CompuServe Thread

#Questions

24 messages in this thread
#81051From: andrew gordonMay 3, 1994 10:32 PM
Hey impulse, got some questions that need answering, and I dont have the time to call (by the way one of you tech support dudes is always in a bed mood.) 1) How do you use the lite textures? What type of object and lite do the best job.. 2) QEMM and imagine 3.0 just do go together.. are you telling me that im going to have to disable it every time I use Imagine?! What configuration works best for you guys? 3) Wheres all that Inverse Kinematics stuff? Constraints? Is that it. Well there sure isnt much info on how to use it in the manual.. 4) When you load an object into the particles requester does your objects get shaded flat when rendered? That all for now, You guys deserve a pat on the back. Great Job Just add some Alpha channels and Field Rendering and RIB files output. PS, I heard Industrial Light and Magic Is using your software for Previs.. Is that true? _ARG
#81106From: David HofmannMay 4, 1994 5:00 PM
>> Just add some Alpha channels and Field Rendering and RIB files output. What? No field rendering? Mike or Rick, is that true? If yes, the list of features that were promised and haven't been included is getting longer… -David
#81114From: Steven C. BlackmonMay 4, 1994 6:52 PM
Dave, Field rendering is included. Just drag a box around the area you want to render (perspective view), and Imagine obliges by only rendering that area. Its a REAL timesaver. Scanline mode shadows are the only feature that didn't make it. The reason: they actually took longer than a full trace. Don't worry about being satisfied. There's some real nifty stuff (fog textures, light textures, deform tool, etc.) that makes up for any perceived deficiency in 3.0's promised features. My grin is ear to ear anyway. -Steve
#81133From: Stan Kalisher (Impulse)May 4, 1994 9:37 PM
Steve, the feature you described is Set Zone. Field rendering divides each video frame into two distinct fields (one for even scanlines, the other for odd scanlines). The result when animated is that motion appears smoother because every position represents a 60th of a second, rather than a 30th. Impulse ran into delays implementing the feature in 3.0 and chose not to include it rather than hold off delivery. –Rick Rodriguez
#81189From: Steven C. BlackmonMay 5, 1994 12:50 PM
Rick, Oops. So preoccupied programming, got my terms confused. Thanks for the correction. -Steve
#81208From: Brendan GallagherMay 5, 1994 5:25 PM
Gentleman, I have been trying to some of your 'quite choice' new animatable textures. I was attempting was to make two states altering only a few of the variables and morph between them. I can successfully morph …color…shape…& size…. but, I must be missing something when varying the texture… heres what I tried; -load Primative sphere -add DancSprk Texture -Render …looks fine next… -Create state named 'Main' picking the boxes (shape & properties) -go back into attributes req. and change.. oh lets say the # of branches -create 2nd state called 'Morph' picking boxes (shape & properties) -save and then goto project called Morph (add lights,& so forth) -In action editor, add actor to frame 1, (of 15) state= Main -Then add actor from frame 2 to 15 state=Morph – Save and then Animate… and the result…. 15 frames of state=main The odd thing is this exact formula worked for all other morphs( color,shape,size ) I know I'm missing something…. Brendan G.
#81219From: Stan Kalisher (Impulse)May 5, 1994 7:19 PM
Brendan Textures do morph while in the same texture ie size, position and so forth, as in large leather to small leather or what ever but they do so not in states, they do so by morphing one object to another. Mike
#81199From: Peter GreciMay 5, 1994 3:19 PM
What you just outlined is NOT Field Rendering as far as I know, selective area rendering perhaps? Field Rendering generates 2 FIELDS per 1 FRAME, hence 1 second of Field Rendered animation would result in 60 Fields. Field rendering helps Animation ALOT
#81242From: Anthony RamirezMay 5, 1994 10:18 PM
>Field rendering is included. Just drag a box around the area you want to >render (perspective view), and Imagine obliges by only rendering that >area. That isn't what `Field Rendering' is. You are refering to `Set Zone'. Field rendering is when a frame is divided into `Fields' (even and odd lines) and the motion is sampled at 60 FPS. Since there are 2 fields for each frame you are in essence playing back at 60 FPS. This is good when there is movement close to the camera or when there are small moving objects light stars. One field rendered image may have lots of jitter but when played back it is VERY smooth. This does increase rendering time though. <<< Tony D. Tracer >>> (Any render time >0 needs acceleration.)
#81251From: David HofmannMay 6, 1994 1:13 AM
Hi Steve, I think now you already know what I ment with field rendering. But the other feature (render region or whatever it is called) is very handy. I'll use it a lot (if only I'd get my copy…). Do the spot lights and the other lights have soft shaddows now? -David
#81263From: Stan Kalisher (Impulse)May 6, 1994 7:45 AM
Lights meant to cast soft shadows must be created in the Detail Editor where the SoftEdge.itx texture may be applied as an attribute. What I've done is created a directory of these light objects that I can use over and over again in the stage. —Rick Rodriguez
#81275From: Marc ReinigMay 6, 1994 10:59 AM
Rick, > Lights meant to cast soft shadows must be created in the Detail > Editor where the SoftEdge.itx texture may be applied as an attribute. I have tried using SOFTEDGE.ITX to cast soft shadows with no success. What I get is a light who's brightness falls off at different rates (depending on the settings in SOFTEDGE) as you approach the edge of it's cone if it is a spot light, but the shadows it casts still have very hard edges. I am using a sphere with it's attribute set to light, spherical, filter (255,255,255), variable fall off, and using the SoftEdge.ITX. I have three of these grouped together as a single object as the lights in a room. I get hard edges everywhere. Any help in this would be appreciated. -Marco
#81317From: Steven C. BlackmonMay 6, 1994 7:25 PM
Marc, Your right about the softedge texture. I spent an hour trying to achieve true soft shadows with softedge before I realized its true purpose. I have been working with Impulse, developing a Texture editor with realtime preview for market, which is why I STILL haven't finished the other batch of utilities I promised. I've wanted a fully functional version of the .and stuff at least a dozen times myself, ironically. I intend to finish these once Texture Explorer is finished (I have the help of Impulse themselves, now). I'll be sending you an initial beta of Texture Explorer in 3 or 4 days. This (I hope) will save my reputation. (no need to respond til you actually SEE the software.) BTW, GreG did an excellent job on the light eh. I haven't played with 3.0 in a week (programming 12 hrs a day), so its nice to see someone else really spending time discovering the capabilities of 3. -Steve
#81345From: David HofmannMay 7, 1994 3:17 AM
>> What I've done is created a directory of these light objects that I >> can use over and over again in the stage. Hm, sounds like a good solution. If only I would get my copy… Maybe it got lost somewhere. -David
#81316From: Steven C. BlackmonMay 6, 1994 7:14 PM
Dave, No soft shadows, unfortunately. There is a new light texture called softedge, which creates soft edged spotlights, which is a definite improvement. Also, shadow pattern light textures like venetian and french window work in scanline mode, so a carefully constructed scene can appear to have shadows in scanline. All accurate soft shadows (like those in PowerAnimator), require either time or tons of RAM, so we'll have to wait. -Steve
#81373From: David HofmannMay 7, 1994 2:14 PM
Hi Steve, >> …require either time or tons of RAM, so we'll have to wait. The Indy had 64 mb RAM and I was told that this was the minimum to run Power Animator on it. Also a 500 mb Swapfile is recommended when using all advanced tools. 🙂 -David
#81116From: Steven C. BlackmonMay 4, 1994 6:53 PM
Dave, Field rendering is included. Just drag a box around the area you want to render (perspective view), and Imagine obliges by only rendering that area. Its a REAL timesaver. Scanline mode shadows are the only feature that didn't make it. The reason: they actually took longer than a full trace. Don't worry about being satisfied. There's some real nifty stuff (fog textures, light textures, deform tool, etc.) that makes up for any perceived deficiency in 3.0's promised features. My grin is ear to ear anyway. -Steve
#81138From: James R. OllickMay 4, 1994 10:30 PM
>> Field rendering is included. Just drag a box around the area you want >> to render (perspective view), and Imagine obliges by only rendering >> that area. Its a REAL timesaver. That is not field rendering. In field rendering, two seperate renderings are done for each frame. In video, each frame is made up of 2 fields, if you move an object in each field (it will move twice per frame), the motion will appear much smoother. I hope its in there. Jim R. Ollick Using AP from Bergenfield, NJ
#81190From: Steven C. BlackmonMay 5, 1994 12:52 PM
James, Thanks for the correction, something about that had been nagging me all day, now I know why. 🙂 -Steve
#81287From: Anthony RamirezMay 6, 1994 1:48 PM
>Thanks for the correction, something about that had been nagging me all >day, now I know why. 🙂 What was nagging you? All the replies you got? :^) I remember writing something that was TOTALLY off-base, usually in the wee hours of the morning, and then realizing the next day how wrong I was. The next time I would log-on, I had PLENTY to read. So if anyone feels lonely and wants to get LOTS of messages to make you feel impotent, I mean, important, then all you got to do is follow my style of writing and screw up what you say. Isn't it fun? :^) <<< Tony D. Tracer >>> (Any render time >0 needs acceleration.)
#81322From: James R. OllickMay 6, 1994 7:48 PM
You are welcome. Jim R. Ollick Using AP from Bergenfield, NJ
#81119From: Stan Kalisher (Impulse)May 4, 1994 7:21 PM
Dave Alpha is there, field rendering will be done a different way, stay tuned. Mike
#81180From: S.C. ParkerMay 5, 1994 9:47 AM
Help!!! I CANNOT! get global haze to work properly. (Yes, I took the fx off of disk 1 and deleted the one that came lha'd.). I first tried a bright, perfect yellow sphere on a checkered ground (not creative, I admit, but quick and easy to see results on), applied the haze fx to global fx, rendered and got great results. I took the same scene and took out the sphere and put in a ring obj. that I made (color: blue, and it was bright). Nothing happened. I have tried several other objects and had no success. I've tried changing the color key param. in the fx to match the object and that hasn't helped. Any ideas, suggestions? Thanks Steve
#81187From: Ross DavidsonMay 5, 1994 12:45 PM
Steve I,m not sure but I had some problom with the global. This is what I do and it seems to be some kind of magic fix. Go into your Action Editor and add to your Global a size bar from frame 1 to fram 1 than change the x y z values to 0.000.. No promise but it's worth a try!!! NightStalker AP Incontrol