CompuServe Thread

#3D Artist #14?

17 messages in this thread
#93006From: Paul MinniMar 23, 1994 1:13 PM
Hi Folks, Has anyone here received 3D Artist #14 yet? It's about that time. Anybody know what's in the this (#14) issue? Standing by, Paul
#93012From: Jonas Ruikis [ADESK]Mar 23, 1994 2:01 PM
Paul, << Has anyone here received 3D Artist #14 yet? >> nope. not yet. jonas[adesk]
#93322From: Ed LandryMar 24, 1994 7:25 PM
Is 3D Artist a magazine? How can I subscribe?
#93398From: David RhotenMar 25, 1994 8:47 AM
Download 3DMAG.TXT from Lib 9. Dave
#93141From: ALAN IGLESIASMar 24, 1994 12:29 AM
Paul, I believe my article concerning the DPS PAR is included in the next 3D Artist. Should be out anytime now, I should think. -Alan Iglesias
#93381From: Paul MinniMar 25, 1994 3:42 AM
Alan, Great, I'll be looking for it. Thanks. BTW, is the Amiga based PAR the same hardware as the PC version? I'm going to see a PAR at a Toaster demo next week, so I'm wondering if I can equate the two except for the obvious platform/OS difference? Paul
#93403From: ALAN IGLESIASMar 25, 1994 9:11 AM
Yes, Paul, it is the same hardware in the Amiga version. This became pretty obvious when they used an Amiga setup to take my 3DS animations from the same hard drive I put them on! However, if you are gonna be looking at an Amiga to judge animation quality, make sure the animation is Phong rendered to fields, with anti-aliasing on. Even at these top settings, it doesn't seem as though LightWave's super-sampled anti-aliasing is gonna give you the edge-quality that 3DS does — especially on the PAR after some JPEG compression. If you can, try to see some actual 3DS field-rendered animation for your eyeball test. -Alan
#93548From: Don LandisMar 26, 1994 1:45 AM
In addition to what Alan said you should know that the speed of the hard drive affects the quality as well on the PAR. Ask John Ellis about this. He went through two drives. What ever the case the quality will only be better that the Amiga system due to better HD available today if for nothing else.
#93583From: ALAN IGLESIASMar 26, 1994 10:11 AM
Good point, Don. I noticed that some of the DPS sample animations were older ones, obviously copped with the Seagate unit. So all you future PAR dudes and dudettes, if you are eye-balling some PAR output, not only is 3DS field-rendered output a good thing to ask about (I've given them some myself for their tape), but ask if the HD used was one of the the newer Micropolis units, and was the Block Limit size a healthy one — say, up around the 240-250 range. This should give you an indication of the level of quality you can expect with the unit. -Alan
#93708From: Ted BoardmanMar 27, 1994 5:39 AM
Alan Are you saying that the block size should be 240-250 with the Micropolis drives? Mine is set lower and I haven't noticed any problems yet but will boost it if that's a recommended setting. Thanks TedB !^NavFont01F0007MGHHGAA18BB
#93725From: ALAN IGLESIASMar 27, 1994 10:30 AM
Hi Ted, My reccomendation is to ALWAYS start with a high BlkLimit setting when pulling TGAs to the PAR drive. Start high enough so you get the "Block size Limit too high" message. This tells you that you have gone beyond the performance capabilities of the PAR HD. Then back off the Block Size Limit until your TGAs are being compiled nicely to the PAR. This guarantees that you are getting the *best* image quality considering your HD and TGA characteristics, with a minimum of JPEG compression. I'm not suprised that your stuff looks pretty good at a lower limit. You may or may not see an immediate improvement with *all* animations. However, using this method will *always* get you the best results the system can deliver. The only other consideration would be this: As the HD gets loaded with ani files, the PAR is forced to use the slower, inside tracks of the HD, and image quality may degrade a bit, along with noticable lower Block Limit Size capabilities. A simple archiving of .ani files to DOS and a quick format of the PAR drive will get ya back to the very top quality the thing can do. -Alan
#93911From: Ted BoardmanMar 28, 1994 7:40 AM
Alan Excellent! I had noticed some trouble when the drive starts to fill and the files were moving to the inside. I optimize fairly offen but will keep the reformating in mind. Thanks for the info. TedB !^NavFont01F0007MGHHGA706EA
#93558From: bruce gorenMar 26, 1994 4:45 AM
Alan, Good to see you at NAB, don't forget to send me a copy of that 3DS article you plaigerized from me. <grinning, ducking and running>. Bruce N. Goren
#93584From: ALAN IGLESIASMar 26, 1994 10:11 AM
Hiya, Bruce! Yeah, I saw you walking by and said to myself "I _know_ that guy!"<g> OK, I'll send you a copy of that article (if I have an extra) that we "researched" together….<g> -Alan
#93229From: Heinz SchullerMar 24, 1994 10:45 AM
Hi Paul, -> anyone here received 3D Artist #14 yet? Issue 14 is supposed to ship sometime next week, and issue 15 is not too far behind. There's been some changes at 3DA since they're expanding their staff. Regards, -Heinz Schuller Fly By Nite Studios
#93382From: Paul MinniMar 25, 1994 3:46 AM
Hi Heinz, <<<Issue 14… issue 15 is not too far behind. There's been some changes at 3DA since they're expanding their staff. >>> Cool, I wonder if #15 will have color? Thanks, Paul
#93704From: rachel rosenthalMar 27, 1994 3:48 AM
#14 is in final production….sounds like a new generation for 3DA and Bill and Sally! i circled April 20 for my guess at birth date.