Inside 3DS Wishlist III
6 messages in this thread
The following list was compiled during the writing and development of
"Inside Studio" by its authors Steven Elliott & Phillip Miller.
3DS4 Wish List III: SURFACES, MATERIALS, MAPPING, & INDIVIDUAL COMMANDS
Materials
Include SOME ability SOME WHERE that allows a mesh/material to have a
"hairy/fuzzy/grassy/bumpy" profile. The one aspect that currently
signals `PC-Computer Animation' are flat edged materials that should
have a profile texture (grass, hair, fuzz, bumps, bricks, etc.).
Including such an ability would go a LONG way in competing with the
SGI boys.
Perhaps the above wish is a "Dent Map" that would allow the distortion
of a mesh's profile (perhaps this is an IPAS-only ability?).
Include REFRACTION capabilities for transparent materials – could be a
strength slider or even a new "Refraction Map" within the material
definition.
Include an "ON-EDGE Illumination" ability for transparent meshes –
thus allowing meshes (such as light beams and tubular plastic) to be
illuminated from a light positioned at their edge (a very possible
ability in the real world). This would also allow projector lights to
cast color streaks of their image down the length of light
beams/cones.
Include a "Solid Materials" option – the ability for a material to
cast itself through the enclosed boundry of a mesh. This would be
ideal for situations when the camera moves through smoke, light beams,
water, etc.(perhaps an IPAS-only ability?).
Include an "Additive" option for masks which would ADD rather than
subtract their effect to the parent map.
Provide a strength slider for the effect of Additive Transparency.
Include the "New Subtractive Transparency" as a parameter OPTION
within the material definition.
Provide the ability to anti-alias bump maps in SOME manner (at least
allow summed-area filtering) – increasing blur is a poor fix and just
doesn't cut it.
Include a BUMP2 Map (similar to Texture 1&2) to allow a random bump
map to have an additional, interjected bump. Typical examples include
a basketball (for the dot-bumps and then the grooves) and ceiling tile
(for the fissure texture and then the grid lines).
Allow reflection masks to use SXP's.
3DE Mapping
Allow mapping to be acquired from the face (or AT LEAST the element)
level. The current inability to do this is extremely frustrating and
curtails the usefulness of lofted mapping coordinates and combining
objects. If this is TOO mush of an overhead, then PLEASE allow
detached elements to have their mapping coordinates retrievable.
Allow bump maps to respect face normals, thus always facing their
effect "out" rather than from the mapping projection.
Filter the Material/Show material list to show only what is assigned
to unhidden objects (as Smoothing/Show does so well) – perhaps this is
an option button/parameter.
Allow the current mapping icon to be displayed once leaving the
Mapping branch (this would be especially useful for Modify command
adjustments & alignments).
The Bitmap Fit ability is also needed for accurate cylindrical
mapping.
Include a "Bitmap Fit/Acquire" option which would display the face's
material, that material's bitmaps, and then allow selecting of one of
them for the Bitmap Fit.
Smoothing
Include the ability to adjust the "strength" of the smoothing effect
on a mesh by mesh basis. The idea is that a spherical representation
is not always appropriate. The often needed, slightly rounded, "eased-
edge" on right angled objects is a classic case where a low-strength
smoothing effect would be ideal. Perhaps this could be a slider with
100 being spherical (default).
Create a smoothing strength slider that could be applied to selected
faces. A setting of 100 is full smoothing as we have now, down to 0
which represents no smoothing. This allows the creation of eased edges
without modeling intermediate faces.
Allow R3's current assigning of smoothing groups to every coplanar
face (regardless of smoothing angle) to be an OPTIONAL PERAMETER in
the 3DS.SET file. This constant assignment of smoothing groups is NOT
always desired (especially in rectilinear/architectural modeling) and
its inclusion has reduced the usefulness of selecting via smoothing
groups dramatically.
Reflections
The algorithm used to calculate Flat Mirror reflection colors NEEDS to
be adjusted to allow for ACCURATE color reflections within reflective
materials that are other than black. Currently, non-black materials
with automatic reflections will always ADD their color to the
reflection in a very odd, unrealistic manner (reflected geometry is
always lighter than it is). For example: a reflective grey surface
will reflect a red object as pink and a black object as grey, while a
reflective green surface would reflect the red as orange and the black
as dark green – both are additive and both are very wrong when
compared to the world around us. Perhaps this could be adjusted with a
slider/value in the Reflection Map slot.
Backgrounds
Restructure the memory usage so Background Bitmaps come from the same
"pool" as the material bitmaps (so one pays in memory only once if the
background image is used as say a reflection map).
Provide the same manipulation parameters for Background Bitmaps as for
texture maps (especially useful would be scale, rotate and offset)
Allow Background Bitmaps & Colors to be reflected in all automatic
mirror materials (possibly as an optional parameter/option if there is
a significant performance hit).
Allow gradient color swatches to be dragged and dropped between the
three.
See Background
Allocate a separate memory buffer for stored/rescaled See-Background
images to aid in speed and memory consumption.
Allow at least 8-bit color viewing capability.
Additional Command/Section Specific Issues:
Video POST
Provide a transparency slider option for bitmap entries (the
equivalent of using a a traditional theater "skim").
Allow the tiling of bitmap entries.
Provide the same manipulation parameters for bitmap entries as
for texture maps.
IPAS Programming
Allow the ability to use stand-in objects to represent fractally-
generated meshes at render time. This would go a LONG way in
making manageable mesh sizes for organic models.
Include the ability to generate fractal/animated backgrounds
(great for perspectively correct skies and clouds).
Array Command(s)
Provide array abilities in the Shaper (for polygons) and in the
Keyframer (for instances).
3DE & Shaper Boolean Operations
Allow Boolean operations on SELECTION SETS of objects/polygons.
Allow Shift/Clone of Boolean operations for new objects/polygons.
Shaper Outline
Allow Shift/Clone of the resulting polygons, maintaining the
original polygon.
Shaper & 3DE Mirror Command
Provide a Two-Point pick option, thus allowing angled and more-
accurate mirrors.
3DE Align Command
Provide a "Face to Face" alignment option.
3DE Taper and Skew
Include 3D Dimensional versions of these commands that act upon
the bounding volume, not just the bounding box.
3DE Tessellate
Provide the Edge option at the face and element level.
3DE Explode
Eliminate the current possibility of creating duplicate named
objects after an explode.
3DE Create/Spheres
Include the ability to create odd-sized LSpheres.
Include the ability to create true geodesic dome GSpheres (an
IPAS routine similar to GRID?).
3DE User View
When using User View/Show make the display automatic if only one
User View is active, bypassing the Choose step.
WOW!
You know, some of those things (ie the cursor disappearing when moving an
object, but you're zoomed in too tight to see the bounding box) have always
driven me up a wall, but I _never_ thought about them at wish-time!
Thanks! The price of the book was worth just you guys' wishlist!<g> I just
got my copy yesterday (along with the new SEAWOLF game, two new novels I
haven't had a chance to crack, we're installing a network at the office, my apt
is a junk-heap and there's no food in the place — I've got info-overload!),
and I really haven't had much chance to look at it yet, but from first
appearances, it seems terrific!
Dave
Well, heres to first appearances! Hope you like the meat inside the bread.
– Phil
In your wishlist you have NAILED a number of things that have vaguely bothered
me as I've learned and used 3DS. Reading your list was one "Yesss! Someone
understands me!" after another for me! <g>
Dunno, of course, how many will be implemented, but what you HAVE done is
convinced me to be a customer for your book!
Thanks Carl,
I think a LOT of people share your agreement on MANY of those wishes. Several
of those are from R1 days!
– Phil
>> #Inside 3DS Wishlist III
Wow! You guys should write a book! <g> Nice list.