CompuServe Thread

#Fractal Grafics 3D & 3DS

10 messages in this thread
#44170From: BITSMay 19, 1993 9:00 AM
Hi John, Do you know how Fractal Grafics 3D compares with Virtual Reality Labs' VistaPro & VistaMorph?? I find VRL's products real easy to use, and love the way you can morph between different landscapes during an animation. The frustrating thing is the 3D data cannot be transferred to Studio by DXF or 3DS format. Ideally, I'm looking for a product which will export in 3DS format, hence retaining landscape textures and if possible flight paths. Do you have a phone number where I can get info/order Fractal Grafics, or maybe an address to write to?? Thanks, Andy Roberts (BITS)
#44226From: Bruce ShapiroMay 19, 1993 5:23 PM
Foo: Fractal Grafics can export files as *.dxf, but not *.3ds. I'm not familiar with VistaPro, but if you're specifically looking for a fractal terrain generator, FG might work. Give its creator a call and explain what you're after: Dick Oliver 802-888-5275 fax: 802-888-3009 BTW, is there any vector format that VistaPro can output (like HPGL)? Bruce
#44253From: SyndesisMay 19, 1993 10:30 PM
I've been trying to convince one of the Vista programmers to include DXF output. The general problem with DEMs is that they're so big. Do the math: 258 x 258 grid points means 257 x 257 grid squares or 66,564 points. Right there, you're beyond the limit of points in a single sub-object in 3DS. It's also 133,128 triangular faces, beyond the 64K limit of faces in a 3DS sub-object, too. A simple export doesn't cut it. So you need to pull some tricks like "decimating" the surface by removing nearly coplanar triangles. Then people start working with 514 x 514 DEMs.
#44267From: John K. JordanMay 20, 1993 12:10 AM
Hello Andy, Do you want to transfer a VistaPro v3 landscape into 3DS? (as a mesh only, no textures or paths) I've done this thru the convoluted: Save the VistaPro file as a PCX (DEM to PCX) (may be able to skip the next two steps with the /p option on GIFDXF below (?)) Load the PCX into Corel PhotoPaint Load the grey scale palette, GREYS.PAL Edit as required Convert the PCX to GIF Convert to DXF using GIFDXF (avail on this forum) Load into 3DS One small problem is GIFDXF makes all interior lines hidden, so if you want to animate your mesh, it's hard to work with in the keyframer. No problem in the editor. I wrote and uploaded a little program a while back, DXFUH.ZIP I think, which will fix this. There may be a much easier way, but I don't know it. JKJ (in constant search of hard ways to do things)
#44283From: BITSMay 20, 1993 8:40 AM
Thanks for the reply John, I don't have GIFDXF, but will take a look for it now and work through your suggestions. I'll let you know how I get on.. Cheers, Andy.
#44285From: BITSMay 20, 1993 8:43 AM
John, Any ideas on how I could achieve a 'graduated landscape' texture map? You know – where the tips of each peak is white (for snow) the middle is green, and the base is grey/brown. The only way I can think of right now is by selecting faces from a side view, but then the join is too sudden and doesn't look so good. What d'ya reckon??? Andy
#44304From: May 20, 1993 12:00 PM
Andy: The way we did a similar animation is to create a texture map and apply it from the top view. Make it as detailed as you have to and make sure the texture blur is up high enough to blend in the pixels. Greg Pyros
#44315From: Martin BowringMay 20, 1993 2:44 PM
#44316From: Martin BowringMay 20, 1993 2:44 PM
Create a white/green/brown gradient backround and render an empty background to a tif file. Apply mapping to the front face of your hills and then use the tif as a texture map. This will give you snow caps and rural green valleys. Schrieber sell a program called Imagine 3D Surface which generates landscapes. I can get you the number if you want. Martin Bowring
#44340From: John K. JordanMay 20, 1993 10:14 PM
Andy, >>…make a 'graduated landscape' map…<< A couple of variations I've experimented with (assuming AniPro)… If you have CHAOS, and want to make a random landscape and texture map: Save the landscape (mountain) as a DXF. Then, set the Options/Elevation to 90 degrees, render 256 colors to a GIF. Load into AniPro or some other program, scale, smooth, jumble, and otherwise edit the GIF. Apply the GIF to the surface in the top view of 3DS. A couple of iterations and it doesn't look too bad. If your landscape mesh was not created in CHAOS, you can create a decent map with a little effort. The idea is to let 3DS build a top view texture map by applying a gradient from a side view, then edit the gradient. 1. In AniPro, create a vertical gradient, or a series of horizontal bands. For example, you can make the top 1/3 of the screen white (for snow), the middle grey (rocks), the bottom green (valleys) (and perhaps the very bottom blue?). 2. Save as a GIF then apply it to your landscape mesh from the side. Now the tops of the mountains will be white, etc., but the boundaries between the bands will be too sharp and unrealistic. 3. Next, render the TOP view to a GIF file and load into AniPro. Now it's a matter of editing the new GIF to make the boundaries irregular and follow the ridges, add rivers, meadows, forest textures, etc. 4. When you apply this edited GIF to the top view of your mesh, (and go thru several tries to get it right <g>), the result is fairly pleasing. Note that you can make lakes in hollow spots by moving a horizontal flat into the right spot and coloring it blue. In addition, I've found that a simple vertical gradient GIF, from white on the top to dark green on the bottom, makes a useful map to apply to the side of a landscape mesh. It's real easy to do, makes the mesh a lot easier to work with while editing and tweaking camera angles, lighting, etc., and doesn't look too bad either (looks a lot better than a solid color!). Standard wimp-out disclaimer: these are but things I've experimented with and I'd be surprised if they are the best way to do real work. I never do any real work. <g> JKJ