CompuServe Thread

#3DS questions

2 messages in this thread
#11848From: James GwertzmanApr 7, 1992 1:58 AM
I have a question about 3DS… I know that my S-VGA card can only display 256 colors at a time. I assume therefore that I will have trouble when I try to render a drawing with several different surfaces, that are wildly different in terms of the colors they use. Yet the manual doesn't make any mention of this problem, nor does it mention how to fix it. In other words, if I want to have brick with pitted metal and a blue/black paint, how do I do it? Right now, the thing I have with the pitted metal glows white, and the brick surface is completely invisible. The blue is just fine (most of the stuff in the drawing is just blue). This all comes up because I am rendering a theatre set design for a proposal, to show what it will look like before we build it, blah blah. How do I create a simple wall, since I need to enclose the space. I suppose I need a 2D surface with a face on one side, but I don't know how to make one. I'm currently using quad's extended in the 3D lofter to make them tall, wide, and skinny. I'm sure this is inefficient though. ANy ideas?
#11894From: MARTIN G FOSTERApr 7, 1992 4:14 PM
James I have 2 suggestions, If you are limited to 256 colours you may improve the image by setting dither to ON in the system options. (or in the 3ds.set if you're on v1) This is fine for stills but if you are doing animations they can get VERY big compared to with it OFF. A quad doesn't use many faces (8 vertices, 12 faces I think) but to be more efficient you can make the rectangle in the 2d lofter and then go to the 3d editor and do a CREATE, OBJECT, GET SHAPE to bring the 2 shape into the 3d editor. Now you have the same effect with only 4 vertices, 2 faces. Just make sure, if you are using 1 sided materials, that it is facing towards your point of view, because one side will be invisible. You can then rotate it or do surface, normals, object, flip.