CompuServe Thread

#Release 2 Raytracing?

29 messages in this thread
#11904From: Aaron WeintraubApr 7, 1992 5:57 PM
Thanks for the reply(s) (40 new messages on this topic 3 days after I left the original message). 3DSr2 sounds incredible. I can't wait to get a copy. Is that really true though? That the wavefront guys don't use real raytracers either? What about stuff like terminator 2? They used Silicon Graphics equipment and their reflections were QUITE good. It sounds though like you have more reflecting freedom with 3ds than you would with a raytracer anyway, so I suppose it's the way to go. Aaron
#11928From: Yost GroupApr 8, 1992 1:07 AM
Absolutely ZERO raytracing was used in Terminator 2. The metal man was created (for his CGI versions) with basically the same technology as 3DSr2's cubic environment maps. There's an issue of Cinefex magazine that goes into excrutiating detail about how this was done. The secret to production animation is finding ways to get very accurate and aesthetic effects WITHOUT resorting to computationally-expensive techniques such as raytracing. This is what the core of 3DSr2 is all about. The new renderer. It makes the entire package click. – G
#11934From: Evan Yares [WeirdTM]Apr 8, 1992 3:33 AM
It was interesting seeing the ILM presentation on T2 at NCGA. Looks like they had to air-brush in the T1000's knees as he walked out of the fire. The scenes they showed had gaps at his knees as he walked. Evan
#11940From: Yost GroupApr 8, 1992 10:15 AM
It's fascinating to see how many techniques the ILM people used to make that film. That issue of Cinefex magazine is priceless for anyone who wants to understand how it was done. – G
#11987From: Greg LoveriaApr 8, 1992 9:38 PM
Gary. Could you post an address for Cinefex magazine? I'd love to read more about the T2 tech details of the animations/morphing. The T2 effects have been getting * alot * of exposure in just about all of the video trades we get here. The Los Angeles `nuked' sequence was done on a Mac by 4-Ward Productions (they also did the oscar winning effects in Aliens and the Abyss). They used Electric Image animation software and started with a six foot photo of `LA before nukes' and then cross faded into a 3D computer model of downtown LA. They wrote a custom `explosion' program called Mini-warp, that controlled the speed and distintegration of the computer model. There were also gravity and fragment size variables added into the Mini-warp routine. The animation elements were rendered at film resolution to registration film prints. I personally feel, that we've only scratched the surface with 3DS and the PC and it won't be very long before we'll see 3DS stuff winding up in future pictures like T2. – Greg
#12027From: Eli J. BoyajianApr 9, 1992 8:23 AM
There's even a piece on morphing in the April '92 issue of IEEE Spectrum magazine. No mention of 3DS, though.
#12031From: Yost GroupApr 9, 1992 10:47 AM
Here ya go: Cinefex P.O. Box 20027 Riverside, CA 92516 Issue number 47 is the T2 issue. I can't find a subscription card in this for more info, but if you want to place advertising, you can contact Bill Lindsay at 213-202-7132, according to an ad at the back of the mag. – Jack
#12095From: Greg LoveriaApr 9, 1992 10:55 PM
Eli and jack. Thanx for the mag info. I think I have a copy of the IEEE Spectrum around <dig, dig>… I'll contact Cinefax directly. – Greg
#12049From: Aaron WeintraubApr 9, 1992 3:07 PM
A recent issue of Time Magazine talked about ILM and Terminator 2. It also said that they were currently working on a film animation version of the book Jurassic Park. It should be incredible, Spielberg is directing. The folks at ILM say that it'll be "10 times as hard as Terminator 2". Can't wait until this one comes out. I've been wondering myself why 3DS isn't really a mainstream motion picture graphic application. Everyone seems so busy with their Wavefront and Silicon Graphics equipment. Maybe release 2 was just the kick it needed to get it into some serious usage. Aaron
#12100From: Greg LoveriaApr 9, 1992 11:03 PM
I have the same feeling Aaron. The new additions are pretty great. I'm definately spending my fair share of time getting use to all the new goodies <and I hadn't even `mastered' the 3DSr1 features yet>… With the selectable resolutions, 3DS has always had the capabilities to render at film resolutions. Perhaps these new features will make H'wood take notice that there is an alternative to their normal `megabuck' visuals using other platforms and animation software. – Greg
#12109From: MARTIN G FOSTERApr 10, 1992 3:24 AM
Believe me Greg, without going into details, Hollyweird has already taken notice of 3ds and is considering using it for more "major" projects!
#12112From: Greg LoveriaApr 10, 1992 5:08 AM
It will be extremely interesting to see what these folks come up with using 3DS2 (as if the CD isn't inspiring enough!) – Greg
#12235From: Aaron WeintraubApr 11, 1992 11:36 AM
The way I see it, Hollywood has GOT to start using stuff like 3DS, especially when you compare prices of other platforms. 3DS, even including all the external stuff you need to get out to tape, plus the system, still doesn't amount to a wavefront or silicon graphics machine. Unless the movies are so incredible that they're gonna pay for themselves, no one is going to throw millions of dollars into animation. I have a fear though, that because the technology is becoming so readily available, almost every other movie that comes out will have some sort of computer animation. The animation is only as good as the person who makes it. If you're not an artist, just because you have some paint doesn't mean you CAN paint. Aaron
#12291From: Greg LoveriaApr 12, 1992 9:06 AM
I agree 100 and 1 percent Aaron. The PC is the * least * expensive way (at least now with the introduction of 3DSr2) to get a quality animation down to either tape at NTSC rezs or film rezs. I also agree with you that just having an animation platform available does not make one * an animator *… (I look at my `stuff' and still feel very inept and `ashamed' at my lake of creativity at times). I look at modeling and animation the way I viewed the DTP explosion a few years back. When everyone had jumped on the DTP bandwagon, I had never seen such a dirth of pathetic looking laser generated DTP documents. What is needed (in both DTP and animation) is that creative flare. You can go to as many seminars and training sessions as needed; if the creative experimental juices just won't flow, it becomes apparent in the final animation or document generated. The resulting response is just another yawn from the viewer… – greg
#12367From: MARTIN G FOSTERApr 13, 1992 12:36 AM
I agree with you on your comments. However, there is a way to substitute for lack of artistic talents: teamwork. Many animators may work in a vacuum, but I compensate for my lack of (or insufficient) production and artistic talents by teaming up with experienced video producers/writers etc. In this way, the animator can be a somewhat technical/mechanical sort of bloke as long as his art director supplies the specs/storyboard. What do you think?
#12375From: Aaron WeintraubApr 13, 1992 7:27 AM
This is true. The animator CAN be used as just a tool for the creative people who no nothing about the technical end of it. I hardly think that it would be satisfying for the animator though, he would just sit there, and do what he's told. With a director beside him, he'd be modelling and constantly saying "like this?" "like this?" If he never had the creativity to work alone to s start with, this might be a dead end job for him. Also, this kind of "teamwork" takes much longer to produce a final project. The director must be constantly conveying his visions to the animator, who may or may not know exactly what is wanted. If the animator IS the director, you skip the middleman, so to speak, and get right down to business. Aaron
#12718From: Kenneth Elliott [CAM TM]Apr 16, 1992 8:40 AM
Aaron, Well, I could see an application in the movie industry for working out parts of the script. Using a story board, you could position various actors and object, then preview to get an idea of all the interaction. I bet you could reduce a bit of the cost of movie production with an fli of various parts of the movie. Ken ///
#12775From: CSA/CAApr 16, 1992 7:17 PM
Ken, Re: Movie production, you're definitely right. Thunderheart, for instance. 3D Studio is a hell of tool for a director. Kevin Krell – Computer Support Associates
#12830From: Aaron WeintraubApr 17, 1992 8:02 AM
Hm.. That's quite an interesting prospect. Perhaps 3DS previews will replace traditional storyboards<g>. Really, though.. it seems like quite a task to recreate live action in 3ds. Even if it is just a preview, will people be made of boxes or cubes and the like? or will they look like actual people. What about scenery? colour? I guess you could go as in depth as you wanted to. I know that imaging/visualization programs (not necessarily 3ds) have been being used for a while in the dance industry or whatever it's called. All complex choreography is done using first the computer, then teaching the dancers, such as in Michael Jackson's many videos. Aaron
#12048From: Aaron WeintraubApr 9, 1992 3:03 PM
Boy, that makes 3D Studio an even more attractive package. Actually, I have simulated the metal man reflection in 3DS version 1, but still, the movie looked much better. In some scenes, they had reflections of other reflections that were reflecting the surroundings. Looked a tad bit complex to do in 3ds, but I guess MUCH more doors are opened with release 2. Do you know where I could get ahold of Cinefex magazine and what specific issue discussed this? I'm really interested in making accurate animated reflections. Thanks. Aaron
#12058From: Yost GroupApr 9, 1992 5:05 PM
Take a look at message #12031, Aaron. – J
#12138From: Mike MorrisonApr 10, 1992 10:52 AM
At NCGA, John Berton of ILM gave an excellent presentation on the computer animation of T2. Like Gary mentioned, Raytracing was out of the question due to time constraints. Instead, they made good use of environment maps. Although, they did take it a step further and use custom environment maps that had anywhere from 6 to 9 sides. These custom maps allowed them to add the "Artistic" effects, like the reflection of the helicopter pilots face on the T2000. No offense, but how did you think they did those shots? With a raytracer hooked up to a real-time 3D Scanner? 😎 -MM
#12237From: Aaron WeintraubApr 11, 1992 11:41 AM
I kind of realized the stupidity of my question after I asked it. The reflections in the T1000 were obviously done by mapping, since it was all live stuff that they actually shot. It's still pretty cool that they can take live video and turn that into an environment map. They would have to figure out the exact angle to shoot the video from to make the realistic maps. This is what is hard about doing it in 3DS. If you have, say, a reflective sphere (for simplicity), and there is another sphere moving around it, what would you use for the reflection map? Just a 2D ball moving from one side to the other? There are some other complexities about it, like you have to actually render an entirely seperate flic to use as a reflection map on your original flic. This can take a load of extra time, although probably not as much as raytracing. Aaron
#12253From: Yost GroupApr 11, 1992 4:42 PM
Hey Aaron, 3DSr2 has AUTOMATIC environment mapping! You don't have to do ANY of that manual stuff. It makes it very easy to get ANIMATED raytrace-like effects. – G
#12376From: Aaron WeintraubApr 13, 1992 7:31 AM
Automatic environment mapping. What'll they think of next? <g> I'm dying here. I gotta get me release 2. All the new features I've heard about are things that I've spent weeks doing in release 1. The entire starfield thing, water, a whole load of other stuff, that could have been done in seconds with R2. I have a chance to work on some wavefront stuff this week, so I'll be constantly comparing it to 3ds, release 1, at least. I'll let you know what I see, maybe some new ideas for release 3? (I know, you probably don't even want to think about it<g>) Aaron
#12270From: CSA/CAApr 11, 1992 8:44 PM
Aaron, 3D Studio release 2 can handle the reflections automatically. In addition, you can set the number of levels these reflections are calculated to, so that reflected objects reflect reflected reflections (chuck wood?). Kevin Krell – Computer Support Associates
#12377From: Aaron WeintraubApr 13, 1992 7:32 AM
Couldn't automatic reflection mapping be considered a kind of "ray tracing"? Granted, the program doesn't use the algorithm of calculating the path of each ray of light, but it must use something similar to develop the automatic mapping, no? Aaron
#12387From: CSA/CAApr 13, 1992 12:03 PM
Aaron, I'd actually liken it more to a camera view FROM the object that shows the reflection. You start with a map of what it sees from that location, and distort according to the shape of the reflecting object. So, I guess it's essentially one view, whereas ray-tracing involves many views, and perhaps takes into consideration more aspects of how light is tranmitted. Kevin Krell – Computer Support Associates
#12658From: Aaron WeintraubApr 15, 1992 5:32 PM
I guess you're right, but the overall output looks somewhat indistinguishable from regular ray tracing, unless you're doing something really complicated. For example, ray tracing handles refraction as well as reflection, and I don't think 3ds does refraction at all. Aaron