CompuServe Archive

This is an archive of CompuServe forum messages from 1985 to 1995, as saved in transcripts by John Foust.

Search Results (450 messages)

#New Vol Lite upload Message #173007
Hi. I've just uploaded a newer explination/project file to my Volume Lighting process. This produces a fix for the "horizontal line" problem some of you have encountered. If you have any ?'s or don't understand something I've explained – don't hesitate to contact me. -Kyle – 75542,363
hear me roar!
James, thanks! The process you've read has a flaw in it – I'm putting together a new set of images and another explination tonite. Also, this explination is quite a bit more detailed, as I never could have imagined the response I've gotten to it. -Kyle
#172829 #Siggraph PARTY! Message #172833
Alan, looking forward to it – I'll be there. -Kyle
#172805 A Wish, please Message #172810
OK, cool – makes sense to me now 🙂 Jonas, I'd like them too please . . .
Hi all you asoft junkies Well, I am really happy at the great response I've had to the Volume Lighting images and explination I've uploaded, So . .. here's what I've done – – I re-created the process – better. Some of you have surely noticed that if you render…
#172638 #A Wish, please Message #172675
PMJI, but what would you use it for? The only thing I can think of first hand would be to get multiple cameras to aid you in rendering out a scene through RayMan. -Kyle
no problem – I hope you get some use out of it. 🙂 -Kyle
Hi everyone, I've just uploaded the source project file that created the Volume Lighting image and flic. Included is a text file explaining the process. It should appear in lib 3 in about a day or so. -Kyle
#Flic color wish Message #172409
Jonas, I'd like the # of flic colors parameter in the 3ds.set file to be modify-able in the render options dialog. thanks -Kyle
#172368 #Flame IPAS Message #172391
ahh . .makes much more sense now – thanks for clearing it up. 🙂 -Kyle
#172204 Flame IPAS Message #172207
ahh . . Yeah, I think I wished for that once, but I called it something else. Gary, make that 901! 99 more until the oozing begins! thanks -Kyle
#Alpha Channel wish Message #172177
When rendering, I'd like to be able to view the alpha channel, as well as the image – I'd suggest Alt-spacebar. thanks -Kyle
#171932 #Flame IPAS Message #172111
PMJI, I don't follow, what am I missing here? As far as I know we can animate the BG in the KF. -Kyle
#171594 Kyle McKisick Message #171607
Bruce, thanks! I'm glad you liked it. metaballs is sooooooo cool! -Kyle
#bug Message #171566
Jonas . . .Gary, if you have objects frozen in the 3D Editor, and you display the geometry in box mode – the objects that are frozed are drawn with their object colors, but you can't select them – of course. This is misleading. in box mode, frozen objects should…
Renderer wish Message #171559
Renderer/View/Last Alpha
#171548 #Kyle McKisick Message #171550
aww geez . . . 🙂 thanks! I had a whole lot of fun doing it – kind of a labor of love thing -Kyle BTW, you can also see a slightly different (and earlier) version in this months CGW (May issue).
somehow, I just knew that was it 🙂
> yes, Yost Group Boutique has a bunch of 'em, Schreiber has some too. Or, search the forum using "SXP" as a keyword and you'll find some freebies.
the default shipping state of the 3DS.SET file has the Z-buffer line commented out with a semi-colon – did you remove it? – This tends to get me more often than not -Kyle
Doh!! You're absolutely right. And a good tip! becuase to get a skinable object, you usually need to create it through the lofter.
Ernie, I'm sorry, I just assumed that you were pretty familiar with metaballs. Here's the scoop: Metaballs can be used in two different ways – First is by creating reference spheres that are used to generate ONE mesh in the 3D editor through the use of a .PXP routine. the…
#170979 #U/V Maps for AXP Message #171156
Jeffery, It's been a while since I used spurt, but I think it reads the map as time (frames) across the horizontal, and colors the particle cycles through on the vertical. or it could be reverse but anyway . . .my suggestion is this – if you've got a 60…
The skin/slice modeling solution uses UV mapping to apply its textures, so you wouldn't be able to accurately use Meshpaint on objects that are skinned because you can't apply UV mapping to a general mesh object, and Meshpaint works directly from mapping coordinates the YOU apply in the Editor. Metaballs,…
#171117 Strength Mapping Message #171120
> 🙂
I LOVE Giger's work. Especially the Alien (and face hugger ) I've got several of his books. I really want to do more things with this Meta-Snapshot stuff, but it's hard because of the sheer abount of objects that you end up creating, along with the 64K Poly limit. I…
#170957 #Strength Mapping Message #170968
> no, I don't think so. and you're right – I'm now picking my brain up off of the floor and putting it back in my head
#170945 uploads??? Message #170947
Anne, that was it – thanks! wow – what a road trip! I love books on tape – I'd go insane without them on long trips. -Kyle
#uploads??? Message #170942
Hi Anne, I was wondering if you got my image upload to the ipas lib ok? if not, I'll send it again. -Kyle
#170931 Strength Mapping Message #170936
Steven, I'm very familiar with the masking abilities, I just thought it would be cool to have say, a b&w solid mask, for a section. then deal with the strength based on some animated flic. I guess, you could do that already, if you cut out the offending area of…
#170849 Balt/Wash 3DS USG Mtg Message #170856
Lee, yep, Ohio. but only till mid June – I'm moving to Virginia (Washington DC metro area). hmm . . what about??? I'll give him a call. -Kyle
Lee, the effect is very interesting – I uploaded an mage to the IPAS lib. but it hasn't appeared yet. > yes, but I haven't been able to do much, as I am swamped with work for the next week or so. -Kyle
#Strength Mapping Message #170830
Jonas, In the materials editor, you know how there's a strength slider for each map? How 'bout the ability to use a grayscale image or flic for it instead? This could help to create some great effects, and just one more layer of complexity for your materials! thanks -Kyle
thank you. 🙂
Create/Quad wish Message #170624
Jonas, in the 2D shaper, I'd like a Create/Quad/#_of_verts command where I'll be able to specify how many verts on the vertical and horizontal there will be for the shape.
well, kind of – but it's got a bunch of empty spaces in it, I'll put some stuff up tonite – that'll be easier -Kyle
ahh, and I thought I knew everything about the snapshot command 🙂
it's kind of funny, I never remembered seeing any mention of it in the docs – maybe that's a reference manual wish! -Kyle
#170416 Balt/Wash 3DS USG Mtg Message #170444
Ang, sounds tempting, but I'm totally swamped and won't be back in town until mid-June. but I know I'll be at the next one for sure! Cheers -Kyle
Hi. this is strange. no . . weird, but cool. I came across a new (to the best of my knowledge) way of using snapshot to create cool forms for use with metaballs. little did I know, but you can create snapshots for an entire subtree of objects. here's what…
Mark, excellent, excellent work! this is by far one of the most useful tools I've come across. thanks, and keep up the good work, -Kyle
#wish Message #170133
Jonas, in the KF, if I adjust a camera or light to show/hide the cone, or turn it on or off, or do something that is not animated – I'd like it to NOT create a key, which it now does. thanks -Kyle
#Clear settings wish Message #169973
Jonas, I'd like a keybaord command for "Clear Settings" in the Materials Editor thanks -Kyle
#169437 3ds with 96MB ?! Message #169455
Michael, QEMM 7.5 offers a solution. If you already have it, look in your manual under USEMEM or SCANMEM and it'll give you all the info you need to get DOS to see all that RAM. If you don't have it, I'd sugest picking it up. I've got 128 MB…
#169327 NT………..Hmmmm. Message #169371
David, glad to hear it works. I just installed my new 4.2 Gig drive yesterday, and as soon as I get a week that isn't so hectic, I'll be installing NT. -Kyle
#Axis wish Message #169218
Jonas, in the KF, I'd like to be able to hold when Rotating / Scaling an object and have the transformation affect the object's path as well. The axis of the path would be the local axis of the object. thanks -Kyle
#wish/bug Message #168872
Jonas, if you have some frozen objects in your scene, they show up in the camera viewport in their regular color, but you can't select them, of course. I find this misleading – they should show up frozen in the camera view.

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