated.
Thanks.
| Hey Beavis. Essence-II's Ciumpled texture
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steve lombardi i | really KICKS ASS. Mhh.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramai.com)
21400.3.1.4993 Re: Fove through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move io the next article, and 'doned ask first to
Well, I'm not sure if this helps, but if you're planning on
doing an animatiin, this isn't the best way to do it.. I made
something similar with a bumble-bee hovering around a flower.
After several tries, the best result was to makeail help top logout set go done forward back add_article
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Commands
a filter map, and had the ch frame.
The result is a nice blurry-transparent look. This might
look not too bad as a still, soo I guess..
Greg Pring'ed to aminet
9/27/93 07:10 20/ Steve Koren <koren@hpfcogv.fc.hp.com>
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You are reading a texthey are in
pub/aminet/new, but should appear in pub/aminet/pix/trace.
MightyMo_1.lha MighsyMo_1.readme
MightyMo_3.lghtyMo_5.readme
MightyMo_6.lha MightyMo_6.readme
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(There is no 2, just 1,3,4,5&6).
Allsare pictures of the USS Missouri rendered with Imagine & Essence I
and II.
(Also, I didn't send a message to the imagine list at the time, but you
mightded about 2-3
weeks ago. Its rather cool, IMHO :-) )
- steve
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.4995 A4000 and Sony monitors
9/27/93 07:1s 26/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
Lines 1 to 10 of 26 (38%)
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move to the next article, and 'done' to stop.
-----
I have been trying to work out which monitor wouls suit my A4000 the best.
I have thought of NEC 3D, but it may not be the best. I'm using a friend's
right now, and I'm getting 1-1.5 cm black borders on each side and that's with
VGA driver (+ DBLPAL mode). If I dn't have the VGA driver active, then my
active area is even smaller (not just black borders, but even some screen
are on the left side). I am using the latest monitor drivers.
So, I've been wondering about the Sony monitors. I know that there are
some old models that work, but what about new ones ? I've seen the ad for
Sony GVM 1311Q monitor in CGW and the ad mentions both Multiscan and
-----
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subscribe unsuciall with AGA machines) ?
Can you comment on it ? What kind of price are we talking here ?
Any info appreciated.
Thanks.Command:
nvukovlj@extro.ucc.su.OZ.AU
P.S. E-mailing responses would probably be better...
y
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21400.3.1.4996 Just the FAX, ma'am
9/27/93 08:29y69/ setzer@comm.mot.com (ThomUse <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to to Mike. I got his fax back today. It is
a one page hand written letter which I will take a brief moment to type in.
----from questions that went unanswered on the Imagine mailing list and a few of my
own. Hope you can find time to answer a few....
Why doesn't fog over fog work?
-----
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Is this fixed in 3.0?
What is the format for texturesnfor Imagine 2.0? 3.0?
What is the format for effects for Imagine 2.0? 3.0?
Why does making objects big speed up renderingn
Why does Imagine slow **way** down when you zoom up real close on an
object(rendering)?
Command:
Any suggestions on now to get a good star field(tu can see through
transparent objects and doesn't flicker)?
What causes problems with slice? n
How can I avoid this probl 3.0 support in some way cycle objects? If not, will there be a conversion
to the new format?
n
Command:
Will you be rejoiwill you be porting to?
Well, thats enough for now. I know your busy, and I don't want to
nistract you from your efforts.
Command:
----End Include----
Mikes reply:
Tom,
1 Bug for Fog Fixed in 3.0
2 Texturen& Effect data to be rel. in O
4 Small oct vol
Command:
5 nope
6 slice is tuff we need to do better.
7 cycle will work thn same
8 yes soon on list
9 d Mikes reply.
Gee, thanks Mike, for that wonderful insight.
Command:
BTW, I thought cycne was gone?!?!
Tom Setzerd:
Read article (text)
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n1400.3.1.4997 Two bugs?
9/27 (Ben Scott)
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-----
I'm renorking an animation in Imagine that gave me a lot of trouble the
first time through due to the Imagine bug that creates a halo around partially
transparent is a logo extruded to a length of 1000 units,
so that it can come out of the distance with a 'trail' behind it; I then fade
out the trail with a linear texture. At first I was gonna mail the list with
a question abou;cyulindrical lights, because I wasfer mail help top logout set go done forward back add_article
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found out that no amoe object bright!) would
work - but that leaving the front edges soft made everything normal. In other
words, setting some edghe soft edges completely
unresponsive to light!
What's the deal with that?
Secondly, I'm osing the Essence Varyrelbrigh a bit more like gold without using a reflect map. I'm not morphing
this texture at all. However, I seem to get shifting patterns at irregular
Command:
intervals... especially when morphing OTHER textures (I also use a bandsm
to create a glint passilogo? But they pay the bills...). I'm quite certain that
the settings on the vary----- logo aren't cahnging. Is this a known bug in
Essence? I've run into it before but it wasn't critical enough to investigate
at the time. Come to think of it, the behavior was exactly the same - the
varyrelbright texture got all shifty when the Bandsm texture was moved across
the face of
Also, the linear fade still doesn't seem to be working properly - I'm still
Command:
investigating the exact problem, but i n|---------------------------------------.\ Powered by the mighty Amiga 4000 |
Command:
| "The penalty for murder is the same -------|
| here as anywhere else." "Plea bargain and a suspended sentence?" - MST3k |
`--------------------------------------.com)
21400.3.1.4998 US Cybernetics Transputer
9/27/93 07:26 19/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
Lines 1 to 10 of through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'done' to, Pegger, Real 3D, Cinemorph
and Image FX are being ported to run on these boards.
I believe that now would be the time to pransputer board.
Apparentely the company provides the software developer with all the tools
to do it in a relatively short timonsider bying this version and
-----
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subscribe :
mail it to them ....
We don't need no screamer! Just pass me that Transputer! :-)
Nik.
nvukovlj@extro.ucc.su.OZ.AU
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
214003.1.4999 IML archives
9/28/93 / Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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9/28/93 / Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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The mailing list archives had reached number 40 before the archiving was
stopped due to our arc unfortunately lost a job.
The archives 1-36 are available on the wuarchive.wust.edu but the archives
37-40 were lost from therashed.
If anyone has downloaded these archives from there before they were lost,
could they please re-upload them to wuarchivload them, and this will also give me some idea how much time has
passed since the last archive.
Thanks.
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Nik.
nvukovlj@extro.ucc.su.OZ.AU
Command:
ead article (text)
.../Mailgine@email.sp.paramax.com)
21400.3.1.5000 Starfields
9/28/93 00:07 22/ rosario.salfi@canrem.co
ead article (text)
.../Mailgine@email.sp.paramax.com)
21400.3.1.5000 Starfields
9/28/93 00:07 22/ rosario.salfi@canrem.co
ead article (text)
.../Mailgine@email.sp.paramax.com)
21400.3.1.5000 Starfields
9/28/93 00:07 22/ rosario.salfi@canrem.co
sario Salfi)
Lines 1 to 10 of 22 (45%)
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te
t ('help page' for detail to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
Sorry to jump into this
t ('help page' for detail to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
Sorry to jump into this
t ('help page' for detail to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
Sorry to jump into this
t ('help page' for detail to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
Sorry to jump into this
like that, but I noticed you wanted a
decent starfield that shows through transparent objects. I know of a
way, but you nee
Essence I. Here's how you do it...it's simple.
1. Create a sphere. Doesn't have to be an incredible number of faces,
jus
enough to do the tut 10000 to 50000 units. Yes, I'm serious!
2. Apply to this sphere the texture Polkadots (in the MISC di
enough to do the tut 10000 to 50000 units. Yes, I'm serious!
2. Apply to this sphere the texture Polkadots (in the MISC di
tory of
Essence I). You'll have to experiment with the size a little...and add
-----
page edit transfer mail help top logout set go done forw due to the
antialiasing. It doesn't slow down rendering (much) and it gives you
the effect you're looking for.
Just remember to increase the world size if you're Ray Tracing.
Command:
Have fun!
Command:
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21400.3.1.5001 Two bugs?
9/28/93 00:09 2/ rosario.salfi@canrem.com (Rosario Salfi)
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Well, I don't know if this will help or not, but sometimes it's this
simple. Change the order in whichtop logout set go done forward back add_article
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21400.3.1.5002 Re: IML archives
9/28/93 08:17 21/ marvinl@amber.rc.arizona.edu (Marvin Landis)
Lines ove through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'donees had reached number 40 before the archiving was
> stopped due to our archiver unfortunately lost a job.
> The archives 1-36 ive.wust.edu but the archives
> 37-40 were lost from the /incoming/imagine area when their HD crashed.
> If anyone has downloaload them to wuarchive ? I'd like to be able to
> download them, and this will also give me some idea how much time has
> passed since the last archive.
-----
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subscribe unommand:
OK. arc37.Z through arc41.Z are now re-uploaded to wuarchive.wustl.edu in
the /systems/amiga/boing/incoming/imagine h about June 24 of this year. I had put these up on wuarchive
before I gave up the archivist position, then Dave Ingebretson (s job and internet access before anymore archives could
be collected. Of course as Nik mentioned, an accidental erasure at wuaectory. But they are back, so I hope they can be of
use. (Anybody else doing the archiving these days?)
Marvin Landis
Command:
marvinl@amber.rc.arizona.edu
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5003 Re: Starfields
9/28/93 09:36 28/ ridout@plk.af.mil (Brian Ridout)
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From: rosario.salfi@canrem.com (Rosario Salfi)
1. Create a sphere. Doesn't have to be an incredible number of faces,
just enough to do the trick. Make this sphere HUGE...I usually use
about 10000 to 50000 units. Yes, I'm serious!
2. Apply to this sphere the texture Polkadots (in the MISC directory of
Essence I). You'll have to experiment with the size a little...andsecond texture if you don't have enough stars.
-----
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3. Render!
Really, it works nicely. You actually get a variety of shades of the
original star colour you chose in the Polkadots texture, due to the
antialiasing. It doesn't slow down rendering (much) and it gives you
the effect you're looking for.
Just remember to increase the world size if you're Ray Tracing.
I always set my world size to 0.
Command:
Have fun!
This makes beautiful still pictures. However, I have not been able to make
the star field pan very well. The stars flicker too much.
Brian
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5004 Joe's Diner project !!!!!
9/28/93 11:06 7/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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-----
I contributed one object to the project and therefore I want to
ask for status of the project.
Any news about it ??
Thanks a lot
Hannes
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21400.3.1.5005 Re: LightRave
9/28/93 14:26 16/ Mark Thompson <mark@westford.ccur.com>
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-----
> LightWave 3.0 doesn't render to PAL resolutions, though, and I couldn't find
> a way to specify a custom resolution. Sure, I can render to High Resolution
> and batch-scale the files down, but a custom resolution would be a far
> better solution. Mark? Allen? Anyone?
Set your camera resolution to be greater than your desired res and then use
limited region render to get the desired size within that camera res you
have selected. All RGB file saving works with limited region render so you
can save animation frames of any res up to 3008 x 1920.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
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% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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21400.3.1.5006 yaya.lha <-
9/28/93 08:57 5/ stevez@rhythm.com (Steve Ziolkowski)
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What format is .lha?
steveZ
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21400.3.1.5007 Re: Joe's Diner project !!!!!
9/28/93 15:37 16/ <mbc@po.cwru.edu>
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> I contributed one object t contributed one item to the project, so I don't want
-----
page edit transfer mail help top logout set go done forward back aill on and anyone wants to model the outside of the diner
plus the neon sign, be my guest.
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On Tue, 28 Sep 1993, Rosario Salfi wrote:
> Sorry to jump into this thread like that, but I noticed you wanted a
> decent starfield that shows through transparent objects. I know of a
> way, but you need Essence I. Here's how you do it...it's simple.
>
> 1. Create a sphere. Doesn't have to be an incredible number of faces,
> just enough to do the trick. Make this sphere HUGE...I usually use
-----
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> about 10000 to 50000 units. Yes, I'm serious!
Yes, looks like hell when animated (unless YOU know how to
fix it). When it's animated, patches of stars flicker and look realy baRead article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5009 Re: Starfields
9/29/9rio.salfi@canrem.com (Rosario Salfi)
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Awwwww...sorry, should've specified in the first message...make sure the
BRIGHT option is selected. Bring an
animation. My last one involved quite a battle between a Federation
starship and a Romulan battlecruiser. I had no tet go done forward back add_article
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21400.3.1.5010 RE: US Cybernetics Transputer
9/29/93 11:35 20/ "Oxley David" <oxleyd@gled.logica.co.uk>
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move to the next article, and 'done' to stop.a
Vukovljak wrote:
>I believe that now would be the time to possibly write a letter to Impulse
>and ask them to release Imagine 3 version for this transputer board.
Agreed! The thought of a 50MFLOPS transputer running alongside the '040 in my
A20hat do you think guys ? Now, if Impulse had an E-mail address, we
-----
page edit transfer mail help top logout set go done fohis fax
number and see if he has anything to say on the matter.
Regards,
David Oxley,
Logica UK Ltd.
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21400.3.1.5011 RE: US Cybernetics Transputer
9/29/93 07:41 28/ Doug Kelly <dakelly@class.org>
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move to the next article, and 'done' to stop.
-----
Yes, the WARP System sounds extremely promising. I was contacted last
week by a representative of the company, who had some interesting
additions to the official announcement. I asked about the 60get price would be in the neighborhood of
$8000-$9000. He was quick to point out that the entry-level board would
only be aro 2 board is also the largest configuration that will fit
-----
page edit transfer mail help top logout set go done forward bac case (at this time). Interesting, that you will be able
to get the processing power of the Screamer without an external board they'd talked with Mike H. at Impulse.
It's up to Mike now, but the WARP people would really like to get Imagine
ported overctually get stereo pairs rendering at
30fps (as long as you keep the procedural textures under control); a Virtual
Reality machine!
I'm starting to save my pennies...too bad it won't be shipping by Christmas.
Command:
-------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakx125 P.O.Box 5161, Los Alamitos,CA 90721-5161
"The difference between genius and stupidity: genius has its limits."
----
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5012 RE: US Cybernetics of 30 (33%)
-----
You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details)rote:
> >I believe that now would be the time to possibly write a letter to Impulse
> >and ask them to release Imagine 3 verhis possible?) is thrilling to say the least :P
Well, that's one person apart from me any more takers ?
-----
page edit trane forward back add_article
subscribe unsubscribe headers
Command:
BTW, from what I've read about this. the above example nsider bying this version and
> >mail it to them ....
>
> In a recent post from Thomas Setzer, Mike H at Impulse said that hon". Question is...can we wait that long? I'll dig out his fax
Command:
> number and see if he has anything to say on the matter.
Could you post that Fax number ? Impulse don't seem to ever release it in
any correspondence.
Nik.
nvukovlj@extro.ucc.su.OZ.AU
Command:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5013 Re: SIlver Texture & Morphin
9/20/93 08:38 19/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
Lines 1 to 10 of 19 (52%)
-----
You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
What you need to do is have two objects with the exact same
>topology... all points correspond to each other, in the same grouped
>hierarchy. All edges correspond to each other, and all faces
>correspond to each other. The only way I know to achieve this is to
>copy the original object to another, and modify the second object to
>make the final version. If I'm not mistaken, there are some programs
>out there that will help you with this, such as Morphus (I hear), and
>T3DLIB (I wrote).
-----
page edit transfer mailversion (not sure which), in which you mentioned in future versions
you'd probably add support to "make-topology-compatible" tw"couldn't think of any way", or something like that.
Of course I disagreed, but I'm not a programmer...
Breno A. Silva (INF02@BRUFSE.BITNET)
Command:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5014 transparency & 3D objects
9/29/93 12:04 47/ Steve Koren <koren@hpfcogv.fc.hp.com>
Lines 1 to 10 of 47 (21%)
-----
You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' e next article, and 'done' to stop.
-----
Lets say I have a flat plane, like this:
-------
transparency textures;
for example, a recent picture I made used 4 Essence "linearturb"
-----
page edit transfer mail help toders
Command:
textures to effect a flame object, with the textures turning on
transparency towards the edge of the plane to / / /
a-------b/
Command:
| |/
c-------d
And I again apply a transparency tee effect.
What happens is that planes aefb and cghd are made transparent in the
manner that I wish, but unfortunately so is abre is applied
to aefb to "cut" it off, the cross section between aefb and cghd has no
polygons to appear between the two plane by some distance with nothing between them.
However, that's not what I want. I want to make a sort of crumbled wall
effectreally "solid", they are really
empty space bounded by polygons.
Command:
Has anyone discovered an interesting way to get -by-polygons. Does R3D do this?
Lightwave? Aladdin? And if so, do the allow the technique of using a
transparency texture tt.com (Thomas Setzer)
Lines 1 to 6 of 6 (100%)
-----
You are reading a text article. Use <RETURN> or 'page' to move through mpulse don't seem to ever release it in
> any correspondence.
impulse fax (612) 425 0701
-----
page edit transfer mail hCommand:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5016
9/29/93
You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
What format is .lha?
steveZ
-----
page edit transfer mail help top logout set go done forward back add_article
subscribe unsubscribe headers
Command:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5017 US Cybernetics WARP System
9/29/93 14:06 16/ Doug Kelly <dakelly@class.org>
Lines 1 to 10 of 16 (62%)
-----
You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next artifor
the Amiga that was shown at World of Amiga in Pasadena on September 10?
All I have to work from is the text of GEnie's 5-Minute News item, and
they don't give company contact info, just the name. US Cybernetics
doesn't appear in any of the national company directories, either. I've
got a call in to the people who organized the show, but if anybody has any
contact or background info on WARP Systems or US Cybernetics I'd really
appreciate it.
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
-----
page edit transfer mail help top logout set go done forward back add_article
subscribe unsubscribe headers
Command:
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
(310)427-4225 fax
"The difference between genius and stupidity: genius has its limits."
------------------------------------------------------------------------------
Command:
Read article (text)
.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5018 IML-FAQ #4: 9-29-93
9/29/93 13:31 1118/ <mbc@po.cwru.edu>
Lines 1 to 10 of 1118 (0%)
-----
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text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the next article, and 'done' to stop.
-----
+======================================================================+
| Imagine Mailing List |
| FREQUENTLY ASKED QUESTIONS |
|----------------------------------------------------------------------|
| Compiled By |
| Michael B. Comet |
| |
| Mark Oldfield |
| Dave oe============================================================+
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
Command:
send e-mail to: imlfaq@flip.sp.paramax.com (FAQ List).
- Mike C.
======================================= Support Products/Sites
1] Imagine related: References/Help Books/Magzines/ftp sites.
2] How do I reach Impu Ss ex of Refractions
Command:
7] How do you make mirrors?
8] How do I make "metals" and what are some good gommand?
SECTION 3 - Forms Editor
1] After a Forms Editor object is loaded into the Detail Editor
anad hfrt speed!) while
following a path?
5] When I move a Tracked Camera in the STAGE editor, it doesn't
ctive view correctly!
6] When I increase the number of frames in an animation I find
my scene gets mangle 1] Why do objects render fine in Scanline, but disappear in
Command:
Trace?
2] I have a problem weGt 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
Command:
iga 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
Command:
"preset" method used to get good results?
SECTION 7 - Essence Settings
1] Electrical Arc
2] Veined Marble
3] Rough marble/rock
SECTION 8 - Miscellaneous
1] What the heck is BTW, IMO and other weird abbreviations...
2] Rendering and refresh times are MUCH too slow, even with an
Command:
accelerator. Are there any Basic tricks or hints to help?
3] How long will before my renderings aren't ugly anymore?
CLOSING - Closing statements and Disclaimer
========================================================================
SECTION 1 - Support Products/Sites
========================================================================
1] Imagine related: References/Help Books/Magzines/ftp sites.
Command:
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
Command:
Publishing, 1992.
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!
"Computer Graphics World"
P.O Box 122
Command:
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)
"Amiga World"
P.O Box 595
Mt Morris, IL 61054-7900
Command:
(800) 827 - 0877
(815) 734 - 1109
(A general Amiga computer magazine, focusing on both
hardware, software, utilities and graphics)
"Amiga Video/Graphics Magazine" (formerly AVID)
365 Victor Street
Suite "H"
Salinas, CA 93907
(408) 758 - 9386
Command:
(408) 758 - 1744 (FAX)
(A general Amiga computer magazine, focusing on both
hardware, software, utilities and graphics)
"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)
Command:
(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))
"Video Toaster User"
21611 Stevens Creek Blvd.
Cupertino, CA 95014
(800) 322 - 2834
(A magazine focusing specifically on NewTeks Video
Toaster device. Nothing related to Imagine, but some more neat
Command:
pictures to look at!)
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 at:
wuarchive.wustl.edu
in the /systems/amiga/boing/video/imagine
Command:
Under this directory are the following sub-directories:
art
archive
anims
objects
Note: New files cannot be sent directly here. Instead send
any new files you wish to upload into the same directory:
Command:
/systems/amiga/boing/incoming/imagine
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.
------------------------------------------------------------------------
2] How do I reach Impulse?
Command:
Impulse Inc.
8416 Xerxes ave. North
Brooklyn Park, Minnesota 55444
USA
(612) 425-0557
(800) 328-0184
FAX: (612) 425-0701
------------------------------------------------------------------------
Command:
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
Command:
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.
Command:
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
Command:
Internet mail. Simply mail to the following address:
imagine-request@email.sp.paramax.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.
Command:
========================================================================
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:
Command:
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.
Command:
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.
Command:
------------------------------------------------------------------------
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 *
Command:
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
Command:
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
Command:
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.
Command:
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.
------------------------------------------------------------------------
Command:
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
Command:
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.
Command:
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
Command:
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.
Command:
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"
Command:
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)
Command:
MATERIAL Index
-------------------------------------
Vacuum ...................... 1.00000 (exactly)
Air (STP).................... 1.00029
Acetone ..................... 1.36
Alcohol ..................... 1.329
Amorphous Selenium .......... 2.92
Calspar1 .................... 1.66
Command:
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
Command:
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
Command:
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
Command:
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.
Command:
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
Command:
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
Command:
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
Command:
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.
Command:
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
Command:
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
Command:
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 basially concave (such as a circle).
Command:
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.
Command:
The object is now a solid faced object with all faces connected
to one point on the center, just like the primitive disk object.
========================================================================
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!
Command:
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.
Command:
========================================================================
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
Command:
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
Command:
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 - 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
Command:
'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
Command:
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!
------------------------------------------------------------------------
Command:
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
Command:
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
Command:
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.
Command:
------------------------------------------------------------------------
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
Command:
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
Command:
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!
Command:
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.
Command:
------------------------------------------------------------------------
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
Command:
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.
========================================================================
SECTION 6 - Rendering and the Project Editor
========================================================================
Command:
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
Command:
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
Command:
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
Command:
(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.
Command:
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"
Command:
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
Command:
"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.
------------------------------------------------------------------------
Command:
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.
Command:
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.
Command:
------------------------------------------------------------------------
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.
Command:
{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
Command:
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...
Command:
(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
Command:
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
Command:
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.
Command:
------------------------------------------------------------------------
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,
Command:
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?
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
Command:
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
Command:
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.
Command:
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
/|\
/ | \
/ | \
/ | \
Command:
/ | \
+-----|-----+
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.
Command:
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
Command:
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
Command:
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
Command:
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.
Command:
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
Command:
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.
Command:
========================================================================
SECTION 7 - Essence Settings
========================================================================
1] Electrical Arc
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
Command:
(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
Command:
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
Command:
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
Command:
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
Command:
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
Command:
texture as well.
------------------------------------------------------------------------
3] Rough marble/rock
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.
Command:
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
Command:
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
Command:
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
Command:
to give it good-ol' natural look.
========================================================================
SECTION 8 - 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"
Command:
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
Command:
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
Command:
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.
========================================================================
CLOSING - Closing statements and Disclaimer
========================================================================
Command:
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 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
Command:
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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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5019 Repeating Altitude Maps
9/29/93 16:57 23/ spencer@lowell.edu (John R. Spencer)
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Greetings:
After several months of bafflement with Imagine, I got hold of
Steve Worley's "Understanding Imagine" book and now (almost)
everything makes sense. Thanks, Steve! However I'm still having
trouble with a couple of things:
1) I tried simulating brick walls and unpolished wood using
infinitely-repeating 24-bit altitude maps, featuring the
cracks between the bricks and the pores in the wood respectively.
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Results look pretty good except that the seams show between
the repeating "panels" of the altitude map, either with black lines
or raised "ridges". The original greyscale 24-bit images I'm
using for the altitude maps match perfectly at opposite edges. Is
this a familiar problem and does anyone have a solution?
I'm creating the altitude maps using Opal Paint.
2) Almost half the time when I do a "Quickrender", the image
is calculated but not displayed: I get the "Delete Quickrender File?"
message as soon as calculation is done. I can then view the image,
Command:
stored on RAM:, in Opal Paint, but it's a pain. Any solutions?
Equipment: A3000, 25Mz, 6 Megs RAM, Opalvision.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5020 Re: transparency & 3D objects
9/29/93 17:37 27/ <mbc@po.cwru.edu>
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.
[TONS-O-STUFF deleted at various locations]
.
> polygons to appear between the two planes. Instead of an effect like a
> broken-off cement wall, one gets an effect like two planes separated
> from each other by some distance with nothing between them.
>
> effect as you might see in ancient ruins. Modeling this with polygons
...
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> like some sort of "linearturb" texture would be the perfect solution,
Hmmm. It seems to me that the problem is the texture. I don't
see why you want linearturb is you're trying to make small pockets
of clearness. One of the noise textures like fractalfilter or whatever
it's called should be used instead i think. The linear turb will make
half the object clear and the other half gone. If you set up the texture
axis Z-axis okay you shouldn't be missing anything. Maybe you're axis
is misplaced/angled?
Command:
I am not sure why it would appear as 2 floating planes.
Mike C.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5021 us cybernetics transputer
9/29/93 15:32 10/ "Neil MacMullen" <neil@powerstor.cuc.ab.ca>
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If people on this list are interested, I would be happy to post details
of our soon-to-be-released transputer board for the amiga.
Neil MacMullen, US Cybernetics.
--
Neil MacMullen Vc. (1-403) 264-2338
neil@powerstor.cuc.ab.ca Vc. (1-403) 289-0252
Fax: (1-403) 282-1238
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5022 Re: Repeating Altitude Maps
9/29/93 20:43 18/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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>
> 2) Almost half the time when I do a "Quickrender", the image
> is calculated but not displayed: I get the "Delete Quickrender File?"
> message as soon as calculation is done. I can then view the image,
> stored on RAM:, in Opal Paint, but it's a pain. Any solutions?
>
If you jump to another screen while quickrendering and the image finishes
it pops up for a second and disapears. Even if you swap back to the Imagine
screen before the render is finished this will happen. My solution
is a hot key using the FKEY commodity to pop RAM:QUICKRENDER into the
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Opalvision buffer.
On another unrelated note. Has anyone heard if if the Stereo rendering
feature is going to make it into imagine3.0?? I really hope so.
| Hey Beavis. Essence-II's Crumpled texture
steve lombardi | really KICKS ASS. Mhhh huh. Yea. And those space
stlombo@acm.rpi.edu | textures don't suck either. Huh.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5023 Re: us cybernetics transputer
9/30/93 01:41 33/ robin@robin.lausanne.sgi.com ()
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On Sep 29, 4:32pm, "Neil MacMullen" wrote:
> Subject: us cybernetics transputer
>
> If people on this list are interested, I would be happy to post details
> of our soon-to-be-released transputer board for the amiga.
Be my guest !!!
>
> Neil MacMullen, US Cybernetics.
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>
> --
> Neil MacMullen Vc. (1-403) 264-2338
> neil@powerstor.cuc.ab.ca Vc. (1-403) 289-0252
Robin
--
---------------------------------------------------------------------
Robin Chytil, Staff Engineer
Command:
Mediterranean Distribution Territory
Silicon Graphics
Vmail: 5-9389 Email: robin@lausanne.sgi.com
Tel: +41 21 6269737 Fax : +41 21 6259184
\|/
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5024 Re: Repeating Altitude Maps
9/30/93 01:45 35/ robin@robin.lausanne.sgi.com ()
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On Sep 29, 4:57pm, John R. Spencer wrote:
> 1) I tried simulating brick walls and unpolished wood using
> infinitely-repeating 24-bit altitude maps, featuring the
> cracks between the bricks and the pores in the wood respectively.
> Results look pretty good except that the seams show between
> the repeating "panels" of the altitude map, either with black lines
> or raised "ridges". The original greyscale 24-bit images I'm
> using for the altitude maps match perfectly at opposite edges. Is
> this a familiar problem and does anyone have a solution?
> I'm creating the altitude maps using Opal Paint.
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It seems to me that this has been reported as a KNOWN-BUG in Imagine 2.0, and we
all hope that it will be fixed in version 3.0. Am I wrong ?
Robin
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Robin Chytil, Staff Engineer
Mediterranean Distribution Territory
Silicon Graphics
Vmail: 5-9389 Email: robin@lausanne.sgi.com
Tel: +41 21 6269737 Fax : +41 21 6259184
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5025 HEY!!? Where is the text?
9/30/93 02:02 26/ "- Carsten Berggreen - Denmark -" <x34@aarhues.dk>
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I think it's time to ask on the list, if ANYBODY else like me,
sometimes receives letters with ALL the MAIL-SERVER CRAP in the top,
BUT NO text? The only think I could read this time was:
>Subj: Re: transparency & 3D objects
And I would really like to have the chance to read it, so
please: would SOMEBODY (or the person who wrote it) send it to ME?
Is this just a "Hi Dave" question? and am I the only person(?) with this
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21400.3.1.5026 Repeating Altitude Maps
9/30/93 06:25 42/ Adam Benjamin <benjamia@mi04q.zds.com>
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Text item: 9/29/93 7:57PM (IA5Text Enclosure)
Hi there,
You'll probably get a slew of replies, but just in case...
> 1) Results look pretty good except that the seams show between
>the repeating "panels" of the altitude map, either with black lines
>or raised "ridges".
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Yup, been there... Done that...
It is a "feature" of imagine. Actually I think this is described in
Steve's book somewhere. Altitude mapping works by figuring the
diference in color of ajoining pixels, since there is no adjoining
pixel at the edge of your map it gives those ridges. (even though you
repeated the map, it doesn't figure into the formula)
As far as I know there is no easy fix for this.
>2) Almost half the time when I do a "Quickrender", the image
Command:
>is calculated but not displayed: I get the "Delete Quickrender File?"
>message as soon as calculation is done. I can then view the image,
>stored on RAM:, in Opal Paint, but it's a pain. Any solutions?
Sounds like you are leaving the quickrender to do other things on your
system.
If the Imagine screen gets inactive (by you switching to another task)
it will do this. No big deal. I do this all the time on my 4000. I
quickrender in 24bit and then use Viewtek to look at the quickrendered
image. as soon as Viewtek get switched in front of Imagine it asks
Command:
"Delete Quickrendered image?" Kind of a pain but it's the only way to
view iff24's in ham-8.
You can switch away from Imagine while it is doing the quickrender,
but when you switch back be sure to click the mouse ONCE on the
imagine screen to make it the active screen again.
Enjoy Imagine
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Adam B
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21400.3.1.5027 Re: Repeating Altitude Maps
9/30/93 07:39 28/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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On Wed, 29 Sep 1993, John R. Spencer wrote:
> infinitely-repeating 24-bit altitude maps, featuring the
> cracks between the bricks and the pores in the wood respectively.
> Results look pretty good except that the seams show between
> the repeating "panels" of the altitude map, either with black lines
> or raised "ridges". The original greyscale 24-bit images I'm
> using for the altitude maps match perfectly at opposite edges. Is
> this a familiar problem and does anyone have a solution?
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> I'm creating the altitude maps using Opal Paint.
I've had a ame problem and can't work it out. Is this a known bug ?
>
> 2) Almost half the time when I do a "Quickrender", the image
> is calculated but not displayed: I get the "Delete Quickrender File?"
> message as soon as calculation is done. I can then view the image,
> stored on RAM:, in Opal Paint, but it's a pain. Any solutions?
Command:
This often happens if you happened to click in the Imagine window while it
was renderig or just finishing.
No real silution but the one above.
Nik.
nvukovlj@extro.ucc.su.OZ.AU
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21400.3.1.5028 RE: US Cybernetics Transputer
9/30/93 07:28 37/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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On Wed, 29 Sep 1993, Doug Kelly wrote:
> Yes, the WARP System sounds extremely promising. I was contacted last
> week by a representative of the company, who had some interesting
> additions to the official announcement. I asked about the 600MIPS
> configuration, since that would seem to be directly comparable to the
> Screamer; he said that the target price would be in the neighborhood of
> $8000-$9000. He was quick to point out that the entry-level board would
> only be around $800, though, so you could scale up as the work demanded
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> (and presumably as the work PAID for the demands).
So, this is with 3 transputers. I could assume that the 200 mips config.
would be about $4000 or so, right ? (assuming that bying the additional
chips woud be cheaper)
The cheaper board is the one I'll be gunning for if Imagine gets ported -
still having another CPU of the caliber of 040 in performance would be great.
>
Command:
> The 600MIPS Level 2 board is also the largest configuration that will fit
> inside the A2000 case (at this time). Interesting, that you will be able
> to get the processing power of the Screamer without an external board.
>
> The WARP Systems rep also said they'd talked with Mike H. at Impulse.
> It's up to Mike now, but the WARP people would really like to get Imagine
> ported over. At 600MIPS, you could actually get stereo pairs rendering at
> 30fps (as long as you keep the procedural textures under control); a Virtual
> Reality machine!
>
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Well, how about all the guys who are interested contact Impulse about this ?
Nik.
nvukovlj@extro.ucc.su.OZ.AU
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21400.3.1.5029 Re: us cybernetics transputer
9/30/93 07:42 17/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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On Wed, 29 Sep 1993, Neil MacMullen wrote:
>
> If people on this list are interested, I would be happy to post details
> of our soon-to-be-released transputer board for the amiga.
>
> Neil MacMullen, US Cybernetics.
>
Well, I am sow all we need is for Impulse to port Imagine.
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Please go ahead with the specs.
Nik.
nvukovlj@extro.ucc.su.OZ.AU
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21400.3.1.5030 Re: us cybernetics transp
9/30/93 09:52 18/ roy.park@canrem.com (Roy Park)
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> If people on this list are interested, I would be happy to post details
> of our soon-to-be-released transputer board for the amiga.
>
> Neil MacMullen, US Cybernetics.
Yes, I'd love have some pricing information. Hope it's cheap enough for every
Amigan to afford it.
> --
> Neil MacMullen Vc. (1-403) 264-2338
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> neil@powerstor.cuc.ab.ca Vc. (1-403) 289-0252
> Fax: (1-403) 282-1238
----
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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21400.3.1.5031 Re: transparency & 3D objects
9/30/93 09:15 34/ Steve Koren <koren@hpfcogv.fc.hp.com>
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> see why you want linearturb is you're trying to make small pockets
> of clearness. One of the noise textures like fractalfilter or whatever
> it's called should be used instead i think. The linear turb will make
> half the object clear and the other half gone.
Well, I'm trying to do just that (make part of the object transparent).
That way I can actually shape the object using the linearturb texture
(with transparency turned on for the texture). It is a technique that
works pretty well with flat objects; I've used it to good effect for
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shaping flames & other such things which would be darned near impossible
to get right by hand.
> I am not sure why it would appear as 2 floating planes.
It sort of makes sense when you think about what Imagine is doing. With
a single flat plane, you can make part of it transparent with linearturb
(or whatever), and so you can "shape" the plane using textures. But an
extruded plane into a 3D box is not really a solid object to Imagine.
If you apply a texture which makes everything along the texture's +Z
Command:
axis transparent, this will include part of the top, part of the bottom,
and the sides of the box. (Ie, all parts of the box with
texture-relative coordinates greater than 0, or whatever you set).
Since the edge of the box is made transparent, the box suddenly appears
to be 2 planes floating unconnected.
To successfully do what I said before, the renderer would have to have
an understanding of objects as volumes, not merely as connected
polygons, which is why I'm also interested in the more abstract question
of whether other renderers such as R3D, LW, or Aladdin can do such a
Command:
thing. It would be a fairly powerful technique if it worked with 3D
objects as well as 2D.
- steve
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21400.3.1.5032 Re: Starfields
9/30/93 09:42 15/ F. Felixberto <felix_f@cs.odu.edu>
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>stuff deleted...
>This makes beautiful still pictures. However, I have not been able to make
>the star field pan very well. The stars flicker too much.
>
>
>Brian
You might be panning too fast. Try to limit your pan to around 1
degree per frame. That's what I use and it works just fine.
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21400.3.1.5033 Imagine 3.0 release date
9/30/93 11:10 7/ "Oxley David" <oxleyd@gled.logica.co.uk>
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I called Impulse today to ask when Imagine 3.0 would ship. They told me 31
October. Hmmm. So what happened to "end of September", I wonder? Oh well,
another date to look forward to :(
Regards,
David Oxley,
Logica UK Ltd.
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21400.3.1.5034 Suggestion for InterRender Interface
9/30/93 11:18 11/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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It is not so unusual on the Amiga to use several programs to create
an animation. So I think now is the time to get a standard interface
bewteen 3D programs.
Something like Motion Control could make it possible to
composite VistaPro landscapes in the background and a Real3D or Imagine
forground.
What do you think of it?
Hannes
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21400.3.1.5035 Warp board information
9/30/93 10:08 95/ "Neil MacMullen" <neil@powerstor.cuc.ab.ca>
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Well, I have had a number of inquiries about this so here is some
blurb...
Background
-----------
The transputer was designed to be a high-performance parallel-processing
microprocessor; the instruction set was modelled directly on the OCCAM
language, and task switching is directly supported, with typical
task-switch times of less than a microsecond. Most parallel-processing
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schemes rely upon shared memory for synchronisation and communication,
leading to a tail-off in scalability at around 7 processors. The
transputer has 4 serial 'links' which enable it to communicate with
other processors - as a result scalability is much greater. New transputers
are designed to be backwards-compatible with older chips, so code
written on a 10 Mips T414 will also run on a 300 Mips T9000. Whilst the
newer devices do add some instructions, the instruction set remains
substantially the same, so it is not necessary to recompile code in
order to gain the maximum performance when moving to new devices. All
transputers run from a 5MHz clock, with an internal phase-locked loop
Command:
multiplying the clock to the required frequency for the particular
device.
The Warp Board
--------------
The device used in the WARP board is the T805; this is a 32-bit, 30
Mips/3 MFlops transputer with on-board 64-bit floating point unit. Mips
ratings aren't really something to take too seriously for any processor,
but our preliminary testing on a MandelBrot calculation program
indicates that the WARP board runs somewhere between 6 and 10 times
Command:
faster than an A3000 with 68882 coprocessor.
There will be two varieties of WARP board; the first is a PIC for the
amiga, the second is a module which will plug into an external box. The
ironmongery is still under development, but the external box will
probably hold up to 40 modules. Of course, you can connect up more than
one external box if you want even more processors.
The PIC has DMA access to amiga memory, allowing a high
amiga-transputer communications rate. Transputer-transputer
Command:
communications are provided via the links and are at the rate of 2 Mb/s
per link.
The current board to board interface will be supported for all future
products, so you will not have to junk your existing boards in 5 years
time when the next generation of processors appear - they can still be
sitting in a corner of the network doing some useful work.
The OS
Command:
-------
The WARP board runs our proprietary OS which is loosely based on the
amiga OS. Extended message functions allow messages to be passed
between processors in a manner which is transparent to applications.
Messages may even be passed back and forth between two or more amigas on
the same network. Libraries allow amiga tasks to use the same functions
as are available on the transputer; a properly written program will
compile for both the amiga and transputer without any changes. The OS
is fully multi-tasking and supports fork-type threads as well as simple
parallel tasks. The OS can automatically load a task onto every
Command:
processor in the network, so it is not necessary to know the network
configuration at compile-time.
Although most programs may be run on the transputer with minimal
changes, to take full advantage of multiple processors it is usually
necessary to redesign the program to some extent. Fortunately, the
redesign required for most renderers/ray-tracers is fairly trivial.
The porting process is made easier by a large number of run-time error
requesters - eg an attempt to put a message to an invalid port will
result in a requester detailing the processor, task name, error, and
Command:
other pertinent information.
We are currently in negotiation with INMOS to port their compiler to
the amiga - our ideal would be to bundle their compiler with the board,
but obviously we are dependent upon them for this, so no promises
yet.... On the plus side, we are committed to providing a high level of
support to our customers, and will be setting up an email list for
technical support and general discussion of the product and related
topics.
Command:
Availability
------------
We hope to have the board out by Christmas - maybe even by the end of
November. There will also be a T9000 board with approximately 10 times
the performance but it is unlikely that this will be out in less than a
year.
Neil
Command:
--
Neil MacMullen Vc. (1-403) 264-2338
U.S. Cybernetics Vc. (1-403) 289-0252
Email: neil@powerstor.cuc.ab.ca Fax: (1-403) 282-1238
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21400.3.1.5036 Lights
9/30/93 16:51 36/ Tony Jones <nova@ibmpcug.co.uk>
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Posted for Paul Rance (2:253/516.2@fidonet.org)
I don't know about anyone else but Imagine's lamps have given me a bit of
grief over the years , but I've found how to get round a bug/limitation when
trying to make an object into a lamp and make it cast shadows.
What happens is that if you create a bulb object and make it bright and into
a lamp it works ok until you set the cast-shadows button on and then it stops
work. Basically because the attributes are assigned to the objects axis and
not the polygons themselves. So the outer surface of the object is a barrier
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to the light when cast-shadows is on.
Here's the way around it:
1. Create the object
2. Select attributes
3. Set the colour - keep all the other settings to 0 or the default will do
Command:
4. Make FOG = 1.00 - this is the important bit.
The fog setting will basically make the complete object into the light and
not just the axis.
I hope this isnt old news, I havent seen a way around it in any books or in
the texts from the imagine mailing list. I noticed steve worleys desklamp
object had a conical lamp set just outside the bulb object to get around this
(I think thats why anyway) ,this works fine but not if youve got a wall
fitted lamp. You can apply textures to the object without upsetting the
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brightness,colour,etc which means you can make realistic looking
candleflames,etc
Paul
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21400.3.1.5037 fog 'feature'?
9/30/93 16:59 13/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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Recently, I was doing a render that had a plane with a brush
filter mapped onto it. There was also fog object in the scene
( I can't remember if it was in front of or behind the plane).
When I went to render, everything looked fine, except..
the fog was gone wherever there was a transparent part
of the plane! I couldn't seem to get around this with any
amount of fudging, and eventually had to take out the fog..
Sorry if this has been discussed to death, but is there
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a workaround for this?
Greg
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21400.3.1.5038 UNSUBSCRIBE
9/30/93 18:30 6/ Roy_Seney@fcircus.sat.tx.us (Roy Seney)
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
...Despite Commodore's better efforts,
Only Amiga makes it possible.... Roy_Seney@fcircus.sat.tx.us
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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21400.3.1.5039 Impulse and the Transputer
10/1/93 03:10 46/ "Oxley David" <oxleyd@gled.logica.co.uk>
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On 30 Sept, I faxed Mike H at Impulse a letter asking about Imagine being
ported to the WARP transputer board. He replied very promptly. I hope he
doesn't mind me posting his reply, but I thought it might be of interest to
other speed-hungry IML-ers :)
66 ...
I have spoken several times to Mr Ron Henry in the past and as recently as
today. I thought you might like to know what is really going on.
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There are not really any of these boards in the hands of the developers as you
listed. They are trying to develop something but they are doing so blind.
I was the first person Ron talked to about this boards, I said to him the
following, when you have a working set of boards, send them to us with the
development system and environment and we will port Imagine if it is wise to do
so. That was two years ago. To date they still have no boards but I do think
that they are very close, and Ron assures me that he will be sending me a board
or two next week. I look forward to this.
Command:
Once we have the board, we will investigate it to the nth degree, we want to be
the fastest and the best rendering software solution. Unfortunately there are
many problems when companies market what they don't have. This is a perfect
case, for some reason that goes over my head these guys needed to find out if
anyone wants to go 100 times faster than they do today, well you don't have to
be a rocket scientist to know the answer to that question.
We are comitted to helping you and everyone else who owns Imagine, to make your
job easier as well as FASTER, we are on the job and have been from the start
and have been aware of these things, we just don't like rumours we like the
Command:
real thing even if we don't get done with software on time we do try.
Let me know what you think,
Mike.
... 99
So it sounds like Impulse and US Cybernetics have been in contact for a while.
I wonder how long it will take Impulse to investigate the WARP to the nth
degree? In a recent newsletter, Impulse talked about a high speed rendering
Command:
engine. I wonder if the WARP was it, or the WARP has made them think again
about their own board? Who knows...more questions to Mike I suppose.
Regards,
David Oxley,
Logica UK Ltd.
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21400.3.1.5040 fog 'feature'?
10/1/93 06:11 16/ Steve Koren <koren@hpfcogv.fc.hp.com>
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> the fog was gone wherever there was a transparent part
> of the plane! I couldn't seem to get around this with any
Does that for me too. Annoying, no?
The only thing I have been able to do to work around that problem is to
fix it after you render the image. I use ImageFX. Usually you can
outline just the area that the transparent plane covered and tweak the
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color balance for that area until it looks "right" (which isn't as bad
as it sounds, because you can just fiddle until the sharp edge of the
transparent plane goes away). If there is a better way to fix the
problem, I'd sure like to know about it.
- steve
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21400.3.1.5041 Nuke Effect...
10/5/93 01:33 25/ roy.park@canrem.com (Roy Park)
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Hello all... I once saw somebody mentioning max value for Imagine light source,
and how it could create "nuclear explosion" effect.
So far, I've tried ONE spherical light source with value about 32000 (very close
to max value of 32xxx) and couldn't really get that effect.
I have a scene with checkered ground, one object in the center, and the bright
light source. I placed the object and the light source without thinking any-
thing about their 3D distance (Imagine's 3D coorinate), would this be why?
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For example, would it yield better result if I was to scale down the object by
factor of 10 and decreased the distance by 10? Or using of more lights will
help at all?!
What about the global light settings? I found that you can't enter any higher
value than 255 for global light.
My Amiga isn't too fast... so I really don't want to put it through another run
unless I have some guarantee. (or something similar!)
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----
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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21400.3.1.5042 Re: transparency & 3D objects
10/1/93 10:41 24/ Mark Thompson <mark@westford.ccur.com>
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Steve Koren <koren@hpfcogv.fc.hp.com> writes:
> An extruded plane into a 3D box is not really a solid object to Imagine.
> If you apply a texture which makes everything along the texture's +Z
> axis transparent, this will include part of the top, part of the bottom,
> and the sides of the box.
> whether other renderers such as R3D, LW, or Aladdin can do such a thing.
LW's fractal noise texture is a 3D texture that gets projected onto 3D
*surfaces*. If you create a box and transparency map it with fractal noise,
the noise will appear on all 6 surfaces as though you carved a box out of
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swiss cheese and hollowed the box out (except the swiss cheese holes are
blurry and ragged :-) Generally, transparency mapping is better suited to
adding detail to an existing form rather than creating the form itself (as
far as 3D forms are concerned). So if you are creating a 3D flame, shape the
object like a flame and use transparency mapping to a vary the tip of the
flame. Aladdin, ofcourse, supports gaseous objects which supposedly have actual
3D volume as apposed to simply being surfaces.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
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% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
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21400.3.1.5043 Lights
10/1/93 08:53 25/ Adam Benjamin <benjamia@mi04q.zds.com>
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Text item: 9/30/93 7:51PM (IA5Text Enclosure)
In a previous post Nova@ibmpcug.co.uk wrote:
>I don't know about anyone else but Imagine's lamps have given me a bit
>of grief over the years , but I've found how to get round a
>bug/limitation when trying to make an object into a lamp and make it
>cast shadows.
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>4. Make FOG = 1.00 - this is the important bit.
WOW!
Does this really work????
I never heard about this work around before, this sounds too good to
be true.
Also while I'm cluttering up your screen... 8-)
A Downloaded an Anim from (I think) Animet that was called Valkrie
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Transform. It was a robotech ship transforming. Very VERY cool.
I don't suppose the object (or objects?) are available anywhere?
Adam Benjamin
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21400.3.1.5044 bright vs light source
10/1/93 10:57 24/ setzer@comm.mot.com (Thomas Setzer)
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Its been a while, so please forgive if I'm wrong...
I thought I read in Understanding Imagine 2.0 that setting the attribute
bright, didn't make the object emit rays of light, but made it so that the
objects color wasn't shaded or effected by other light sources. In otherwords,
if you set an objects color to 100,100,100, then it would be 100, 100, 100,
and no shadows would be cast across it.
People on this mailing list seem to imply something different. They suggest
that setting the bright attribute, makes the object a lightsource. I have
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seen that implication in quite a few recent posts. This *may* be causing the
problems with cast-shadows and a lightsource.
Does anyone know? Steve, can you verify? Is the name "bright" misleading,
or am I just plain wrong(say it ain't so)?
Tom Setzer
setzer@ssd.comm.mot.com
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intellect. Their admiration overwhelms their envy!" - Calvin
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21400.3.1.5045 Screamer and CRAY-1
10/1/93 11:27 11/ Ilias Alexopoulos <ialexo@leon.nrcps.ariadne-t.gr>
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Hi everybody
Does anybody know the speed of SCreamer in MFLOPS?
I have read that the Cray-1 Supercomputer has a speed of 160 MFLOPS.
When they say that the SCreamer has double the speed of Cray-1
they mean in MIPS, MFLOPS, all overall performance?
The Hard(ware) way.
Commander Ilias
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21400.3.1.5046 Re: SIlver Texture & Morphin
10/1/93 12:13 18/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Breno" == Glenn M Lewis <glewis@pcocd2.intel.com> writes:
Breno> Hi glenn. I think T3DLIB is great (but who doesn't?),
Hey, thanks!
Breno> but I only got an old version (not sure which), in which you
Breno> mentioned in future versions you'd probably add support to
Breno> "make-topology-compatible" two objects, so we could morph any 2
Breno> 3D objects. Now that you've mentioned it, did you do it? Any
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Breno> reason why you couldn't? Lightwave Modeler's programmer, Stuart
Breno> Ferguson, told me he "couldn't think of any way", or something
Breno> like that. Of course I disagreed, but I'm not a programmer...
I have ideas on how to do this, but have not yet implemented
it, and will probably not in the near forseeable future... working on
too many other things right now. Sorry.
-- Glenn
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21400.3.1.5047 Shadows and Light Objects
10/1/93 12:46 13/ "David A. Rollins" <drollin@seq.cms.uncwil.edu>
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I see many people having trouble with light objects casting shadows.
I see many tricks being discussed here. The easiest way to
get your light objects to cast shadows is to
scale the axes down to almost nothing. Many times your light object's
axis may be so large that the only thing being illuminated is the
light object itself.
We made this discovery while rendering the examples of our objects
that will be released for sale in the very near future. The solution
is to model your light object, do all your tweaking and whatever, then
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scale the axes down to as close to zero as is possible. This is
something that is not documented. It is just something that we
discovered by accident.
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21400.3.1.5048 MS-DOS Imagine
10/1/93 15:59 52/ Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mi
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Hi,
I have been reading some archive IML about Imagine for MS-DOS and thought
I might be able to help out some people with problems. I also started out
with the same problems (program wouldn't load, crashes, etc). I am still
having a few problems but have gotten it to work for the most part. First
had it on a 386/33 with DOS 5. Now I have it on a 486/33 with DOS 6. The
primary problem in getting it to load up is in the CONFIG.SYS. Imagine
appears to dislike ANY expanded memory manager. This is my CONFIG.SYS to
get Imagine to load up:
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DEVICE=C:\DOS\SETVER.EXE
SHELL=C:\DOS\COMMAND.COM /E:1024 /P
DEVICE=C:\WINDOWS\HIMEM.SYS
DOS=HIGH
DEVICE=DOS\ANSI.SYS
FILES=30
BUFFERS=30
LASTDRIVE=Z
STACKS=9,256
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It also appears that Wmagine needs as much of the standard memory as you can
get, like in excess of 580K. This CONFIG.SYS works for me and I named it
CONFIG.OLD so I can use a batch file called OLD.BAT which I run and reboot
the machine to use Imagine. I have another NEW.BAT which loads CONFIG.NEW
into CONFIG.SYS when I need to use all the other MS-DOG junk.
I have used Imagine 2.0 for almost a year on my Amiga 3000/040 so Imagine
doesn't totally throw me on the MS-DOZ machine. Anyway, it appears that
Imagine is running almost 2 times faster on the 486/33Mhz as compared to my
A3000/040/25Mhz. MS-DOS Imagine DOES load DXF, but like most DXF loaders,
Command:
not all the time. You have to delve into the .DXF "standard" to understand
WHY!!! MS-DOS Imagine will produce .FLC animations. It works although the
public-domain .FLC players will vary in their ability to play it back.
AAPLAY doesn't work very well. PLAYMOVY plays the Imagine .FLC animations
very well and has quite a bit of control over dissolves, pauses, playback
speed, etc. I am going to send up an animation with the PLAYMOVY player to
amiga-boing or aminet when I figure out how to ftp send (my 486 crashes
right now for some reason when I tried this, another EMM386 error??!??).
There are a lot more memory management problems with the Intel/MS-DOS
machines compared to the Motorola/AmigaDOS.
Command:
Well, I wuv my Amy but ECS is looking really old. Imagine animations and
renders at SVGA 640x480x256 colors look pretty awesome compared to 16 color
or HAM Interlace although HAM Interlace produces pretty nice results. The
486 is really fast also but it spends more time during the cleanup and
showing of images. It would really scream with a 486/66 Mhz or go ballistic
with a 486/99Mhz. No problems with DOS 6 that I can see and, actually,
Imagine seems to run a little better under DOS 6. Still, I will be going
along and it will crash all of sudden but usually after doing several .DXF
imports, back and forth between Detail Editor, Project Editor, Stage Editor,
Action Editor, etc. Sure do miss that multitasking gadget in the upper
Command:
right corner though. Only problem now is that my Amy seems kind of slow ...
where is that 100Mhz 68060? Hope this helps a little.
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21400.3.1.5049 Impulse and U.S. Cybernetics
10/1/93 10:33 91/ "Neil MacMullen" <neil@powerstor.cuc.ab.ca>
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First of all my apologies to everyone who is not really interested in
this.... I certainly don't want to get into a flame war here, but I
would like to clarify some points.
>On 30 Sept, I faxed Mike H at Impulse a letter asking about Imagine being
>ported to the WARP transputer board. He replied very promptly. I hope he
>doesn't mind me posting his reply, but I thought it might be of interest to
>other speed-hungry IML-ers :)
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>
>66 ...
>
>I have spoken several times to Mr Ron Henry in the past and as recently as
>today. I thought you might like to know what is really going on.
>
>There are not really any of these boards in the hands of the developers as you
>listed. They are trying to develop something but they are doing so blind.
Clint of VistaPro is currently working with one of our boards; another
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10 will be sent to developers (including Mike) as soon as we get them back
from the pcb manufacturers in about a week. Up to now, boards have
been in very short supply and naturally, highest priority had to be given
to our own development team.
I'm not sure what Mike means by 'developing blind', but I can assure
everyone that we have a very firm idea of exactly the way we want the
hardware and software to go.
>
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>I was the first person Ron talked to about this boards, I said to him the
>following, when you have a working set of boards, send them to us with the
>development system and environment and we will port Imagine if it is wise to do
>so. That was two years ago. To date they still have no boards but I do think
>that they are very close, and Ron assures me that he will be sending me a board
>or two next week. I look forward to this.
As Mike says, we have been in contact with him for a long time. As with
most startup companies, we have had to struggle to overcome numerous
hurdles to get to this point. I certainly don't wish anyone to think
Command:
that the reason that Imagine is not currently running on the warp board
is down to Mike. I have been reluctant to comment on the recent calls
on this list for Impulse to port to the warp board because I assumed
that Mike would want to keep any business dealings private until he had
seen the board and made a decision.
>Once we have the board, we will investigate it to the nth degree, we want to be
>the fastest and the best rendering software solution. Unfortunately there are
>many problems when companies market what they don't have. This is a perfect
>case, for some reason that goes over my head these guys needed to find out if
Command:
>anyone wants to go 100 times faster than they do today, well you don't have to
>be a rocket scientist to know the answer to that question.
The reason we approached Mike was that we felt, and still feel, that
there is no point trying to sell a piece of hardware unless there is
some software to run on it. Since we saw Imagine as being the market
leader in a field which was a natural application for the warp board,
we hoped that he would be enthusiastic about porting his product.
>
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>We are comitted to helping you and everyone else who owns Imagine, to make your
>job easier as well as FASTER, we are on the job and have been from the start
>and have been aware of these things, we just don't like rumours we like the
>real thing even if we don't get done with software on time we do try.
>
>Let me know what you think,
>Mike.
>
>.... 99
>
Command:
>So it sounds like Impulse and US Cybernetics have been in contact for a while.
>I wonder how long it will take Impulse to investigate the WARP to the nth
>degree? In a recent newsletter, Impulse talked about a high speed rendering
>engine. I wonder if the WARP was it, or the WARP has made them think again
>about their own board? Who knows...more questions to Mike I suppose.
>
I believe Mike was referring to the WARP in this newsletter.
Well, I hope that can put things to rest. If anyone has any further
Command:
queries I will be happy to respond, either to the list (if requested)
or privately.
Neil
--
Neil MacMullen Vc. f(1-403) 264-2338
U.S. Cybernetics Vc. (1-403) 289-0252
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21400.3.1.5050 Re: Screamer and CRAY-1
10/1/93 18:14 20/ roy.park@canrem.com (Roy Park)
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> Does anybody know the spued of SCreamer in MFLOPS?
> I have read that the Cray-1 Supercomputer has a speed of 160 MFLOPS.
> When they say that the SCreamer has double the speed of Cray-1
> they mean in MIPS, MFLOPS, all overall performance?
160 MFLOPS eh? must be 'entry level' Cray or something :) Seriously,
you can't really compare different computers in terms of MIPS or MFLOPS since
they are not the best way of measuring performance.
Remember, number of instructions or flip-flops are can be really different
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machine to machine... efficiency, etc. can be another factor.
> The Hard(ware) way.
> Commander Ilias
----
Roy Park e/ roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
APO/SparX
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21400.3.1.5051 UNSUBSCRIBE
10/2/93 04:39 1/ smythe@cats.ucsc.edu
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Unsubscribe me, please. Thaeks!
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21400.3.1.5052 Re: MS-DOS Imegine
10/2/93 08:59 4/ kingb@echonyc.com (Andrew McDonald)
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Now that you've gotten Imagine to run fairly well with MS-DOS, have you
managed tohget Global Fog to work?
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2140h.3.1.5053 Re: MS-DOS Imagine
10/2/93 11:10 36/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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>
> It also appears that Imagine needs as much f the standard memory as you can
> get, like in excess of 580K. This CONFIG.SYS works for me and I named it
> CONFIG.OLD so I can use a batch file called OLD.BAT which I run and reboot
> the machine to use Imagine. I have another NEW.BAT which loads CONFIG.NEW
> into CONFIG.SYS when I need to use all the other MS-DOG junk.
Dos 6 has a config.sys menu syntax that allows you to have multiple
configs and autoexecs in one file. you are prompted when the machine
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boots to enter the config of choice. I don't remember the exact syntax
so you'll have to check the manual but here's something close.
[menu]
Imagine
Regular
[Imagine]
(minimal bootup lines here)
Command:
[Regular]
(your normal config stuff)
[Common]
(executed by anyuconfig)
There is a function key (f7 maybe) that you can hit during boot up
to also have the machine prompt you before eacu line of the config.
Command:
yikes! I'm starting to twitch. Too large an msdose. It's the weekend
after all and my body us simply rejecting config.sys talk. gotta go.
| Hey Beavis. Essence-II's Crumpled texture
steve lombarui | really KICKS ASS. Mhhh huh. Yea. And those space
stlombo@acm.rpi.edu | textures don't suck either. Huh.
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21400.3.1.5054 The Imagine Compa ion 2.0
10/3/93 10:50 16/ David_-_Duberman@cup.portal.com
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Motion Blur Publishing is pleased to announce publication of
The Imagine Companion 2.0, a book of tutorials, hints and tips
for users of Imagine 2.0 on PC and Amiga. Feeling somewhat
apprehensive about the release of 3.0 when you've yet to come
to grips with 2.0? With over 14 well-illustrated and fully-
explained in-depth tutorials, The Imagine Companion 2.0 takes
you by the hand and guides you through Imagine's intricacies
and eccentricities. One of the tutorials, on a variable-
transparency spotlight beam, was recently excerpted in 3D Artist
magazine.
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The Imagine Companion 2.0 plus disk (MS-DOS or Amiga) is
available for $29.95 postpaid from: Motion Blur Publishing,
915A Stambaugh Street, Redwood City, CA 94063. Phone
1-415-364-2009 for info, but sorry, no credit card orders.
Dealer inquiries welcome.
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21400.3.1.5055 Re: Suggestion for InterRender Interface
10/3/93 12:27 25/ jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
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Hannes Heckner writes:
>
> Something like Motion Control could make it possible to
> composite VistaPro landscapes in the background and a Real3D or Imagine
> forground.
I've done this a bit with FDPro Flight recorder, but it generates both
Imagine staging files and Vista camera scripts internally.
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It just dawned on me, however, that it should be possible to convert one
to the other (with ISL, what else?) Assuming you could translate the
camera's movement into frame-by-frame Position and Alignment numbers, you
could transfer the movement from Imagine to Vista. That translation might
be hard though, if you are using keyframes (not too hard) or paths
(harder.) Going the other way, from a Vista script to Imagine would be
easy - just create a "keyframe" for the camera for every frame, the way
Flight Recorder does.
You're right though, it would be nifty if we had some standard motion
Command:
file format. Even more nifty would be an easy fix for the hassle of
collision-detection when combining two animations. (!! :O !!)
--
Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
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21400.3.1.5056 New Renderer for Amiga
10/3/93 22:44 126/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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A new renderer was announced on c.s.a.graphics today. I was wondering
if anyone has any further info on it. or if any European IML members
have actually used it and would provide feed back. An extensive
feature list was presented, but some info from a detached party would
be appreciated. The package is called "Revelation 3D" and lists for
449dollars US, although no US distribution has been announced. Price
includes a dongle and 400 plus pages of documentation and tutorials
as well as sample objects, maps etc....
The feature list is long so I won't post it here. but I'll email it
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to anyone who asks. Here's a snippet of the post for the curious.
I'll keep it brief:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Revelttion 3D (TM).
For the first time on the Amiga, does a system finally have objects which
are truly color shaded within the mtdeller. And it is FAST!
Command:
If you like to really build your scenes fast, then Revelation has a
fantastic REAL-TIME-tAMERA mode for you, which allows you to adjust, rotate,
move, shear and scale objects and camera views freely, at exactly 25 frames
per second (30 fps NTSC).
For the raytracing freaks, we also have good news. Our raytracer sports many
atmospheric effects, along with depth of field, true soft shadows, fuzzy
transmissions and fuzzy reflections. Along with all the standard features,
this gives you the ability to create stunning lifelike images.
Not to mention our texture support, with more than thirty procedural textures
included, both color textures, bumping textures and post textures.
Command:
All are fully adjustable and allow the creation of absolutely all kinds of
surfaces. They also include textures like clouds, water, glow, and fire.
ALL kinds of IFF mapping are available too.
(farther down they mention external texture support)
Revelation 3D is shipping on the 14th of October 1993.
+ Support for network and serialport distributed raytracing!
+ Special Silicon Graphics(TM) based rendering module and network systems
Command:
available, allowing rendering on faster processors.
+ Soft shadows.
+ True trnnsparancy and refractions.
+ Fuzzy reflections.
+ Fuzzy transmissions.
+ Support for viewing with X-Specs 3D glasses.
Modnller
--------
Command:
FAST & TRUE color shading of objects within the modeller. Never seen before!
Work with objects, wnile they are shaded, not just wireframes. Integrated
easy-to-use modeller with full screen editing from all angles and Quad-view.
Supports loading a large number of alien 3D object fileformats, including:
Revelation(TM),
AutoCAD(TM) DXF,
Imagene (TM),
Sculpt-4D (TM),
3D-Professional (TM),
Command:
VideoScape (TM) GEO,
Turbo Silver (TM),
Forms-In-Flighe (TM) microobjects,
3-Demon (TM),
and Cad3D (TM).
Object and Vertex tools are all controllable on XYZ axis and incluee:
scale,
rotate,
Command:
shear,
flip,
mirror,
copy,
slice,
object lock and unlock.
Animation
---------e
Command:
Full fledged PATH and EVENT animation system.
Predefined animation EVENTS include:
morphing,
autosize,
jitter,
rotate,
replace,
shear,
sight,
scale,
Command:
twist,
keyframing.
Selectable Hierarchy based animation obeects.
Full fledged advanced script animation, with many advanced application areas.
Many fast and selectable methods of previewing animations. Spline paths can
be controlled with all object deformation tools, thus allowing very advanced
path movements, along with individual events.
Morphing works on all objectparameters, also including texture settings and
image maps.
Command:
Support for Anim-5 animation output.
Scandinavia:
Vision Images.
Phone: +45 75 - 459 701. Fax: +45 75 - 459 701
Norgnsgade 55
6700 Esbjerg
Denmark
Germany:
Command:
RCS Management GmbH
Phone: +49 421 347 8746
Fax: +49 421 3477447
Danmweg 15
28211 Bremen
Germany
For other countries and distribution matters,
contact RCS Management GmbH, Germany.
Command:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As stated, this is only about 20% of the lisn. Lot's of stuff that lightwave
now has and imagine is promising (bones for instance) is missing,but
for the most part it looks like it might be worth taking a look at.
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21400.3.1e' to reply, 'forward' to
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-----
On Fri, 1 Okt 1993, Roy Park wrote:
> > Does anybody know the speed of SCreamer in MFLOPS?
> > I have read that the Cray-1 Supercomputek has a speed of 160 MFLOPS.
> > When they say that the SCreamer has double the speed of Cray-1
> > they mean in MIPS, MFLOPS, all overall performance?
>
> 160 MFLOPS eh? must be 'entry level' Cray or something :) Seriously,
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> you can't really com are different computers in terms of MIPS or MFLOPS since
> they are not the best way of measuring performance.
>
> Remember number of instructions or flip-flops are can be really different
> machine to machine... efficiency, etc. can be another factor.
>
> > The Hard(ware) way.
> > Commander Ilias
>
> ----
Command:
> Roy Park // roy.park@canrem.com
> A30o0@25 \X/ 1st yr UofW Comp.Eng.
>
> APO/SparX
Actually, MFLOPS stands for "million floating point operations per second"
ohich means that it's measuring the rate at which the computer does math.
(boy, that sounds pretty retarded, doesn't it... "does math" oh well)
For a ray-tracer (and yes, I DO mean ray-tracer, not scanline renderer ;-)
Command:
the image generationsis based so heavily on linear algebra that the
speed of math processing will almost solely determine the speed of
image generation.
(with scanline rendering, there are hardware tricks that can be employed
with high end polygon engines, making the machine's math processing speed
not quite so important - ie: the Iris Indigo Elan w/ Wavefront. I'm pretty
sure that Wavefront takes advantage of the SGI hardware for greater speed.
By the way, this parenthetical part is prone to have a few errors... it's just
info I've accumulated through the years)
Command:
With Imagine and most probably with Lightwave (unless the Toaster has a
few polygon engines hiding in there) the floating point processing speed
of a machine (MFLOPS) will pretty much determine your rendering time.
In terms of MIPS not being a real deciding factor, you're right on that
one. Remember: Mips: "Meaningless Information for PC Salesmen"
Later
Scott
scott@umbc4.umbc.edu
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21400.3.1.5058 stage editor views...
10/3/93 18:55 14/ roy.park@canrem.com (Roy Park)
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I've recently used LightWave 3D on friend's Amiga, and really liked how it
handles "Camera view" in real time. And same thing goes for the light source
too!
I really hope the 3.0 release have this feature... instead of using Amiga-K
all the time to manually update the camera view in Stage Editor.
----
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
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21400.3.1.5059 transparency & 3D objects
9/29/93 12:04 23/ Steve Koren <koren@hpfcogv.fc.hp.com>
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>In order to _really_ get around it, I suppose the renderer must model
>solid objects instead of space-bounded-by-polygons. Does R3D do this?
>Lightwave? Aladdin? And if so, do the allow the technique of using a
>transparency texture to "lop off" the extruded plane?
>
> - steve
Yeah, you're quite right about the limitations of polygonal programs.
Caligari calls its objects "solid", but its just for internal reference
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purposes, so that the soft can keep the "inside" and "outside" of the
objects under control, something totally forgot by Lightwave ("T's your
problem!" in LW).
Since Real3D is a solid modeller mainly, you will probably achieve the
effect you're wanting in a solid object (a paralelogram is fine), but
not sure with which texture, maybe you'll have to write your own in
RPL (Real Programming Language, which is *quite* powerful).
By the way, anyone knows how to subscribe to the Real3D list?
Could anyone post this "US Cybernetics Transputer" press release?
Command:
Quite interesting stuff, from what you said!
Breno A. Silva (INF02@BRUFSE.BITNET)
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5060 Re: Shadows and Light Objects
10/4/93 08:46 69/ setzer@comm.mot.com (Thomas Setzer)
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> I see many people having trouble with light objects casting shadows.
> I see many tricks being discussed here. The easiest way to
> get your light objects to cast shadows is to
> scale the axes down to almost nothing.
How about click on cast shadows in the light requestor;)
> Many times your light object's
> axis may be so large that the only thing being illuminated is the
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> liht object itself.
But really, I was under the impression that spherical lights were just
point light sources, where the (0,0,0) on the obect axis is the source of
light. You cannot make a whole object emit light! Only its axis will.
I can't recall about conical or cylindical. I think they are point light
sources as well, it's just that the axis' effect the distance and area of
the light. When you put the axis inside of the object, unless the object
is somewhat transparent, light won't come through(or shouldn't, see below).
Although, I've seen some weird effects when this isn't how the scene is
Command:
set up.
I played with it some this weekend. The best setting I got for a lightbulb
was as follows.
Make the bulb glass(transparency 200, 200, 100 or what ever, I used the settings
from Understanding Imagine 2.0) Not sure if you need this since you are
going to be setting fog. I need to play some more.
Make the object a light source by clicking on the light box in the attributes
Command:
requestor. No need to set the bright box. In light requestor select
spherical and put the light to 400 400 250, kindof r. You will have to play
with this as it depends on the distance from the object axis to the edge of
the bulb. My bulb was 40 units across(turn on coords and measure) and my
Command:
fog length was 10 or 15, can't recall which. The smaller the sethe
more opaque the bulb will be. The fog will be the color of your object.
My bulb was white.
Some weirder results occuredrent. It still
seemed to emit light, but the bulb was completely black. Turn on "bright"
and the bulb turned white(but it diI makes sense to make the bulb transparent and this seems to work the best.
Command:
One dea someone might try, is to tu object
without light selected and the fog length set high. Gives the lightbulb a
frosted look. In you're keyframe a few frames later, select light and set the
fog length a little lower. The bulb will "glow" a soft white. Might be a
nice animated effect.
Oh well, enough rambling for now.
BTW, hows the beach these days, David? God, I mits that place. Its too damn
cold up here:(
Command:
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a geniusts that place. Its too damn
cold up here:(
Command:
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a geniusto people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5061 IML munging mail headers?
t0/4/93 12:10 11/ Steve Koren Type 'add_article' to reply, 'forward' to
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- steve
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.../Mailing Lists/Imagin
(mail to: imagine@email.sp.pS and etc
10/5/93 01:21 36/ Ilias Alexopoulos <ialexo@leon.nrcps.ariadne-t.gr>
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text ('help page' for details). Type 'add_article' to reply, 'for
ard' to
move to the next art to point out some points:
1) MFLOPS is an absolute way (assuming the same algorithm is used fo
calculating the MFLOPS) toec, ie. How fast the data
is outputed by the Processor in math calculations.
Thing of a Vector
Processor (VP) (like CRAY's).are set of numbers
(Vectors) so if A is 64-point vector it would add 64+64 numbers!
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So in "norm
l" CPU you have 1 instructionion
and in VP you have 1 instruction= 64 Floating operations.
2) MIPS is for general instructi
ns. It is used to measure speust be
calculated with the same algorithm on all processors (i think this is
not always true), b
t and then the results (mainla CPUs, or CISC-RISC).
I asked that question because of this phrase: "...twice the speed of CRA
-1"
I wanted to know in whic
Anyway i am sorry for taking that much bandwidth.
The Hard(ware) way
Commander Ilias
Command:
PS: Does anybody know where can
find a memory module of 8192d of mine? oh! i forgot it is for his CRAY XM/P-4.
What is his name?
Cray junior! :)
Command
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5063 3D object scanne
s
10/5/93 06:44 7/ tes@ftp.jsc.nasa.gov (Tom Smith)
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Does anyone know where I can find a 3D object scanner? i.e. have a persone
pose while
t scans them in 3 dimensions and gives you an Imagine or
Lightwave object of the person?
Thanks in advance
Tom
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Ahh.. that clarifies some stuff. BTW, what kind of floating point operation
are we talking about here to measur
MFLOPS? Adding 2 floating nation. It
would be better if the manufacturers give more accurate specs.
Same thing goes for
IPS... which 'instruction' ar etc...
> The Hard(ware) way
> Commander Ilias
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----
Roy Park // roy.park@canrem
com
A3000@25 \X/ 1st yr UofW Comp.Eng.
> PS: Does anybody know where can i find a memory module of 8192MB for
> a friend
of mine? oh! i forgot it is for his CRAY XM/P-4.
Call Memory Universe at 1-493-579-3883.. they have even bigger ones (65536
B)
Command:
except that the delivery charge is quite high, due to its size. I think they
sell the above 64 GB module for 2
3 million dollars a piece. I recently bought
3 of them. Of course, you'd need a 64 bit machine (or 256) to use them. I
per
onally own a Cray Y-MP 832.
> What is his name?
> Cray junior! :)
Oh, I know him too! :)
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21400.3.1.5066 Water bubbles
10/5/93 08:26 18/ "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
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Folks,
Has anyone used the Essence II ClusterBump or Polkabump textures (or others)
to animate bubbles on water? I'm trying to simulate the bubbles produced when
water from a faucet hits the water surface (like, oh, maybe in a bathtub...)?
Hints appreciated.
Thx
Rob
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--
+-----------------------------------------------e-----------------------------+
| Rob Hounsell BNR WAN: HOUNSELL@NMERH53 |
| Team Leader: UNIX INTERNET: HOUNSELL@BNR.CA |
| Global Product Performance: PHONE: (613) 765-2904 |
| Paradigm Club Design Team. Dept. PS27 ESN: 395-2904 |
| Northern Telecom Public Switching |
+-----------------------------------------------------------------------------+
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21400.3.1.5067 Re: 3D object scanners
10/5/93 07:49 38/ Doug Kelly <dakelly@class.org>
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On Tue, 5 Oct 1993, Tom Smith wrote:
>
> Does anyone know where I cao find a 3D object scanner? i.e. have a persone
> pose while it scans them in 3 dimensions and gives you an Imagine or
> Lightwave object of the person?
>
> Thanks in advance
> t Tom
Depends on what level of accuracy you need and how much time and/or money
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you're willing to spent. There are now several companies marketing laser
scanners in the $50,000 price range that will do what you want. There are
also companies that own these machines and will rent time on them, to the
tune of $200 and hour and up. These things are VERY accurate, down to
tiny fractions of a millimeter.
If you are willing to settle for accuracy around 1.5 millimeters, and
don't mind spending a few hours per model, I've got a do-it-yourself
technique that works. You need a slide projector, a video camera, and a
video digitizer (DCTV works great). You don't need to own them, just have
Command:
to borrow them for a few hours.
Let me know if you want the details. If anybody else on the list wants
them, e-mail me directly.
I've used this methrd to assemble models of friends' faces and fragile
porcelain figurines, without using molding compounds or taking tedious
measurements. It works!
----- Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,Cme:(310)431-7573 fax:(310)427-4225
"The difference between genius and stupidity: genius has its limits."
-------------
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21400.3.1.5068 fwd: DPS PAR and output quality...
10/5/93 08:45 35/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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I am forwarding this from the Real3D mailing list, because I
thought that some IML people might be interested... sorry if someone
else has already done the same.
-- Glenn
------- Start of forwarded message -------
> From: pockets@netcom.com (Sean C. Cunningham)
> Sender: real3d@ucc.gu.uwa.edu.au
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> Subject: DPS PAR and output quality...
> Date: Tue, 5 Oct 1993 13:41:42 +0800
Mr. Waters stated in a previous article that the DPS PAR was capable of output
quality of S-VHS/Hi8 and rivaurate side.
We are currently evaluating DPS PAR based Amiga systems for various uses here
at D
gital Domain and have been rend found that it is a tick under D1, equal to or better than D2 (provided you
are using sufficien
ly low compression ratios). or other outside (read non-PAR) influences. This device
is nothing short of incredible.
Eve
yone involved with this project has been extremely impressed with the
quality afforded by the DPS board, as well as other products we are
investigating...t
overly enthusiastic with the reccomendation to check out Amiga-based solutions.
Command:
Just thought I'd let you know.0/5/93 10:13 12/ Ilias Alexopoulos <ialexo@leon.nrcps.ariadne-t.gr>
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Well MFLOPS, and MIPS comes from a combi-ation from all instructions ous reasons.
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21400.3.1.5070
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For some reason, I just can't get the stage editor to save my objects rescled.
I resize them i- the stage editor and "save changes". Selecting size bar
doesn't help either. It does save all positions etc. Any help?
Also, I selected the primitive sphere in the detail editor and enlarged its
axis for its internal light. It looked fine here but when loaded into stage,
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Well MFLOPS certainly come in a variety of flavors. The most basic and
common measure is peak MrLOPS which is simply based onn theoretically be done in a second. There are also several
benchmarks such as LINPACK which attempt to quantify a more meaningful
(ie. useable) number. For example, the super scalar i860XR can execute
one fp add and multiply in one 25ns clock tick. Thansubscribe headers
Command:
MFLOPS. However LINPACK numbers on it are closer to 11 MFLOPS.
lt Concurrent, we make multiprs cache
an it was mostly all floating point. We saw close to a 20x difference
between the two. Not too shabby. It just so happ also uses 4 cpus like the Screamer, except ofcourse, our design
is radically more advanced to handle the rigors of real-time, general
purpose, symetric multiprocessing. As a LightWave engine, NewTek doesn't
Command:
neednall that complexity. Its kindn that illustrates the architecture
of Concurrent's new R4400 based systems.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~` ' Mark Thompson CONCURRENT COMPUTER %
% --==* RADIANT *==-- mark@westford.ccur.com Prige ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
% %
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/3/93 18:55 38/ roy.park@canrem.com (Roy Park)
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~I've recently used LightWave 3D on friend's Amiga, and really liked how it
>handles "Camera view" in real time. And same thing goes for the light source
>k that's really the point in Imagine that needs the most
reworking - the Stage editor. Old stuff like RA+K to retrack the camera
stinks! Idealistically, we should be able to simply select an object and
move/rotate/size it IN THE CAMERA/PERSPECTIVE view. If at least when we
move it in the tri-view the results in the camera view was updated in re-
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al-time, that'd be almost perfect. By the way, we should have the option
of choosing THE FRAME in which we're setting the keyframe, independant
of in which one we are, 'cause sometimes it's easier to position an object
in a frame in a position we want it to be in OTHER frame. The advantages
of this method are a little obscure to the novices, I know, but who have
ever used - and I mean USED, not played a bit - knows what I mean.
I have to admit that the LW's Layout (stage editor counterpart) interface
is almost perfect, so Impulse shouldn't be ashamed to be inspired by it.
The "almost" stands for:
- You can't view the scene in solid mode. Only wireframe. Imagine's Solid
Command:
view it's wonderful to prevent the overlapping of objects - or to make the
overlapping precise.
- You can't move an object in its local axis, as in Imagine.
- Up to now, you can't have REAL spline paths, just keyframes with adjus-
table spline controls, and a (very good) representation of the "path".
Good, but lacking sometimes.
- Hierarchies aren't represented (sometimes it's good to see the lines
connecting the parents).
Except this, everything is *wonderful*. But since Imagine is a more
Command:
thorough program (you have EVERYTHING under your control, and MUCH more
control), if it could achieve the staging sophistication of Lightwave,
I would finally consider it as development tool, since my deadlines are
too tough for the intricacies and amount of man-hours Imagine requires.
In its actual version, its just a hobby (and a very pleasant one) for
me. Let's pray (and demand) 3.0 fulfill all of our needs.
Breno A. Silva (INF02@BRUFSE.BITNET)
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21400.3.1.5073 New Renderer for Amiga
10/3/93 22:44 6/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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>The feature list is long so I won't post it here. but I'll email it
>to anyone who asks. Here's a snippet of the post for the curious.
I want it!
Breno A. Silva (INF02@BR FSE.BITNET)
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21400.3.1.5074 MIPS MFLOPS
10/5/93 15:25 31/ roy.park@canrem.com (Roy Park)
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Ahh.. that clarifies some stuff. BTW, what kind of floating point operation
are we talking about here to measure MFLOPS? Adding 2 floating numbers?
Negating one floating number? There are several in floating operation. It
would be better if the manufacturers give more accurate specs.
Same thing goes for MIPS... which 'instruction' are they talking about? cmp
, jmp, add or what? Each instruction has different cycles, etc...
> The Hard(ware) way
> Commander Ilias
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-!--
Roy Park // roy.park@canrem.com
A3000@25 \X/ 1st yr UofW Comp.Eng.
> PS: Does anybody k
ow where can i find a memory module of 8192MB for
> a friend of mine? oh! i forgot it is for his CRAY XM/P-4.
Call Memory Universe at 1-493-579-3883.. they have even bigger ones (65536 MB)
Command:
except that the delivery charge is quite high, due to its size. I think they
sell the above 64 GB module for 2.3 million dollars a piece. I recently bought
3 of them. Of course, you'd need a 64 bit machine (or 256) to use them. I
personally own a Cray Y-MP 832.
> What is his name?
> Cray junior! :)
Oh, I know him too! :Command:
APO/SparX
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21400.3.1.5075 Re: stage editor
10/5/93 17:54 19/ grieggs@devvax.Jpl.Nasa.Gov (John T. Grieggs)
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>
> For some reason, I just can't get the stage editor to save my objects rescled.
> I resize them in the stage editor and "save changes". Selecting size bar
> doesn't help either. It does save all positions etc. Any help?
You might try using ISL to convert the stages to ASCII, before and after
your changes, to see what is really getting saved.
> Also, I selected the primitive sphere in the detail editor and enlarged its
> axis for its internal light. It looked fine here but when loaded into stage,
> it was stretched along the z axis while I had changed the x and y axis. Any
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You mean the CSG sphere, not the polygon one, right? If so, I believe it
only pays attention to the X size, for all three axes.
> help here?
> Thanks in advance,
> Fred
>
_john
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21400.3.1.5076 Light bulbs again..
10/5/93 18:18 11/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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If anyone has the time (and ability), how about sending up to wuarchive
an example of one of those frosted light bulb objects recently discussed?
Thanks,
Greg
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21400.3.1.5077 Re: stage editor
10/5/93 19:52 11/ "Ross Knepper" <95RKNEPPER@vax.mbhs.edu>
Lines 1 to 10 of 11 (90%)eened to me several times, and that always fixed it.
--Ross Knepper (Who has lately had almost *NO* free time for Amiga!! :-( ailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5078 Re: Light bulbs again..
10/5/93 21:28 19/ ua197@er Stewart)
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> Greg
Or even posting one uuencoded (for those of us with ftp-mail
headaches ;-) to the list?
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to salvation than to follow that which we cs833@cleveland.freenet.edu
believe to be good, then aany, "Dom Rodriguez" (1922). Join the Animation Sig!
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10/5/93 23:00 26/ "Mr. Scott Krehbiel; ACS (PC)" <scott@umbc.edu>
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On Sun, 26 I haven't sat down
> at the machine to experiment yet, but figured I'd ask first to
> see if anyone has done this. My first tow.
> Any suggestions or accounts of previous experience are appreciated.
-----
page edit transfer mail help top logout set gThanks.
>
> | Hey Beavis. Essence-II's Crumpled texture
> steve lombardi | really KICKS ASS. Mhr. Huh.
Pretty neat idea, considering that birds supposedly evolved from
reptiles (scales -> feathers)
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{Sorry,l
scott@umbc4.umbc.edu
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10/6/93 11:38 25/ Mark Thompson <mark@westford.ccur.com>
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Breno A. Silva posing as Roy Park writes:
> I have to admit that the LW's Layout interface is almn by that since all objects move on their local axis.
LW3 added the capability to move the location of that "local axis" withourticle
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> connecting the parents).
The scene window in LW3 now lists all objects,ns.
> Except this, everything is *wonderful*.
And now its even more wonderful than you realized :-)
%~~~~~~~~~~~~~~~~~~~~ommand:
% --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
% ' Image ` ...!uunet!massco %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
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21400.3.1.5081 Re: stage editor views...
10--
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> Breno A. Silva posing as Roy Park writes:
> > I have to admit that the LW's Layout interface is almost perfectost" stands for:
> > - You can't move an object in its local axis, as in Imagine.
>
> Not sure what you mean by that since forward back add_article
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He means that in Imagine, if the objects local axis is roworlds X,Y, and/or Z or the objects local
X, Y, and/or Z.
_ ___
David ~ |_|,--' |@,__
Watters ~ R. Watters (watters@cranel.com) Cranel Inc. Development & Engineering
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"Porsche. The very name is, to many, the lto be the very best. Period!"
- Car and Driver, January 1993
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21400.3.1.5082 stage editor views... (fwd)
10/6/93 10:36 57/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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Forwarded message:
> From imagine-relay@email.sp.paramax.com Tue Oct 5 23BIT.CC.VT.EDU>
> Resent-To: Imagine@email.sp.paramax.com
> To: imagine@shell.portal.com
> Reply-To: CRSO.Imagine@canrem.comeaders
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> From: roy.park@canrem.com (Roy Park)
> Message-Id: <60.745.5854.0C185370@canrem.com>
> Date: Mon, 4 Oct nization: CRS Online (Toronto, Ontario)
>
>
> >I've recently used LightWave 3D on friend's Amiga, and really liked how it
> >too!
>
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> In fact, I think that's really the point in Imagine that needs the most
> reworking - the Stage edite camera
> stinks! Idealistically, we should be able to simply select an object and
> move/rotate/size it IN THE CAMERA/PERSPE OTHER frame. The advantages
> of this method are a little obscure to the novices, I know, but who have
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> ever useden time in imagine. So Impluse please hear !!!
> I have to admit that the LW's Layout (stage editor counterpart) interface
> is almost perfect, so Impulse shouldn't be ashamed to be inspired by it.
> The "almost" stands for:
> - You can't view the scene in solid mode. Only wireframe. Imagine's Solid
> view it's wonderful to prevent the overlapping of objects - or to make thect in its local axis, as in Imagine.
Command:
> - Up to now, you can't have REAL spline paths, just keyframes with adjus-
> table spline controls, and a (very good) representation of the "path".
> Good, but lacking sometimes.
> - Hierarchies aren't and MUCH more
> control), if it could achieve the staging sophistication of Lightwave,
> I would finally consider it as develnd amount of man-hours Imagine requires.
> In its actual version, its just a hobby (and a very pleasant one) for
> me. Let's pray (and demand) 3.0 fulfill all of our needs.
>
> Breno A. Silva (INF02@BRUFSE.BITNET)
>
Hannes
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21400.3.1.5083 Re: stage editor
10/6/93 15:03 18/ Peter Garza <pmgarza@ccwf.cc.utexas.edu>
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>
> For some reason, I just can't get the stage editor to save my objects rescled.
> I resize tand "save changes". Selecting size bar
> doesn't help either. It does save all positions etc. Any help?
I almost pulled my hair out over this one night when I couldn't get
the *#$! object to stay rescaled. But you know that feeling already :)
In , I
had to click on the LOC button at the bottom. Basically, you have to
scale along the object's axes. Hope this helps.
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Peter Garza
pmgarza@ccwf.cc.utexas.edu
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Ok, guys. I have taken over the position of the archiver of the IML.
The new Archive (#42) is now available from wuarchive.wustl.edu from the
/systems/amiga/boing/incoming/imagine directory. File name is arc-42.lzh
This archive contains messages from Sep 9 to Oct. 1.
There is a gap between the arc 41 and arc 42 but this is for now how it
will stay.
I may add a few archives in between (41a, etc) but only if I have the
spare time to hunt down all the messages (not likely right now).
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The file is in .lzh format so this archive
type supported ?
I'd also like to thank Marvin Landis for helping me with getting the
archive going.
Well, it's back to your regular broadcast time... :-)
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Nik Vukovljak
AGA Sig President
IML archivist - wishing you all the best from Sydney, Australia
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21400.3.1.5085 Re: Light bulbs again..
10/6/93 21:03 6/ Tim Salazar <grover@cyber.net>
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Christopher,
In your sign you have Join the Animation Sig. What and where is this? Can I
get on email to this?
Thanks, Tim grover@cyber.net
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21400.3.1.5086 HI
10/7/93 15:07 11/ "Shalini Govil" <shalini_govil@maca.sarnoff.com>
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Subject: Time:2:07 PM
OFFICE MEMO HI Date:10/7/93
Are there any dinosaur models out there on the archives? Was trying to get a
hold of onfrom the amiga to a work station?
I bought a modem, but it doesnt seem to have s/w to transfer files.
Thanks in advance
Shali mail help top logout set go done forward back add_article
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Read arti/93 11:38 46/ Mark Thompson <mark@westford.ccur.com>
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You are reading a text article. Use <RETURN> or 'page' to move through the
text ('help page' for details). Type 'add_article' to reply, 'forward' to
move to the nexf this crazy "re-signing" of the IML!
Ask to the distributor why's that happening. It doesn't bother me
at all, 'cause my mails reach everybody, and you can read my name.
>> I have to admit that the LW's Layout interface is almost perfect
>> The "almossince all objects move on their local axis.
-----
page edit transfer mail help top logout set go done forward back add_articlee the location of that "local axis" without
>going into modeler.
Hmm. Pretty obvious you never REALLY played with Imagine, didotate it on its, say, X axis/Select Move/Select Locale/
Type Shift+y -> Instead of moving the object in the global axis, so
tion of the object. VERY useful for moving the camera directly towards
its target, without the need of TARGETting, and d:
like effortlessly animate a plane taking off (always a bit unprecise
in LW), and moving/rotating objects much more flexibly. Try it, and
you'll admit it. :^)
>> - Hierarchies aren't represented (sometimes it's good to see the lines
>> connecting the parents).
>The scene window in LW3 now lists all objects, lights, and camera with
>a graphical representation of the axes without the need of the objects
Command:
being individually selected for you to see its axis. Very nice, mainly
when you have a Parented object far from its parent, so you can see exac-
tly the spatial relation they have. Come on, give LW ath Imagine! You will find some stuff in 1.1 that LW don't have in 3.0.
>> Except this, everything is *wonderful*.
>And now its even more wonderful than you realized :-)
Not really... why? Have Allen released a 3.1 version with hierarchical
connection viewing, hidden-line removal (for christ sake! I can't belie-
ve they still don't have it!), local axis moving, children affechysical properties, NURBS, and *REAL* spli-
ne mapping/rendering? Tell me how much does it cost, and I'll grab it! :-)
PS: I'm not being that much demanding, am I? I thought LW was being directed
to compete with SoftImage, anyway...
Breno A. Silva (INF02@BRUFSE.BITNET)
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2141.5088 Re: Archive 42
10/7/93 16:00 10/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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Re: lha on the PC.
The major archivers on the PC are zip and arj, but if it's
a choice between lzh and lha, lha is certainly supported. I
had no problem last year in obtaining an lha compatible archiver
on the PC.
Greg
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Hi Ho Imagineers!
Has anyone ever tried running Enforcer (Mike Sinz's overall illegal activity
and good-guy debugging program) while they're using Imagine?
Basically Enforcer detects illegal writes to ROM or protected memory areas
and watches out for programs performing naughty actions that could solicit a
visit from the GURU.
Mike (who up until very recently worked for CBM and who made very substantial
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contributions to the Amiga's exec.library and 68040 routines) writes in his
doc's that there is absolutely no excuse for a program to cause Enforcer
"hits".
Well the bad news is that Imagine causes a slew of them.
Try running Enforcer in the background, go into the Detail Editor's Attributes
Requester and toggle Phone shading on & off.
Try performing a quickrender.
Command:
Has anyone ever noticed this????
____________
(\ \ -> Christian <- FAX +61 76 381096
\o\ John Rowe \ CBM-Australia Developer VOICE +61 76 324444
\o\ Animation \ Programmer, Renderer, 3-D Animator EMAIL
\o\___________\ Aussie AMIGA Keyboard Overlays johnr@rowe.adsp.sub.org
\(___________(
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21400.3.1.5090 MS-DOS Imagine Objects
10/7/93 16:29 7/ Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mil
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Check out wuarchive.wustl.edu (IP 128.252.135.4) under
pub/amiga-boing/incoming for a file called DAKDUNGN.LHA. This is a large
collection of dungeon objects in MS-DOS Imagine format (TIFF brushmaps,
backward backslash \ directories) that somebody put up. There are quite a
few nice objects especially if you are trying to dress up a dungeon or
medieval scene.
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10/7/93 16:54 44/ Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.mi
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SGI will supply chips for next-generation Nintendo hame, held a joint press conference in late August with Nintendo of
America Inc. (Redmond, WA), the leading maker of video-game SGI-owned MIPS chips into next-generation Nintendo
game machines.
In a room that seemed populated with more shareholderil help top logout set go done forward back add_article
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interpretation of Nintendo'ement to develop a 3-D, 64-bit
Nintendo machine for home use. Nintendo calls it "Project Reality", based on
"Reality Immersion Technology", video entertainment that lets players
experience real-time, 3-D scenarios and manipulate events in the game.
Demonstrations of SGI's 3-D capabilities included a screen that showed
the user riding on the back of a prehistoric pterodactyl through a 3-D sky.
What to expect
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The product, developed specifically for Nintendo, is expected to hit
the arcades in 1994. American homes will have it by 1995, most likely just
in time for the holiday seasons, when video companies, one expert pointed
out, "make 80percent of their sales".
The target price for the home-entertainment version i $250.
Components of Project Reality include high-fidelity audio and
"record-setting" speed, such as exceeding 100 MIPS
Business terms
The terms for the joint development and license agreement are simple.
Nintendo will pay SGI royalties for use of the licensed 3-D technology.
The product will be available from Nintendo, as well as "current and future
licensees".
Nintendo will supply application software. Nintendo reported retail sales
of $4.3 BILLION for the fiscal-year ending March 31, 1993.
SCI MIPS spokesperson Steve Schick said the agreement spells "big news"
Command:
for MIPS "because of the volumes [we'll] ship ... it's huge. It's a
tremendous opportunity to ship MIPS RISC chips all over the country, all
over the world. It really puts MIPS far ahead", he said.
--- Shalini Chatterjee, SunWorld October 1993
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21400.3.1.5092 Re: MS-DOS Imagine Objects
10/7/93 22:03 31/ Doug Kelly <dakelly@class.org>
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On Thu, 7 Oct 1993, Stethem Ted 5721 wrote:
>
> Check out wuarchive.wustl.edu (IP 128.252.135.4) under
> pub/amiga-boing/incoming for a file called DAKDUNGN.LHA. This is a large
> collection of dungeon objects in MS-DOS Imagine format (TIFF brushmaps,
> backward backslash \ directories) that somebody put up. There are quite a
> few nice objects especially if you are trying to dress up a dungeon or
> medieval scene.
-----
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Glad you like them. Any comments/suggestions are welcome; and please read
the DAKDUNGN.README file for details like how to make the barrel more
realistic or make the door turn properly on its hinges. For you Amiga
folks, just convert the TIFFs to IFFs (using ADPro or whatever), rotate
them 90 degrees, and apply them in the original size/orientation.
I'd like to see any pics anybody renders with these objects.
DAK (Doug A. Kelly, of course.)
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------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
"The difference between genius and stupidity: genius has its limits."
------------------------------------------------------------------------------
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21400.3.1.5093 Re: Imagine: PC <==> AMIGA
10/7/93 21:40 27/ Daniel Jr Murrell <djm2@Ra.MsState.Edu>
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>
>
> Hello!
>
> I was wondering if anyone could help me with the following:
>
> I would like to transfer files to/from my PC and Amiga (486 to 3000)
> via Null Modem.
>
> I have null modemed over my IBM before to another ibm. I have the
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> null modem, required gender changer, and cable. However, i used some special
> IBM software.
>
> What I would like to know is what/where can i get software to send file
> back and forth from the Amiga to the IBM etc...? I have never tried but
> will 2 terminal/modem programs do the job? If so, what amiga program
> is recommended? Shareware/Freeware would be nice!?
>
> Thanks!
>
Command:
>
>
TwinExpress is probably what you need. I think it's on aminet.
Danimal
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21400.3.1.5094 Imagine: PC <==> AMIGA
10/7/93 20:12 20/ <mbc@po.cwru.edu>
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Hello!
I was wondering if anyone could help me with the following:
I would like to transfer files to/from my PC and Amiga (486 to 3000)
via Null Modem.
I have null modemed over my IBM before to another ibm. I have the
null modem, required gender changer, and cable. However, i used some special
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IBM software.
What I would like to know is what/where can i get software to send file
back and forth from the Amiga to the IBM etc...? I have never tried but
will 2 terminal/modem programs do the job? If so, what amiga program
is recommended? Shareware/Freeware would be nice!?
Thanks!
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21400.3.1.5095 Damn those lights
10/8/93 12:01 36/ setzer@comm.mot.com (Thomas Setzer)
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I tried to do the morph of a light. From off to on.
Here is my set up. I'm not sure what causes the "feature" because I didn't
experiment with it too much.
Heres the set up:
Key frame one:
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lightbulb:
attributes are the same for glass from Steves book except color
color: white(255 255 255)
fog length 25 slightly longer than the radius of the bulb
now when I set it as a light source and the axis is inside the bulb(all
the way) and set the brightness to 0 0 0 (No light) and then render,
it renders with everything dark, EXCEPT the bulb! It even tells me there
is no lightsource, which is what I want, but that damn bulb is hovering
out there in black space! It is too bright to be a unlite bulb. And no,
Command:
bright is not set in the attributes.
If I don't set the bulb as a light, then when I morph to a bulb that is
on, every frame pops up that damn requestor, "No lights, continue?"
Any hints?
Oh well, other than that, the morph of the light looks OK.
Command:
Tom Setzer
setzer@ssd.comm.mot.com
"And of course, I'm a genius, so people are naturally drawn to my fiery
intellect. Their admiration overwhelms their envy!" - Calvin
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21400.3.1.5096 Imagine 2.0 Coverdisk
10/8/93 07:28 20/ "Rob (R.D.) Hounsell" <hounsell@bnr.ca>
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Folks,
Did anyone else read the note in c.s.g.a. regarding Imagine 2.0 being
"given away" as a coverdisk on one of the upcoming issues of one of the
European (British?) magazines (e.g. Amiga Format,...). Can't quite remember all
the details. It had something to do with replacing another renderer that
couldn't make it.
I thought perhaps Impulse could confirm / deny?
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Thx
Rob
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21400.3.1.5097 flags & brushmapping
10/8/93 12:25 26/ Steve Koren <koren@hpfcogv.fc.hp.com>
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Lets say that I have a flag object. It is a flag which is not being
blown straight out from the flagpole by the wind, but rather is hanging
limply along the pole.
I can make the object, but for the life of me I can't get a brushmap
mapped to it correctly. If the flag is standing out from the pole as
if under a stiff wind, this mapping is easy, because you can just do a
flat-x flat-z mapping.
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However, a flat-x flat-z mapping clearly won't do anything useful for a
limp flag. Unfortunately, it seems that none of the others do either.
My first guess was wrap-x wrap-z, but this produces _really_ strange
results which don't look anything like what I want.
Has anyone managed to get this effect to look right? If so, what did
you do? I could perhaps make the stripes & a field by shading
individual polygons in the flag object. This might work OK for some
sorts of flags, but for something fairly complex like a US flag it won't
work very well.
Command:
(BTW, I haven't found wrap-x wrap-z mappings to be very useful for
objects other than spheres in Imagine. If I try it on other sorts of
things, it never seems to do anything reasonable).
- steve
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21400.3.1.5098 Thanks! Was: Re: AMIGA <==> PC
10/8/93 13:29 13/ <mbc@po.cwru.edu>
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Thanks!
I have recieved numerous replies to my question here about transfering
file to/from Amigas/PC's. I will add a section to the FAQ so those using
both Imagine PC and Imagine on the Amiga can benifit.
Thanks alot!
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Mike C.
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21400.3.1.5099 Imagine 3.0 Info
10/8/93 12:48 215/ Stethem Ted 5721 <TedS@ms70.nuwes.sea06.navy.m
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The following information is taken from the Impulse summer newsletter. Of
course, the advertised release date has come and gone. Supposedly, the rest
of the info is reliable.
----------------------------------------------------------------------------
------------------------------------------------
** All information taken from IMPULSE GRAPHICSWORLD Summer 93 **
New Features of Imagine 3.0
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===========================
Bones.. This amazing function will allow you to build a skeleton that you
will associate to the object that you want to manipulate in a smooth method,
unlike the process that is now used in the cycle editor.
Brush tracking.. Presently when you wrap a brush to any object you can not
morph that object and retain the position of the brush on the object. The
brush stays at the same position in the real world while the object moves.
Command:
Very confusing and not real handy. Now with Brush Tracking, brushes or
pictures will be mapped directly to each face of the object, so that when
the face moves, the part of the brush that was tacked to the face will move
with the face. Doing things like snake skin and then animating the snake
with the bones function will make the snake look real. No more sliding
textures.
Kinematic Movements.. There are several high end software products that
have this feature. Now imagine3.0 has the feature as well. Kinematics in
its truest form is the study of motion, and how things move. Within the
Command:
cycle editor we have had a form of Kinematics without the more intelligent
association of the hierarchical relation of the objects that are in the
cycle
group. Now with the new Kinematic information you can constrain movements
so that when you move some portion or the group the other objects will be
less or more effected by one single movement. Making more realistic cycles
will now be possible.
Font and Image Editor.. Over the years it has become apparent that many of
you make your living creating what we have all come to know as flying
Command:
logos. The only real problem with this has been the conversion of images to
objects has lacked the kind of detail needed to make the fonts and images as
crisp as they needed to be for professional use. The Font an Image editor
Hence we have added an entire new editor. The Font and Image editor will
allow you to read Postscript fonts as well as one bitplane graphics. The
difference is in the fact that these objects will use splines to create the
borders of the objects that you create. This gives you much more detail and
control over the object. Once you have the object the way that you want it,
you simply save it and load it into the detail editor to add its final
touches, such as colour and texture.
Command:
Motion Graphics.. It has been near impossible to create animation where
actions occur at different rates. In the Action editor you could assign a
starting and ending speed to objects that travel along a path. But you
could apply only one set of numbers. Now with Motion Graphics you can deal
with each segment of the path as a different motion speed. Not only can you
apply more information to the path, you can also see what you are doing by
graphic motion sine wave display. No more tricky math calculations to
consider, just call up the actor and plot your graphs with the mouse.
Command:
Hierarchy Control and Pop up Action Bars in the Stage.. To say the least
going from one editor to the next can be a real pain. Now from the Stage
you can move any object no matter if it is a part or a group or individual
and stand alone. Also from the Stage you can call up the action bar
directly so that you don't have to go to the Action editor to make any
changes. This gives you total control over object movement. If you don't
like the way an object is moving, you don't have to go back into thew cycle
editor to make those changes, do it right in the stage.
Sound.. Not just sound added to digital animations, but the ability to load
Command:
your soundtrack of music or voice right into the Action editor. Instead of
making a guess at when things happen and trying blindly to time your
animation to a preset sound, now you can actually see when it is happening
and make the changes in movement that correlated directly to the sound. The
incoming digital sound must be in certain formats, once in that format they
are loaded into the Action header bar for your viewing. You can not edit
here, the sound is for reference only.
AA Chip Set Support.. For those of you with the new Amiga computers,
Imagine will now render in those formats that extend your computers visual
Command:
power.
Improved Anti-Aliasing.. Jaggies just aren't any fun, and they don't look
good either. One of the most suggested improvements for Imagine has been to
make the anti-aliasing better. There is not much to say when it comes to
the improvements we have made here, its another one of those "You must see
it to believe it" new features. Suffice to say that you will appreciate this
improvement.
Real Time Graphics.. Other software vendors have offered a form of real time
Command:
or symbolic real time movement of objects or real time movement of the
camera. We have implemented these features into Imagine3.0. In the
perspective window you can chose your movements based upon several viewing
options. You can then move things around in real time and see the results
immediately. Caution. Real Time is always misleading. In order to do this
in real time the objects are given a more symbolic representation like
bounding boxes. This feature used in the Stage can create paths in real
time, which can then be followed by other objects as well as lights and the
camera. Also this new feature allows you to create your Key Cells on a much
quicker basis with a single key stroke.
Command:
Deformations.. It has always been fairly easy to deform objects, but to do
them in a perfect manner has eluded many users. Now with the new
deformation tools you will be able to: Twist, Taper, Bend, Shear and Pinch
objects to create even more unique and interesting objects as well as use
them in some very amazing animation effects. These deformations combined
with Brush Tracking will make animations that will move you to the next
level of reality.
Materials.. We have long thought that there were two sets of properties
Command:
which
aside from the shape of the object should be applied by the user. Color,
specularity, reflectivity, refraction are all attributes, where as a brush,
and textures and shaders are all properties that could be better called
Materials. Now instead of just a massive attribute editor we have broke it
down and enhanced to two separate editors. Materials stands alone so that
you can gain even finer control over your brushed brass pots and pans or
polished chessmen.
Forms Editor enhanced.. Now in the forms editor you will be able to
Command:
manipulate the slices of the object with the new magnetism system. Each
point on the slice is a control point which you can move to create objects
that have just the right look and feel.
Field Rendering.. Digital animations are generally done by showing a frame
at a time or recording those frames to a single frame VCR. In most cases
these animations, depending on the amount of frames and the distance of the
movement of the objects, can look very smooth. The truth is that due to the
fact that the human eye and brain function under a process called
Persistance of Vision, it fools you into seeing motion. This process
Command:
however
is discrete enough to see a jerking or quickness to movement. With Field
rendering, your animations can be almost perfect completing the illusion of
motion. When you see field rendering you may never use frame animations
again.
Camera and Light makers.. This feature makes it easier to visualize the
effect lights will have on your scene as well as what the camera is looking
at and just how much the camera is seeing. This feature is accomplished by
extending markers from the center of a light as well as the camera. These
Command:
markers form a triangle that shows the area of effect. Now as you move
lights and the camera you will have a very definite idea of what you are
lighting and what you are looking at.
Apply.. We took this feature out of Imagine when it had existed in Silver.
This command causes the information about the first object you pick in a
multipick selection, to pass the attributes and materials of that object to
the other objects that have been picked. So now if you want to make all the
objects in the scene have the same properties and attributes of one object
you simply use the Apply command.
Command:
Macros.. With Imagine3.0 you can take even more control of the software.
Many of you have said that you find yourself performing many redundant tasks
that lend themselves to the concept of Macro recording and playback. So if
you find yourself doing the same thing over and over again, simply make it
a macro and just push a button to make those redundant tasks happen like
magic.
Particles.. Among the newest features found in 3D software is the particle
system. Like most new features everyone has a different opinion of what a
Command:
particle system is. Simply put, Imagine particles are varied and are simple
to use, they can be morphed, brushed, textures, and animated. Even more to
the point they are very simple to use and don't slow the rendering process
down at all.
Alpha Channel Support.. For video uses and makers or great video fare, you
have asked for Alpha Channel support so your life would be easier. We have
added for your using pleasure Alpha support. Even if you don't make videos
for a living you may find this feature handy.
Command:
Depth of Field.. If you own a camera you already know what this new feature
is going to do for you. If you don't own a camera you may still know. If
you don't know, well here is a shot at an explanation. When you open the
aperture of a camera you increase the light that can hit the film plane, but
you do so at the expense of having the lens to focus much beyond the object
that you are focused on. This can be a great thing for making an object
stand out from it's environment. When you close the lens down you increase
the focus of the camera from the point of focus to infinity. This means
that the entire scene is in focus. To date Imagine had an infinite focused
lens due entirely to its digital nature. Now with Depth of Field you will
Command:
be able to make your images even more realistic.
Light Source Controls.. More creative control for you must also include
more dramatic control over lighting. In this area there are numerous new
features. Many or you have asked for a way to control not only the color of
the light but also its power. Now you can control how much of an area a
particular light has control over. The process is simple to use and the
effects make an even better photo-realistic image than previously possible.
Other new lighting features include: Light sources that have shape or
dimension to them like light flowing through a venetian blind. Sure you can
Command:
do these things now but you have to go though all the trouble creating the
blinds and placing the light, just so. No more, now you can just click and
render. Of course we have also implemented the ever so popular Soft edge
light source and for you Scanline die hards (faster rendering or course) we
have included shadow mapping. This feature made it possible to have
shadows in Scanline as well as Full Trace.
Infinity.. Well not really but for all intense purposes we have added the
ability for you to have as many textures or images maps as you want or your
computer can handle. In doing thins we have taken the Brush and Texture
Command:
options out of the attributes requester and have given these options to
their very own requester.
Imagine3.0 has over 200 new features, a fractoid for those of you keeping
track of that sort of thing. With all this quality of new features we have
not cut any corners, making sure that Imagine meets and exceeds your needs
now and into the future.. (If they do say so themselves)..
Well there you have it the newest info in Imagine straight from the horses
Command:
mouth.. The release date is August 93' and the price for upgrade from
Imagine2.0 is $100.00US for pre paid.. The retail price for Imagine3.0 is
$649.00US.
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21400.3.1.5100 Re: Trying to contact Steve Koren !
10/8/93 13:46 23/ glewis@pcocd2.intel.com (Glenn M. Lewis - ICD ~)
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>>>>> "Hannes" == Hannes Heckner <hecknerh@informatik.tu-muenchen.de> writes:
Hannes> Sorry when I am wasting bandwidth with a personal matter but I
Hannes> tried to reach Steve Koren via Email and all I got is the
Hannes> following:
Hannes> to <koren@hpfcogv.fc.hp.com>
Whenever I have problems like this, I try sending the mail to
a well-known, well-connected site, such as uunet.uu.net.
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Try this:
mail koren%hpfcogv.fc.hp.com@uunet.uu.net
and see what happens. I hope this helps. Maybe other IML'ers will
find it useful too.
-- Glenn
Command:
P.S. I checked Steve Koren's e-mail address, and what you used is
correct.
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21400.3.1.5101 Re: flags & brushmapping
10/8/93 14:17 21/ Udo K Schuermann <walrus@wam.umd.edu>
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Steve Koren asks about mapping a brush onto a (limp) flag:
> Has anyone managed to get this effect to look right?
Imagine can't do it, because it simply projects the map onto the inter-
sections of the object as if the object was a sphere or a flat sort of
object. In other words, it does not care about the object's REAL shape.
What Imagine would need is contour mapping (if that is the proper term, I
don't know) which takes orientation of individual polygons into account.
There is no easy way around this. Perhaps the only way to do this is (at
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this time at least) to create the entire flag from polygons, using image
tracing. This would require you to stamp pieces of the brushmap from
DPaint (i.e. all the blue, then all the red, then all the white color) and
trace these individually, assembling the final result after each section
has been appropriately colored in Imagine.
I'd be hard-pressed to think of a way to conform the final object to the
shape of a limp flag, ...
._. Udo Schuermann
Command:
( ) walrus@wam.umd.edu
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21400.3.1.5102 Re: flags & brushmapping
10/8/93 16:37 15/ Doug Kelly <dakelly@class.org>
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What you need is the brush tacking function that's supposed to be in
Imagine 3.0, where you could model a FLAT flag, apply the brushmap, then
morph the flag to a limp, draped shape and the brushmap would remain
'tacked' to the appropriate vertices.
I don't know of any other way to get the effect you want, other than
having the flag made up of colored faces in the pattern you want.
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
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"The difference between genius and stupidity: genius has its limits."
------------------------------------------------------------------------------
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21400.3.1.5103 Trying to contact Steve Koren !
10/8/93 11:14 42/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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Sorry when I am wasting bandwidth with a personal matter but I
tried to reach Steve Koren via Email and all I got is the
following:
From mailer-daemon@tuminfo2.informatik.tu-muenchen.de Fri Oct 8 10:08:10 1993
Received: from tuminfo2.informatik.tu-muenchen.de ([131.159.0.81])
by hphalle0.informatik.tu-muenchen.de
with SMTP id <110803>; Fri, 8 Oct 1993 10:08:03 +0100
Received: by tuminfo2.informatik.tu-muenchen.de id <57683>; Fri, 8 Oct 1993 10:06:39 +0100
To: <hecknerh@tuminfo2.informatik.tu-muenchen.de>
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From: The Post Office <postmaster@tuminfo2.informatik.tu-muenchen.de>
Sender: mailer-daemon@tuminfo2.informatik.tu-muenchen.de
Subject: Delivery problems with your mail
Cc: The Post Office <postoffice@tuminfo2.informatik.tu-muenchen.de>
Message-Id: <93Oct8.100639met.57683@tuminfo2.informatik.tu-muenchen.de>
Date: Fri, 8 Oct 1993 10:06:16 +0100
Status: RO
A copy of your message is being returned to you due to difficulties
encountered while attempting to deliver your mail.
Command:
The following errors occurred during message delivery processing:
<hold NS:hpfcogv.fc.hp.com./mx koren@hpfcogv.fc.hp.com 29999>: expired after 3 days, problem was: try again
---------- Original Message ----------
via suspension
from <hecknerh>
to <koren@hpfcogv.fc.hp.com>
Command:
Received: from hphalle0.informatik.tu-muenchen.de ([131.159.4.1])
by tuminfo2.informatik.tu-muenchen.de
with SMTP id <57659>; Sun, 3 Oct 1993 20:04:41 +0100
Received: by hphalle0.informatik.tu-muenchen.de id <110785>; Sun, 3 Oct 1993 20:04:29 +0100
...
Any ideas why I am not able to contact you Steve ?
Thanks for your advice
Command:
Hannes
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21400.3.1.5104 Re: Damn those lights
10/9/93 06:55 10/ johnh@merle.acns.nwu.edu
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>
> If I don't set the bulb as a light, then when I morph to a bulb that is
> on, every frame pops up that damn requestor, "No lights, continue?"
>
> Any hints?
How about adding an axis, make it a light source with
1,1,1 rgb? I've never tried this, but seems to me that such a low
level of light will go unnoticed, and Imagine should be fooled into
believing there is a "meaningful" light source.
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21400.3.1.5105 Re: Damn those lights
10/9/93 13:35 26/ jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
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Thomas Setzer writes:
> color: white(255 255 255)
>
> now when I set it as a light source and the axis is inside the bulb(all
> the way) and set the brightness to 0 0 0 (No light) and then render,
> it renders with everything dark, EXCEPT the bulb!
Your problem is the color - make it black, and morph it to white. I
did this, looks fine. I'll post it to the IML file section -
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"Bulb.lha", a 31 frame HAM ANIM. This was raytraced with a single
shadow-casting light source fully inside the bulb object. The fog trick
does indeed work! (I also morphed the fog from zero to about 75% of the
bulb's radius - any higher than that and the bulb was _too_
transparent.)
> If I don't set the bulb as a light, then when I morph to a bulb that is
> on, every frame pops up that damn requestor, "No lights, continue?"
Command:
That's to be expected if you don't set it as a light! ;) Instead try
making the light color (brightness) black 0,0,0 - and morph it to bright
white or whatever color you want.
--
Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
Command:
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21400.3.1.5106 wuarchive
10/9/93 13:54 12/ jwalkup@sfsuvax1.sfsu.edu (Jeff Walkup)
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Re: my last message -
> 421-wuarchive.wustl.edu FTP service is unavailable due to system
> failure.
> 421 There is no ETA for repairs at this time.
Ooops. Guess I won't be posting Bulb.lha right now... Wonder what's
wrong?
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--
Jeff Walkup - jwalkup@sfsuvax1.sfsu.edu - Digital Animator / Videographer
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21400.3.1.5107 Re: Imagine: PC <==> AMIGA
10/8/93 08:19 16/ Jeff Ingeman <jingeman@orange.digex.net>
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On Thu, 7 Oct 1993, Daniel Jr Murrell wrote:
> What I would like to know is what/where can i get software to send file
> back and forth from the Amiga to the IBM etc...? I have never tried but
> will 2 terminal/modem programs do the job? If so, what amiga program
> is recommended? Shareware/Freeware would be nice!?
TwinExpress is definitely the way to go. Very easy to operate and relatively
fast. It should be on Aminet.
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Jeff Ingeman Dept. of Neurobiology/Anatomy
University of California Irvine, CA 92717
jingeman@uci.edu jingeman@orange.digex.net
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21400.3.1.5108 Imagine 3.0: where is it?
10/10/93 12:06 11/ roy.park@canrem.com (Roy Park)
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Where the heck is Imagine 3.0?
----
------------------------------------------------------------------
| Roy K. Park \ e-mail: roy.park@canrem.com / FidoNet: 1:229/15 |
| aka Diabolist \ rkpark@io.org / RelayNet/RIME: ->CRS |
------------------------------------------------------------------
"I believe in spontaneous creation of the universe!"
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21400.3.1.5109 RE: Imagine 3.0: where is it?
10/10/93 15:26 5/ LESK@CC.SNOW.EDU
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Roy> Where the heck is imagine 3.0?
Well Roy last I heard they were shipping through the burmuda triangle
Want to go get us all a copy? I'm Game!
Lesk
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21400.3.1.5110 Burmuda anim
10/10/93 15:41 8/ LESK@CC.SNOW.EDU
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Hey! I have an Idea anyone wan't to do an anim of Roy & I flying to bermuda
To pick up Imagine 3.0 vaporizing us might be symbolic of our promised vaporware
version of 3.0 Perhaps if we are all vaporized we could all be using 3.0
in burmuda on vaperville Island! eating vaporizing cocunuts and bananas...
any suggestions on some good fade effects sort of tranversing from one universe
to another but doing it within the ride so to speak?
Lesk
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21400.3.1.5111 Re: Imagine 3.0: where is it?
10/10/93 16:09 20/ Harv@cup.portal.com
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>Where the heck is Imagine 3.0?
>
>----
> ------------------------------------------------------------------
> | Roy K. Park \ e-mail: roy.park@canrem.com / FidoNet: 1:229/15 |
> | aka Diabolist \ rkpark@io.org / RelayNet/RIME: ->CRS |
> ------------------------------------------------------------------
Well you can take this with a grain of salt, or an ox cart full, your choice.
I spoke with Mike Halvorson a couple days ago (called him about something
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else entirely, actually), and asked him his projected release date
for Amiga Imagine 3.0 and he told me he's looking to release it
as a manual-less upgrade package for upgraders who have/will pay the
$100 upgrade fee on 28 Oct 93, and then release it to retail stores
in the full fancy package with the finished manual about a month later.
Again.. these are HIS words, not MINE :)
Harv
harv@cup.portal.com
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21400.3.1.5112 Re: Archive 42
10/11/93 01:00 17/ Nikola Vukovljak <nvukovlj@ucc.su.OZ.AU>
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OK, then. The next archive will be in the .lha format.
On Thu, 7 Oct 1993, Greg Pringle wrote:
>
> Re: lha on the PC.
>
> The major archivers on the PC are zip and arj, but if it's
> a choice between lzh and lha, lha is certainly supported. I
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> had no problem last year in obtaining an lha compatible archiver
> on the PC.
>
> Greg
>
>
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21400.3.1.5113 MFLOPS and etc
10/11/93 02:14 7/ Ilias Alexopoulos <ialexo@leon.nrcps.ariadne-t.gr>
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The pipes are affecting the MIPS factor of the processor because
all instructions would be executed faster through the pipeline.
(and the MFLOPS i think also).
The Hard(ware) way.
Commander Ilias
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21400.3.1.5114 burmuda anim
10/11/93 02:42 24/ leimberger@marbls.enet.dec.com
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Or maybe you could do an anim of YOU writing a 3D package and we
could all be using that! I want 3.0 as much as anybody else and it is
obvious that the time frame has slipped. However so has the development
and upgrades to other packages( the Toaster being the most infamous).
To equate 3.0 to Vaporware is a little on the unfair side. My only
worry is that it meets it's hype. We can rag all day, and all night
but it won't write code, or smash bugs. The 3d arena has changed
dramatically in the last 8 months and I'd rather wait than to have
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a product that give up to much to the competition. I would imagine
(no pun intended) that Impulse's first release date wasen't based
on the product that 3.0 it going to turn out to be. If anybody
has a problem tell Impulse you want your money back! Then get
another renderer. Seems simple enough to me. I'll wait as I always
have and hopefully will be as happy with the results. In the interim
I'm still enjoying 2.0.
bill
/*
standard disclaimer would go here but I'm busy modeling
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21400.3.1.5115 Re: Archive 42
10/11/93 03:12 16/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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>OK, then. The next archive will be in the .lha format.
If anyone's still looking for an IBM version of lha, here's
what archie turns up:
ftp.psg.com:/pub/LHA213.EXE
ftp.psg.com:/pub/fidonet/LHA213.EXE
If this doesn't work, try a gopher search with veronica using
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Greg
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21400.3.1.5116 Help:To get a Chain Working.
10/11/93 03:34 6/ Oren_Ben@kcbbs.gen.nz (Oren Ben)
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I'm trying to get a chain moving round a cog in an animation.How would i
do it ?( please be gentle) I've tried alsorts ways but cant get it
working.
Thanks
Oren Ben
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21400.3.1.5117 Where is Mike ?????
10/11/93 05:14 8/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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As far as I remember Mike Halverson wanted to be back on the IML real
soon. So where is he.
I think there are yet a lot of problems and infos to be discussed
with somone from Impulse
Hannes
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21400.3.1.5118 Joe's diner project any results, yet ????
10/11/93 05:13 8/ Hannes Heckner <hecknerh@informatik.tu-muenchen.de>
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Hi,
I am curious about the situation of the Joe's diner project.
Is the video tape ready, when and where can I get it ?
Thanks
Hannes
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21400.3.1.5119 RE: burmuda anim (Imagine 3.0)
10/11/93 06:09 7/ Jason B Koszarsky <kozarsky@cse.psu.edu>
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I suppose I am as dissappointed as everyone else about the pushbacks in
release dates. But if these pushbacks mean Imagine 3.0 will be more
powerfull and have fewer bugs in it then I can wait. Testing & debugging
usually consumes most of the developement time anyway.
Jason K.
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21400.3.1.5120 Circulation request
10/11/93 07:39 7/ david@dbyrne.lonestar.org (David Byrne)
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I know this is not the correct area to post this, but unfortunately I have
lost the correct address. Please remove david@dbyrne.lonestar.org from the
imagine mailing list. This Usenet site is being eliminated.
David Byrne david@dbyrne.lerctr.org
The Colony, Texas
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21400.3.1.5121 MISINTERPRET?
10/11/93 08:35 22/ leimberger@marbls.enet.dec.com
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From: 3049::"LESK@CC.SNOW.EDU" 11-OCT-1993 11:32:31.31
To: marbls::leimberger
CC:
Subj: misinterpret?
PLease try not to misinterpret me.
I am only trying to turn frustration to humor I am in full agreement that
I would rather have an excellent product than one that just meets the
deadline but I do have things that are desperatly in need of doing NOW!
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Thanks for Your response
Lesk
P.S. you can forward this to the IML I can't CC from here.
% ====== Internet headers and postmarks (see DECWRL::GATEWAY.DOC) ======
% Received: by us2rmc.bb.dec.com; id AA09878; Mon, 11 Oct 93 11:30:35 -0400
% Received: by inet-gw-1.pa.dec.com; id AA06014; Mon, 11 Oct 93 08:32:50 -0700
% Date: Mon, 11 Oct 1993 9:32:41 -0600 (MDT)
% From: LESK@CC.SNOW.EDU
% To: marbls::leimberger
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% Message-Id: <931011093241.20200330@CC.SNOW.EDU>
% Subject: misinterpret?
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5122 Perhaps to harsh
10/11/93 10:02 18/ LESK@CC.SNOW.EDU
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My apologies to anyone who might have been offended by my comments.
If I was not excited by and enjoyed imagine so much I would not be disturbed
by a 2 year gap between revisions. No I am not interested in the purchase
of another package! I like imagine or I would not be frustrated. I am a novice
and therefore hope you will take my comments as such.
To the one who responded negitively HEY lighten up! one of the great
things about this IML that I noticed as I read through the archives before
joining was that there was synergism here and humor.
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REALLY REALLY REALLY I just wanted to turn frustration into humor OK!
P.S. I would Really like to thank those who are asking specific qustions
on Imagine although not able to respond as much as I would like those
questions and answers have help many fold.
Thanks
Lesk
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21400.3.1.5123 Imagine Release Date!
10/11/93 16:37 26/ "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
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Well, not getting my hopes up TOO much, but during my weekly call to Impulse
today, I asked my routine questions...
1> When is Imagine 3.0 going to be released?
2> What is the best new feature that you've been playing with?
Today the answer was a resounding 'Imagine 3.0 will be shipping AT THE END OF
OCTOBER' (caps mine for emphasis). I asked if that was another date like the
end of August, end of September, or what. The person (didn't get the name, but
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I know it wasn'
t mike h) assured me that this one was for REAL.
The second question was answered with 'The particle system. Definatly the
particly
e system'!
Call me crazy, call me a fool, but I'm starting to get a little excited
about all this again. I was somewhat bummed at the end of Aug, and Sept, but
they seemed to be telling the truth this time. We'll see.
Command:
At any rate, as long as Impulse can put Imagine on the map as the BEST ray-
tracing package out there, I will wait as long as it takes.
Look for me at 'The Forge'! ( hi steve!) call me
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21400.3.1.5124 RELEASE DATE, FEATURES, ....
10/11/93 19:22 342/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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I called Impulse Today with a tech support question. Mike H answered the
phone, and talked my ear off. It's fun to get him going. Here really seems
like a good egg despite what I often read about him here. The following
are some of the major points I can remember now, hours later.
1. Imagine 3.0 will be released at the end of OCTOBER. THe printed manual
may not be ready, but if you can't wait they will send out the
software with a readme file. manual will follow when it is finished. He
seems to think that a competent 2.0 user will step into 3.0 with
no problem using only the on disk documentation.
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2. Lots of cut and paste type stuff in the action editor.
3. Bones feature is implemented, but may never be needed as something
called "STATES" is far cooler.
4. In the future (that is after the 3.0 package with manual is shipped)
Impulse may implement an update scheme that allows the user to receive
new features as they are written. that is to say that instead of release
1.0 and a 1.1 bug fix and 2.0 with a small bugfix and 3.0 with a bug fix
Command:
they will make 3.1 and 3.2.... availible as the features are added. Upgrades
won't sit on a shelf at impulse for 18 months any more!
5. something like 100 textures are included. many sound cool. eg LIGHTS
which makes city nightscapes and spacecraft dashboards a snap.
6. A full spline based object editor will be the first feature they
implement beyond 3.0. Hey, with the new update policy as mentioned
in (4) above, this could be in our hands in early 94.
Command:
7. In short, the release should contain enough new cool stuff to keep
us all entertained until the manual version hits. makes Halloween
something to look forward to. He really sounds serious about this release
and I will be very sad if they blow it off.
| Hey Beavis. Essence-II's Crumpled texture
steve lombardi | really KICKS ASS. Mhhh huh. Yea. And those space
stlombo@acm.rpi.edu | textures don't suck either. Huh.
| -From a really new Beavis and Butthead
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21400.3.1.5125 ISL ?s
10/11/93 20:55 14/ Peter Garza <pmgarza@ccwf.cc.utexas.edu>
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Greetings all,
I have heard some mention here about Imagine Staging Language.
What exactly is it? It sounds like a way to write a script to use in
the Action Editor. If so, could it be used as a substitute for a
particle system n 2.0, or is it just "Put this here then move it
there" outside of the Action Editor? If it's pretty powerful, where
can I get ahold of it?
Thanks,
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Peter Garza
pmgarza@ccwf.cc.utexas.edu
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21400.3.1.5126 New upload on FTP.LUTH.SE
10/12/93 04:18 10/ "Andrew P. Vogel" <vogelap@ucunix.san.uc.EDU>
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I just sent a file called master11.lha to FTP.LUTH.SE. Currently, it's in
the NEW sub-directory of AmiNet, but it should get to one of the picture
directories soon.
It's an Imagine render I did called 'The Making of a Masterpiece'. Kinda
fun...
Comments or flames to VOGELAP@UCUNIX.SAN.UC.EDU.
See ya!
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21400.3.1.5127 DPS phone number
10/12/93 06:32 14/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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Oops! In my previous post I forgot to leave DPS's phone number.
DPS - 606.371.5533
____________________________^____________________________
dale r. rogers
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Intergraph Corporation
Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
.
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21400.3.1.5128 DPS
10/12/93 03:22 12/ Ilias Alexopoulos <ialexo@leon.nrcps.ariadne-t.gr>
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Doew anybody know what is the DPS PAR system. I know that it has to do
with real time animation. I also want the address and the phone/fax numbers
for that company.
If someone is using this stuff i would like his/her opinion on this product.
My email is:
ialexo@leon.nrcps.ariadne-t.gr
thanks in advance
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The Hard(ware) way.
Commander Ilias
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21400.3.1.5129 Re: DPS
10/12/93 06:29 38/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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|
|Doew anybody know what is the DPS PAR system. I know that it has to do
|with real time animation. I also want the address and the phone/fax numbers
|for that company.
Digital Processing Systems (DPS) makes a product called the
Personal Animation Recorder (PAR) Model # DR-2150. It is a
hardware video compression system, using a proprietary format
somewhere between JPEG and MPEG technology, that allows you to
play back 24 bit animations, in guaranteed 30fps, to tape.
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It works in realtime and therefore single frame recording, and
time base correction is no longer necessary. The output is top
notch, and from the reviews I've read, matches (or exceeds)
everything short of D1.
My PAR is sitting on my table at home, waiting for my Seagate HD,
which hopefully will be arriving soon.
The board is pricy for the hobbiest ($1560 mail order). But for
Command:
the serious animator, is a dream come true. "Don't pinch me. If
I'm dreaming, let me dream on." ;-)
|
|If someone is using this stuff i would like his/her opinion on this product.
I haven't used it yet. the reviews I've heard are very promising
though.
Command:
____________________________^____________________________
dale r. rogers
Intergraph Corporation
Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
.
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21400.3.1.5130 Re: Imagine 3.0: where is
10/11/93 17:37 18/ roy.park@canrem.com (Roy Park)
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> Again.. these are HIS words, not MINE :)
So far, two people (including yourself) told me the same thing. Does this mean
2.0 upgraders won't be getting the manuals AT ALL?! What the HELL? I want the
#?$%#$ manual!! I'm too stupid to use Imagine w/o manual!!! ARGH!!!
> Harv
> harv@cup.portal.com
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| Roy K. Park \ e-mail: roy.park@canrem.com / FidoNet: 1:229/15 |
| aka Diabolist \ rkpark@io.org / RelayNet/RIME: ->CRS |
------------------------------------------------------------------
"I believe in spontaneous creation of the universe!"
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21400.3.1.5131 Re: stage editor views...
10/12/93 15:01 45/ Mark Thompson <mark@westford.ccur.com>
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Breno, why do all your mail messages say they are from the person you are
replying to?
Breno A. Silva posing as me writes:
> Hmm. Pretty obvious you never REALLY played with Imagine, did you, Mark?
Every experience with it has been FAR too painful, preventing me from delving
into it with any seriousness. For *me*, the additional capability it has over
LW is completely out weighed by the counter intuitive design and unpredictable
results. Plus there are just too many things that I could not live without
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in LW that Imagine does not provide.
> If you, casually, have a copy of Imagine around, or can get one for a moment,
> try the following:
Yes, I now know what you were refering to.
> Come on, give LW a break and play a
> bit with Imagine! You will find some stuff in 1.1 that LW don't have in 3.0.
Command:
I deleted Imagine 2.0 from my disk many months ago. The only purpose it will
likely serve in the future is an upgrade to 3.0. I will then re-evaluate its
usefulness. But it has some major hurdles to leap before I will actually use
it.
> inverse kinnematics, CSG, physical properties, NURBS, and *REAL* spline
> mapping/rendering? Tell me how much does it cost, and I'll grab it! :-)
> PS: I'm not being that much demanding, am I? I thought LW was being directed
> to compete with SoftImage, anyway...
Command:
Well yes, I think thats a little demading since Softimage costs well over
$25K. And no other program under $20K does all of what you are asking for.
LW is by no means complete, but to insinuate that the current 3.0 is not
worth upgrading to because it lacks a list of "dream features" is ludicrous.
It completely boggles my mind how anyone using LW could possibly justify
NOT getting the upgrade.
PS. This was not intended as a LW sales pitch.
%~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
% ` ' Mark Thompson CONCURRENT COMPUTER %
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% ' Image ` ...!uunet!masscomp!mark Hardware Architect %
% Productions (508)392-2480 (603)424-1829 & General Nuisance %
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21400.3.1.5132 Re: DPS
10/12/93 13:46 42/ <mbc@po.cwru.edu>
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> Doew anybody know what is the DPS PAR system. I know that it has to do
> with real time animation. I also want the address and the phone/fax numbers
> for that company.
>
Yep. Real time 24 bit full screen animation playback. CAn also be used
with the DPS TBC 4 for real time capture of video ie: nice for rotoscoping
too though i don't have a tbc 4.
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Anyhow, I am using the product with Imagine, Vista Pro 2 etc.... Unbelievable.
BTW, if you don't have a recent copy of ADPro 2.3.0 or whatever you may have
some little problems. I have 2.1.5 and sometimes the machine crashes. I have
found out that it is a problem with ADPro and NOT the PAR....upgrading adpro
will fix the problem.
The interface is great, and easy to use. I am quite happy with the quality
SVHS AND VHS is all I use so I can't vouch for the Betacam output....though
I've heard it's really good.
Command:
If you want to do 24 bit anims and have the money, this is a must for any
animator. No more drop outs etc...
The best thing is you can render different anims/scenes and can then edit them
how you want.
Also hold about 5,000-10000 still frames too.
Here is the address:
Command:
DPS - Digital Processing Systems
11 Spiral Drive, Suite 10
Florence, KY 41042
Phone: (606) 371 5533
Fax: (606) 371 3729
Mike C.
PS: I am not affiliated with DPS, I'm just a happy customer.
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21400.3.1.5133 Essence & Imagine 3.0
9/20/93 13:12 10/ Siderean@debug.cuc.ab.ca
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If indead Essence I and II textures do not function with Imagine 3.0, I am
sure that it is because of the increased flexibility and functionality that
the 3.0 texture format brings. Impulse has stated that when "things are set
in stone" that they will share all file formats with anyone who asks for them.
I would assume that Apex is included in that "curious" group, and I'm sure
that those of us with some programing talent will wish to explore this option
as well. Some sacrifice is almost always neccessary if advances are to be
made (look at KS 1.3 to 2.04)
Cheers
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21400.3.1.5134 Triangle vs Polygon-based
9/3/93 15:01 47/ Wayne Haufler <haufler@pat.mdc.com>
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> On Fri, 3 Sep 1993, David Watters wrote:
>
> >
> > > David Watters <watters@cranel.com> writes:
> > > > Even better, get Impulse to support n-sided polygons and make the
> > >
> > > Why, it's just a Simple Matter Of Programming to change a
> > > triangle-oriented program to a polygon-based program!
> >
> > Then why don't they do it? It would obviously make a couple of people on
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> > this list extremely happy that are hand triangulating everything.
>
> (Blah, blah, blah deleted...)
>
> I asked them the same question the last time I went and visited
> thier shop. The reply? "That would take a TOTALLY new renderer".
>
> Well?
>
I thought the above "Simple Matter Of Programming" was intended to be
Command:
sarcasm, or at least not serious. (IMHO)
It seems to me that one of the most fundamental facts of Imagine is
that it is triangle-based. I can't 'imagine' that it will ever be
anything but that. To change it to be polygonally-based, I would think
Impulse would have to start from scratch, as almost everything in
Imagine would be affected. Indeed, I believe and respect Impulse's
reply "That would take a TOTALLY new renderer".
IMHO, IMHO, IMHO asking Impulse to change Imagine to be polygon-based is
Command:
unreasonable, IMHO. Well, sure, it might be nice, but lets not demand a
miracle. :-)
Besides which, I seem to remember a discussion of the advantages of
triangle-based renderers, somewhen here, I think. Anybody remember
that or have some good pro/con points?
Now, I think an 'auto-facing' feature is a different matter, and
sure would be a nice feature. Perhaps one could be written using
Glenn Lewis's TTDDDLib (or whatever its called now) as a stopgap measure.
Command:
__
\\ /\\ /\\ //_ Wayne A. Haufler [Christian/SW Engineer/XWindows/Amigan]
\/--\// \//__ haufler@pat.mdc.com McDonnell Douglas-Houston
// Hobby: "Computer Animations For Christian Endeavors"
GodlyGraphics mailing list: GG-request@acs.harding.edu
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21400.3.1.5135 Re: IMAGINE DEFAULTS
8/30/93 08:50 47/ robin@robin.lausanne.sgi.com ()
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On Aug 27, 11:28am, Thomas Setzer wrote:
> I want the directory in the file requestor to be the directory where *my*
> object files are kept and it just so happens that this is not where Imagine
> looks. Can I change where Imagine originally looks for files? ie are
> these default directories hardcoded or are they configurable. Does this
> stuff get put in a startup file when I installed Imagine? Could I change
> the default directories?
>
>
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> Tom Setzer
> setzer@ssd.comm.mot.com
As you probably know, Imagine look first in the directory which it has be loaded
from.
So, in this directory (called Imagine :-), I have the program, the Projects
directory, Brushes, Objects (with objects I use in different animation, such a
basic cube), Textures, etc...
All my brushmaps are located in Brushes (i.e. I write Brushes/gluglu.iff in the
brushmap requester). The same for my textures.
Command:
If you go into the Objects directory and you want to go to the parent directory,
the parent button doesn't work. So I hit the Disks button, then return and I'm
back in the original directory where Imagine has been lauched from, with all my
Projects-Brushes-Objects-Textures directories.
Then, if I want to move all the project on another computer in order to render
it, I just make a directory containing the program itself, the config file, the
Projects directory with only my projects in it and the Brushes directory with
the brushes I use for this animation (idem with the textures). I copy all that
where I want and I never need to have logical (i.e. assigns) or physical
directories with the same hierarchy as on my hard disk.
Command:
Hope you understand what I want to explain, my mother language is not english
(in fact it is french) and this things are not too easy to explain.
Hope it will help, too.
Robin
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21400.3.1.5136 Re: Realignment
9/7/93 12:03 79/ dave@flip.sp.paramax.com (Dave Wickard)
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NOTE: This post was sent to the imagine-relay@email.sp.paramax.com address
and is being forwarded to the list by me. Please be certain when replying
to IML posts that your REPLY function is grabbing the correct address:
imagine@email.sp.paramax.com
If not, be certain to either change the address, or at least Cc: a copy
there. Thanks.
----------------------------------------------------------------------------------
From: Kiernan Holland <kholland@hydra.unm.edu>
To: imagine-relay@email.sp.paramax.com
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Date: Fri, 3 Sep 1993 18:26:32 -0600 (MDT)
In-Reply-To: <no.id> from "imagine-relay@email.sp.paramax.com" at Sep 3, 93 02:02:08 pm
X-Mailer: ELM [version 2.4 PL21]
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>to be involved is up to the membership. If we don't want
>or need Impulse's involvement... forget I said anything.
Command:
We want Impulse's involvment (I mean I do)...
I just don't want to hear any BS.. I mean, hype!!!
>While we prefer the IML to a Impulse controlled entity
>due to the more open and unbiased opinions shared here,
That's a laugh... Anytime I talk about anything that is
quasy-non-imagine or partially-imagine but worth mentioning, I get flamed.
Believe me, there is a bias.. It is a imagine list, but sometimes
Command:
it is good to be critical about the software and to mention some
temporary alternatives (until Impulse improves something).. I'd
like to see more general discussions and conversations about the art
of ray-tracing rather than just Imagine. (Don't flame me, I like to use
Imagine, but I'm not a big super-biased fan of the programmers behind
the program... and I'm not going to try to sell thier product for them..)
>the fact is, the list has a much higher potential for
>helping and interest if product manufacturers are both
>comfortable and active. Aggressive and hostile exchanges
Command:
>serve nobody. If you feel the need for that sort of thing,
That depends.. On what the attitude and status are of the product
manufacturers (or programmers with some knowledge in business and software
engineering).. Some things are not worth mentioning, and I admit there is a
lot of things that I have talked about that I have later regret.
I will try to hold back by negative feelings, but I will continue to
be critical about certain things. If you are not critical, then will
the manufacturers assume that I'm satisfied with the product?? Yes!!
product can always be made better and the manufacturer should treat the
Command:
users (& owners) of thier software as the boss's..
It is good to be appreciative but there should be some mention of improvements
that are feasible (in the users opinion)..
>I might suggest the newsgroup alt.flame.
It is not Imagine subject oriented... I would if it was...
I know you are being sarcastic..
Command:
>just like all the rest of us. It tends to be simply a
>byproduct of a mailing list.
That depends on what you like to read... Some like my posts,
some hate me, some disagree and agree with me.. some really like to read
my posts.. I mean, it is up to you to delete messages from me or whoever..
>Impulse's presence here is an unusual act. Not many companies
>are represented directly online by the president.
Command:
Yep.. but I'm not going to worship them because of that..
It is up to them to visit this group.. I know they have an
interest in thier software, but they will have to expect
to read mail from some users (like me) who have critical thoughts
about thier software..
Dave... don't you work for Impulse?
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21400.3.1.5137 Re: Imagine3 release date?
9/19/93 20:43 17/ mikel@inqmind.bison.mb.ca (Michael Linton)
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Well, my answer to "is Imagine 3.0 ready yet?" was "No, we're still
programming it..." in a rather annoyed sounding voice (I'm sure I was
about the 354 caller that week to ask the same question). So, although
this isn't any help as to when it'll be released, it's just typical
Impulse for you. When they mentioned that Imagine 3.0 was supposed to be
out in the summer, the first thing I said to myself was "Okay, knowing
Impulse, that'll be more like Novemeber..." I might not be too far off.
:)
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------------------------------------------------------------------------
"...even the stuff you taught me, has been pushed back into the dark
recesses of my mind... Need a candle or two (rendered of course, as
my light source) to find all that buried info again..."
-- Barb Hall on learning Imagine
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21400.3.1.5138 SIlver Texture & Morphin
9/18/93 21:40 24/ Jeff.Saffold@lookout.com (Jeff Saffold)
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So, has anyone come up with a good value(s) for good looking silver?
I have been trying to do this, but have had no luck so far.:(
Also, wanting to make a cool anim like Terminator 2, I took cycleman,
Joined him, and made a flat plane that had the same # of points,
faces, and edges, and attempted to morph them together..
Unfortunately, the result look like a mess.. ANy suggestions??
One last thing, I keep hearing mention of "Imagine Units", what
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exactly is that? After reading a bit in the Imagine manual, I decided
to give that part up. ANd I have Steve Worley's Understanding Imagine
2 manual, but alas, I haven't read it completely.. So, could someone
please enlighten me??
... We give advice, but we cannot give the wisdom to profit by it.
___
X MsgView V1.13 [R029] X
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21400.3.1.5139 RE: US Cybernetics Transputer
9/29/93 12:22 6/ setzer@comm.mot.com (Thomas Setzer)
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>
> Could you post that Fax number ? Impulse don't seem to ever release it in
> any correspondence.
impulse fax (612) 425 0701
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21400.3.1.5140 Re: object file format
9/20/93 22:14 9/ m.stortz1@genie.geis.com
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Sure, that's great for Amiga users. How about a PC version of T3DLIB, or
failing that, the originally requested file format info? Us PC guys just
want to have fun... What about a PC version of Essence? Are we waiting for
3.0?
/// Mike ///
p.s. My other obligatory four-line signature macro is in the shop.
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21400.3.1.5141 RE: Imagine the next Generation
9/16/93 17:11 11/ Tim Salazar <grover@cyber.net>
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Yep, I agree with you there. The biggest reason that I stay with Imagine, o
other than for old time sake, is because of Essence I, II, and the promise
of Pro.
Going to LW3 was a big investment and jump for me... but I have been able
to model some boolean stuff in LW and port it back to Imagine for rendering
with the other Imagine objects. Just that alone was worth about 1/2 the
price of a used Toaster with 3.0 ! (many hours of slicing errors and hair
pulling in Imagine was turned into a smile.)
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Tim
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21400.3.1.5142
10/12/93 20:43 16/ imagine-relay@email.sp.paramax.com@unix.portal.com
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On Tue, 12 Oct 1993, Dale R Rogers wrote:
> Digital Processing Systems (DPS) makes a product called the
> Personal Animation Recorder (PAR) Model # DR-2150. It is a
> hardware video compression system, using a proprietary format
Yep, I'd be interested in a PC version (chagrin).
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Has anyone seen or used the new Sanyo single frame video recorder? I've
seen ads but never a price or a review.
Rob Lewis <rlewisjr@feenix.metronet.com>
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21400.3.1.5143 Re: RELEASE DATE, FEATURES, ....
10/12/93 15:44 33/ Steve J. Lombardi <stlombo@eos.acm.rpi.edu>
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>
> >Here really seems
> >like a good egg despite what I often read about him here.
>
> He could be a nice guy and still be rude... lack of basic social graces does
> not mean lack of goodwill. He's been rude to a lot of people who've called
> him by phone, however, including me. Speaking as someone who's sometimes rude
> myself but who works with many public relations types, I can see his problem.
> And it's going to get bigger unless someone explains reality to him - these
> days, it's service that people look for. If I had called him without already
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I see this is going to get way off of the subject of Imagine, so I'll make this
my last post on the (non)subject.
It comes down to a matter of opinion I suppose. I can understand why some
folks would consider Mike H. 'Rude'. He is blunt and right to the point.
He never sweetens his words and he has strong opinions. This is what I
like MOST about speaking with him. Sometimes I'll call for tech support at
other companies, and even though the voice at the other end of the line is
coming from a human being, it often does not seem to be a 'Person' at the
Command:
other end. I hate that fake 'phone voice' and condescending attitude
that a lot of people send out. Like I said, it's all personal preference.
>
> BTW - you do know your message was followed by over 300 blank lines? Just
> checking.
Yes, i seem to have stumbled upon a 'feature' in MG. left amiga + 3 =
300 blank lines at the end of file. Sorry to all!
Command:
| Hey Beavis. Essence-II's Crumpled texture
steve lombardi | really KICKS ASS. Mhhh huh. Yea. And those space
stlombo@acm.rpi.edu | textures don't suck either. Huh.
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21400.3.1.5144 jet?
10/12/93 19:05 17/ roy.park@canrem.com (Roy Park)
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Is it possible to simulate a 'jet' thrust? Suppose I designed a nozzle object
and placed a light source inside, would it look like a 'thrust' coming out from
it? If no, how do I simulate this using Imagine?
Also, is there a way of getting 'illuminated' light throught the atmosphere?
Something like a soft ray of light coming down through the clouds after rain..
I'd really like that. Wouldn't you? :)
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| aka Diabolist \ rkpark@io.org / RelayNet/RIME: ->CRS |
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"I believe in spontaneous creation of the universe!"
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21400.3.1.5145 light speed scene??
10/12/93 18:53 24/ roy.park@canrem.com (Roy Park)
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Hello all...
Another one of my strange questions.... does Imagine support relativistic (?)
corrected raytracing? If that doesn't make much sense to ya, here's what I'm
talking about.
When we do animation of two cars passing by each other, from one car's point
of view the other car wouldn't look much different from when it's at stop.
However, this is not true when two cars are travelling at clost to light speed,
since the relativity kicks in. If Imagine raytracer was written with this
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'speed of light and relativity' in mind, you'd be able to simulate what a car
would look like travelling at speed of light!
Perhaps they should implement this feature into Imagine 3.5 or 4.x :)
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21400.3.1.5146 diffraction...
10/12/93 18:58 22/ roy.park@canrem.com (Roy Park)
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Another idea on a 'truly nice raytracer'.
As I remember from high school physics, I recall light diffracts around the
corners of the object. In another words, when standing behind an obstructing
object, you'd see light diffused (fuzzy) around every edge of the object...
looks quite 'illuminated', so to speak.
Is there any raytracers out there that does this? Perhaps Impulse should
implement this feature into Imagine 3.5 or 4.x :) The images would look a lot
more natural.
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"I believe in spontaneous creation of the universe!"
----
PS - I suppose a 'rough' anti-aliasing on darker object would do the trick too!
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21400.3.1.5147 Re: jet?
10/13/93 07:14 18/ Doug Kelly <dakelly@class.org>
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You'll need something a little more complex than a light source in the
nozzle. I'd try a Fog object, shaped like an afterburner exhaust flame
(try watching "Top Gun" for ideas), with the same settings you'd use for
searchlight beams & the like. Don't forget to modulate it slightly from
frame to frame, even the 'standing wave' phenomenon in afterburners
flickers somewhat. Color the object like a gas flame, blue shading to
purple or something like that. Yellow flames tend to be from low-octane
fuels, and it sounds like you want to simulate something hotter.
Sounds interesting. Would you please upload your results to wuarchive?
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Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
"The difference between genius and stupidity: genius has its limits."
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5148 Re: Imagine 3.0: where is
10/13/93 05:50 11/ tes@ftp.jsc.nasa.gov (Tom Smith)
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roy.park@canrem.com (Roy Park) writes:
>So far, two people (including yourself) told me the same thing. Does this mean
>2.0 upgraders won't be getting the manuals AT ALL?! What the HELL? I want the
>#?$%#$ manual!! I'm too stupid to use Imagine w/o manual!!! ARGH!!!
I think I'll wait for Steve's next Imagine book Understanding Imagine 3.0.
I chunked my Imagine 2.0 manual from Imagine about a year ago. They couldn't
write a period!
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Tom Smith
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21400.3.1.5149 Re: Imagine3 release date?
10/13/93 06:52 33/ drrogers@camelot.b24a.ingr.com (Dale R Rogers)
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|Well, my answer to "is Imagine 3.0 ready yet?" was "No, we're still
|programming it..." in a rather annoyed sounding voice (I'm sure I was
|about the 354 caller that week to ask the same question). So, although
|this isn't any help as to when it'll be released, it's just typical
|Impulse for you. When they mentioned that Imagine 3.0 was supposed to be
|out in the summer, the first thing I said to myself was "Okay, knowing
|Impulse, that'll be more like Novemeber..." I might not be too far off.
|:)
You know... Mike could sure save himself alot of annoying phone
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calls if he would simply communicate with the mailing list. Since
we are the people that are predominately calling in anyway.
He could keep us informed as to what is going on and there would
be no reason for us to call.
He doesn't even need to be on the distribution list. So he won't
receive thousands of hate mail messages ;-). Just mail the status
info to the imagine address. It will be distributed
automatically. And we could stay out of his hair. At least, those
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of us without an "ax to grind" (we do exist).
Has anyone suggested this to Mike? Maybe someone should who has
his personal address.... Dave??? (hint hint nudge nudge)
____________________________^____________________________
dale r. rogers
Intergraph Corporation
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Building Design & Management MailStop: LR24A4
drrogers@b24a.b24a.ingr.com Tel: (205) 730-8294
.
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5150 Algorithms, Modelling, and Anarchy
10/13/93 08:21 47/ "J_GEORGE" <J_GEORGE@vger.nsu.edu>
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Over the past several months I've been a subscriber to this mailing list
and have learned a great deal from many of the posts. I've noticed continous
posts concerning upgrades and specifics pertaining to "what would REALLY be
cool" to add to Imagine. This is fine and dandy, but brings some questions to
mind:
Has anyone, particularly those who are constantly searching for new
functions to play with, really taken their available medium and pushed it to
it's limits? As an artist, throughout my personal and scholastic training I've
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learned that any medium has its limits at first glance, and part of the
creative process is to push those limits beyond what is considered the norm.
Watercolor paints, when applied in one fashion, will produce an image
composed of pastel colors, almost as if it was made of crepe paper. Those same
watercolors, however, can be 'pushed' to the point of producing extremely
photo-realistic works, it all depends on how it's applied, and no amount of
waiting for the company that produces the paint set can change that.
On that same note, having some background in programming and watched
the evolution of computers since the early 8-bit daze, I have an understanding
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of what kind of serious task we're talkin about as far as coming up with some
of these algorithms. For those that don't know, <chuckle> it's not easy. And
even with the latest and greatest effects and textures, these algorithms are
still very finite in their capabilities, and probably will remain so for years
to come. No matter how many reflections or refractions are used, the 'feel'
will remain pretty much the same due to the limits set by the program.
(sorry it's taken so long to get to my point)
I understand that professionals in business don't have the time to take
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their frames and work back into them with paint programs and image processors;
most 'flying logo' work doesn't require much more than color adjustment and
maybe a few effects applied by batch image processing. Most hobbyists are
concerned with the latest spindizzies and gizmos and producing the coolest
"Star Wars" or "Terminator 2" sequences. And lastly, most artists are exploring
and incorporating this new medium. The question I pose to all: Are the designs
and animations truly becoming stronger due to pushing the available medium or
weaker because most of us are waiting around for small collectives of
software engineers to give us these 'canned' capabilities?
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Something to think about...
Thanks for your time..
I\/Iax I\Iomad
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.../Mailing Lists/Imagine (mail to: imagine@email.sp.paramax.com)
21400.3.1.5151 A Standard for replies (please!)
10/13/93 07:14 49/ "- Carsten Berggreen - Denmark -" <x34@aarhues.dk>
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Hi there everybody, (how many are we currently?)
I have a suggestion: Why don't we make a standard for our replies....
I'm NOT talking about the mail-format, since this is controlled by the mailer,
but I think it would be nice if we could make a "header" (not only a subject)
containing a sort of "lead-line" for the letter you reply to.
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Example follows:
-------------------------------------------------------------------------------
TO: Imagine@etc etc....
SUBJ: RE: <Subject>
>Carsten Berggreen wrote:
>crap crap crap and more crap... or whatever you think about me.. &:-)
and then the letter, from you, should continue here....
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WHY? Well, it's a bit frustrating to read a letter without ANY kind of header
You are just being thrown into a letter without knowing the subject
(except for the subject line, which seems to be "RE: <subject>")
You might think, why doesn't he just read the previous letters about
this subject?
Well, I can't keep EVERY damn letter (Not THAT much space &:-) )
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and that leads me to this idea, couldn't we make this kind of "standard"
for replies???
Please consider this, the next time you reply...
PS. This is not meant as a flame, but as a leading guide for us all...
I think it would make life easier for some of us...
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Signed
---------------------------------------------------------------------
- Address: Carsten Berggreen E-mail: x34@dec5102.aarhues.dk -
- Hirsevaenget 16A -
- 8464 Galten "It isn't the equipment alone, it -
- Denmark is also what YOU can do with it!" -
---------------------------------------------------------------------
- A true fan of Amiga, Coca-Cola, Imagine and good looking females! -
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21400.3.1.5152 3d Trees
10/13/93 11:04 17/ gregb@nick.csh.rit.edu (Greg Burger)
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Greetings
I'm working on an Imagine graveyard for a school project and I'm in need
of some trees to put in it. Some spooky ones. I was wondering if anyone
with Vertex could generate some trees and uuencode them and mail them to
me. It would be greatly apprieciated!
Thanx!
-Greg
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-=-=-=-=-=-=-///-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
/// gregb@nick.csh.rit.edu I had raytraced my
\\\/// Only or .sig, but I forgot to
\XX/ Amiga gpb3439@ultb.isc.rit.edu include a light source.
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21400.3.1.5153 Re: A Standard for replies (please!)
10/13/93 10:00 20/ Doug Kelly <dakelly@class.org>
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Hey, if you're not paying attention to the thread, what do you care about
the next message in it? When someone posts a long message, or more often,
a string of replies to a message, it takes TIME to edit out those extra
lines. We all know some annoying people who DON'T edit old messages from
the replies, and the resulting 600-line replies are rude to everybody.
I PAY for Internet access by the minute. I'm choosing to contribute by
asking and answering questions, but it's my nickel. Spend some of your own
time/money to keep track of threads via the subject headers; that's what
they're there for.
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Just MHO, feel free to flame (on your own nickel, of course).
------------------------------------------------------------------------------
Doug Kelly Information Specialist First Consulting Group
dakelly@class.org (310)595-5291x125 P.O.Box 5161, Los Alamitos,CA 90721-5161
"The difference between genius and stupidity: genius has its limits."
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21400.3.1.5154 Re: 3d Trees
10/13/93 12:35 30/ ua197@freenet.victoria.bc.ca (Christopher Stewart)
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>
>Greetings
>
>I'm working on an Imagine graveyard for a school project and I'm in need
>of some trees to put in it. Some spooky ones. I was wondering if anyone
>with Vertex could generate some trees and uuencode them and mail them to
>me. It would be greatly apprieciated!
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What do you know, someone else is working on a graveyard! I'm
interested in finding some decent reference material on tombs and
gravestones (beside going to a gravesite with a camera). Did you find any?
Mine's a dinasour graveyard, complete with a skeletonal triceratops
walking through it ;-).
Perhaps having those trees uploaded to wuarchive would be nice, I'm
considering getting some sort of foliage generator and would like to see
Vertex's output.
Christopher
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ps. Has anyone used the Anti-Gravity SnapMaps?
--
....and if there be some harder, better way ua197@freenet.victoria.bc.ca
to salvation than to follow that which we cs833@cleveland.freenet.edu
believe to be good, then are we all damned.
Lord Dunsany, "Dom Rodriguez" (1922). Join the Animation Sig!
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21400.3.1.5155 Re: Help:To get a Chain Working.
10/13/93 15:03 22/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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>I'm trying to get a chain moving round a cog in an animation.How would i
>do it ?( please be gentle) I've tried alsorts ways but cant get it
>working.
>Thanks
>Oren Ben
Since all the links in the chain are the same, you actually only
have to move the chain the distance of one link. This is an old trick..
if you move the chain EXACTLY one link (over a series of frames), you
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can repeat the cycle, and it will look like the next link is the one
moving.
Now.. how do you get it to move around the cog even the distance of
one link? That's the hard part I suppose.. how about manually moving
all the links up one position? If they're separate objects, you could
write down the coordinates of each, then type them into the next link
to get them lined up perfectly. Then to have chain rotate one link,
you could maybe morph from the one object to the other. I haven't
really done much with morphing, can anyone else confirm this idea?
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Greg
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21400.3.1.5156 Re: jet?
10/13/93 15:16 20/ pringleg@cuugnet.cuug.ab.ca (Greg Pringle)
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>flickers somewhat. Color the object like a gas flame, blue shading to
>purple or something like that. Yellow flames tend to be from low-octane
>fuels, and it sounds like you want to simulate something hotter.
Also, it would be nice to simulate the distortion caused by the heat.
This is really noticeable especially if the afterburners are off. Are
there any good ways to do heat waves? Too bad there's no way to apply
a brush as the index of refraction.. maybe make a bunch of transparent
objects with different indexes?
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Greg
--
+------------------------------+---------------------------------------+
| Greg Pringle | Amiga VBBS - Multitasking, Windowed |
| pringle@cpsc.ucalgary.ca | BBS'ing! |
| pringleg@cuugnet.cuug.ab.ca | VBBS 14.4K: (403) 284-2048 & 284-5625 |
+------------------------------+---------------------------------------+
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21400.3.1.5157 Deja Vu?(sp?) ATTEN DAVE!!!!
10/13/93 15:37 24/ setzer@comm.mot.com (Thomas Setzer)
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Hmmm, some strange goings on, on the IML. Seem to be trapped in some kinda
timewarp. Anyone else getting old messages, some as old as Sept 18th!
And what about those stange messages that said they were from someone when
in fact they were from someone else. Dave? Is it the ghost of archivers past?
Does impulse have a voodoo doll in the form of the IML?(what would that look
like?) [insert twilight zone music here]
Oh well...
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BTW, did anybody figure out how to do feathers on a bird(or Native American
head dress, or a strippers fan or...) I saw the one "feather/wing in motion"
response, anyone else come up with anything?
Tom Setzer
setzer@ssd.comm.mot.com
"And now for something completely different..."
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"You polymorph into a tripe ration. The little dog eats you. You die."
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