#Renderer & transparency
02-Jan-95 08:42:59
Sb: #Renderer & transparency
Fm: Hanspeter Ludwig 100330,310
To: Steve/HASH, Inc. 74431,3563
Hi Steve,
Happy new year, I just wanted to let you know, that with Version 2.07 most of
our problems are gone.
The following in not ment to hurt anybodys feelings it is rather a wishlist and
from what I've read and heard about version 3 some of the things will probably
be included into the new version.
The main thing is the renderer. I'm not at all complaining about the speed
(well, it *could* be faster but there is *no* program around that is fast
enough). The problem is transparency. – Whew, Andrea just handed me the paper
with her notices, I hope I can translate that into english, so that it makes
sense to you:
The basic problem seems to be that transparency factors are *added*, where they
should probably be *averaged out*. Here is an example: a white, 80 %
transparent segment is placed partially in front of a black background and
partially in front of an opaque white object, which appeares dark grey, due to
its shadows. The intersections of the two segments should now look grey also,
even thou a little lighter. Fact is the intersection looks almost plain white.
A probably better example: a dark red (140/0/0) segment that is 70 %
transparent is placed in front of another dark red seg. (same color). This
second seg now is opaque. The color of the intersection should also now be dark
red, but it is bright red. The two reds seem to be added rather then averaged
out: 140 red + 140 red = 280 red. This is turned to the closest number possible
to display I presume: 255 (bright red). Instead the color-calculation should
probably be something like this: 30 % of 140 (the transparent seg) + 70 % of
140 (the opaque seg) = 100% of 140 red. I am not sure about that thought
Well I know that these examples are rather theoretical. The basic problem to me
seems the color-theory here. You seemed to have used the additive color-mixing
theory instead of the substractive-mixing. A good example for the unusabillity
of additve color mixing might be my most gross red 70's ashtray. If I for
instance put that monstruos deep red glass ashtray onto a green underground the
green does not turn lighter in brightness – as in addtive color-mixing – it
turns darker, turns more dirty, towards olive – just as in substractive color
mixing.
This is easily illustrated by black & white photography. Lets say you want to
shoot a picture of a red brick-house that is partualy covered by ivy. If you
use a red filter the bricks become very bright, they will apeare allmost white
on the b/w print, wheras the ivy will turn allmost black. If you use a green
gel on the lens, the ivy now will be allmost white and the brick-wall will
appeare a lot darker then it actually is.
In conclusion I think the only problem is the wrong colormode. Additive
color-mixing does not work, because there is hardly a case where this is used
in real life (hey, of course, on monitors). Most of the times you see
substractive color-mixing. I can imagin that this problem sounds a lot more
trivial then it is to program. But I still wanted to bring it to your attention
just because we had some problems with a production recently.
Another thing was the reflection on transparent segments. If you have a
transparent white seg in front of a black background there is no reflection
rendered, even if it is cranked all the way up.
Wishes: Would it be possible to predefine motion paths in Sculpture, so that
they could be used as such in direction? That would be a big help if you have
characters move along mountains or so.
What do you think, is there a possibility to include motion paths in Action
too? On many occasions that would help to make the movements more
understandable, especially if you have different figures interact.
Would it be possible to have measurements all through the modules? For instance
that would be great if you build a movement of a person walking in action. If
you then import that movement into direction you have to somehow coordinate to
relative and the absolute motion so the figure does not look as if it is
sliding over the floor. If you would have measurements or a grid in Action that
uses the same units it would be a lot easier to get the figure moving according
to the underground in Direction. Also numeric entering of values would be
great. I know that this is possible even now, but unless you enter the value in
the channels the values are never exact (I did a movement (version 2.07) once
where I used "new transition" to start another movement with the same frame and
values. Unfortunately I errouniously changed the values on some segs (frame 1)
after that. I tried to just compare the values in the display and entered the
values according the the original ones. After I rendered both motions there was
still a big gab between the to movements. Comparing the values in the channels
showed the problem. The values were not identical. ass soon as I changed the
values to the exact ones everything was fine.)
Do you think an EPS import filter would be possible to include into Sculpture?
EPSes are bezier-splines as you know. Sculpture is a based on splines too.
Wouldn't it be possible to build an import filter for EPSF? I agree that dxf
files are cumbersome and in most cases it makes no sense using them in A:M. If
I need to do a logoanimation I usually have to build the whole logo in
Sculpture which is time consuming compared to just entering the text via
keyboard. I know that A:M is not meant to be a Tool for Logoanimation but the
control you have over the animation makes you want to use A:M for that kind of
stuff too. (I personally do not like flying logos a whole lot, but sometimes
you just have to do them to get a job) Dxf import does not allways work too
good (depending on what program you use to generate the dxf file) and besides,
you have to carry unnessesary masses of data all the way though the animation.
EPSes would probably be a more intelligent and elegant way to import logos
etc.. Of course this probably sound more trivial then it is too.
I wish you a happy 95 and again, the above is not meant to hurt your feelings,
it is supposed to help.
Peter