#Help on IPAS
26 messages in this thread
>>if you've had a chance to play around w/getting POV textures into 3ds <<
Well, the PoV people don't want anyone to use their code for
*anything* except personal non-distributed 'what-if' programming. So
if I'm going to do it, I need to go back one step and program from
SIGGRAPH papers and concepts, perhaps drawing from the PoV code as an
example. They probably would never get a chance to see the source
code, but it's not supposed to look *anything* like the PoV source
code…
Incidentally, Schreiber just released some SXPs that look a lot like
PoVs… I think they were programmed by Mike White of SunDog
originally. They look really good, and Mike says they render faster
than other SXPs… I have the demo versions on line on my BBS, and
they seem to work pretty well. One of these days I'm going to get
into IPAS programming, but right now I'm forcused on creating
animation.
>>the PoV people don't want anyone to use their code for *anything* except
personal non-distributed 'what-if' programming.
<Sigh> Shame, that. Looks like I'll just have to keep doing it the hard way.
Maybe I should try to get a programmer-type here interested in IPAS'ing.
>>Incidentally, Schreiber just released some SXPs that look a lot like PoVs
Just downloaded the thumbnails; hopefully will get the chance to look at them
later today.
>>One of these days I'm going to get into IPAS programming, but right now I'm
forcused on creating animation.
I'm currently 'suffering' from the same problem (fortunately :^); only
difference is that it looks like it's gonna be 'one of these years' b4 I can
try! :^}
Thanks for the replay.
John Stetzer
JWS
Hi Mike White here . Hope you like the images. These textures are
the closest to POV. The only thing is it is going through a ray trace
program. Hopefully 3DS4 will be complete ray trace and thes and other
texture that are SXP's will look unreal. What I think is with SXP's
you need to have many options to set up so you can come up with so
many different textures form one. I you look at the thumbnails like
Marble.sxp, Granit.sxp and Agate.sxp thats 75 different stone
textures. Any Semi-precious stone you need and these wert mixing say
like Agate.sxp and Marble.sxp as texture 1 or 2. Our fractal
textures seem to enhance each other when mixing textures like
Beaded.sxp and Squigle.sxp thay seem to interact with each other.
Check out Mix.jpg this image is using Beaded.sxp and Squigle.sxp
together. The arangmets are unlimited. Thanks in your intrest. Mike
White [SDP]
Hi Mike,
I was just curious from looking at the samples – is there a problem with
antialiasing or blurring these textures, do they hold up when animated ?
BILL
Hi there M.G
Yes These textures do hold when animated. These samples where done with a 1.3
pixel ratio in my set file. The textures that have animated features are layers
and amebeoa.sxp thay animate very well. Another thing is the closer you get to
the texture the more detail you'll see in the texture. One more thing is when
you mix two or more textures together they seem to interact with each other
causing a wide variation of texture.
If you have any more question feel free to ask. That what I here for.
Mike White [SDP]
I'm pretty sure that what Mr. Batchelor is talking about is the .SXP built-in
Anti-Aliasing that needs to be present in the IPAS code for A-A to happen in
the texture. Is this correct Bill? I don't think the A-buffer A-A can touch
your .SXP's, so pixel size wouldn't be an issue here. I think Stucco.SXP is one
of the only .SXP's with the built-in A-A. GaryY, please correct me if I'm wrong
here.
-Alan Iglesias
I'll ask R.J. I'm sure he included this in the three versions.
Mike White [SDP]
Mr. ? Gee, I just got old all-of-a-sudden <g>. Seriously, that's
exactly what I meant, but you said it much better. It appears as if
the SXP's are not filtered, and as you said, I recalled something
about this not being possible. So, maybe Mike can comment on this
further. It seems (from looking at the samples) that they're bound to
scintilliate when animated – maybe not ? Thanks for jumping in Alan.
BILL
It wasn't possible to filter sxp's in r2, but we added that feature in
r3, and stucco.sxp does just that.
Yes The version 3 Sxp's we are releasing do have these qualities.
I really enjoy seeing the intrest. We will keep these ideas in mind.
Mike White [SDP]
I'm not sure if procedural anti-aliasing was possible in r2, Bill, but
I'm pretty sure it is in r3. If memory serves, the Stucco.SXP does
it. I'm also pretty sure that if the internal .SXP A-A code is in
place, it should animate quite nicely, even up close. Gary can
elaborate more, I'm sure…
I really hope these routines take advantage of the new capabilities.
I really like software shaders and hope to see many more (like the
Valis Group ones) in the future. In fact, the future *in general*
looks great for 3DS users<g>.
I like 'em too, and I've been surprised to see so little done with
them via IPAS. I hope Mike will respond to these points.
Alan, you have been paying PERFECT attention. Incredible.
Stucco.sxp is the only one that incorporates z-based filtering
methods, which are critical to smoothing a procedural texture as it
moves over time.
Hey. Whaddaya know, I've still got a few functioning brain cells
left!<g>
Hi Mike,
Thanks for the info, but please see the message from Alan I. on this
subject and my reply. If you can, please comment on this this.
BILL
Hi Bill Yes they do have the filtering that Alan is speaking of.
They're also 24 bit in color. The CD is shipping from Schreiber you
might want to give them a call and get on the mailing list. Their
phone no is 1-800-252-1024. On film these textures come out excelent.
Few mor notes on our routines our Dust.axp is a form of Strange
Atractors not one partical touches. The Marble.sxp and Agate.sxp have
the same functions as POV in Dialog menu. Fractalize, Jitters, Turb,
Size ..ETC…. Earth.sxp Is a fractal base planet maker. Fade.ixp
for fade in fade out of vpost. Lossy.ixp lossy type image
compression. In all four set there is 19 routines . Mike White [SDP]
P.S. These routines handle all the mapping cords and each have they're
own qualities.
These routines sound great, Mike. I just may "need" to acquire them!
-Alan
Thnks for your intrest I will be uploading more example and there is
full tech support and questions answered.
Thanks Mike. Quite a while ago I d/l all the crippled demo stuff from
you, and I'm on Schriber's mailing list. What CD are you talking
about ? So the PT's all definitely have IPAS3 filtering capabilities
? Does the user have CONTROL over the filtering ? Thanks.
No but you have control of the brightness and speed in the fractal
texture sets. The only contol of some what filtering is iterations.
About the Schreiber CD is being mailed out now and includes everthing
in convertable DEMO mode There is quite alot lot of great routines
from all over the world. Mike White [SDP]
i just got the cd and its great going to convert the demo today
i have the valis shaders vol1 2 6. are you going to make some more of these
into ipas ?
sherwood
Yes we will be developing more IPAS. Were are creating as I write.
Please let me know if there is a problem with matlibs and if there is we will
get the newest ones to you. Aslo if you would like I will send you updated
matlbs of mixed textures.
Any suggestions please feel free to let us know.
Mike White [SDP]
To further clarify after reading over my previous messages, I was
aware that PT filtering was possible in R3, but have never seen it
implemented other than the YG's routine I don't *recall*. Was this
implemented in the demo u/l's ? If so, I don't remember any user
control over the filtering – which I think is critical in using
procedural textures in animation. IMO, you need control over /
selection from at least a couple of types of filtering, and several
sizes. Does this by any chance exist now with your textures ? If
not, it would *_really_* be great. Do you plan on u/l any of these
final versions (crippled of course) ? I think it would be a good
idea. If they are well-filtered and especially if you have control, I
could definitely use all of them. Thanks for your time.
This is a good Idea and we will keep it in mind on updates.
Mike White [SDP]
Thanks again Mike. I'm looking foward to seeing the demos.
BILL
Hi Mike White here . Hope you like the images. These textures are
the closest to POV. The only thing is it is going through a ray trace
program. Hopefully 3DS4 will be complete ray trace and thes and other
texture that are SXP's will look unreal. What I think is with SXP's
you need to have many options to set up so you can come up with so
many different textures form one. I you look at the thumbnails like
Marble.sxp, Granit.sxp and Agate.sxp thats 75 different stone
textures. Any Semi-precious stone you need and these wert mixing say
like Agate.sxp and Marble.sxp as texture 1 or 2. Our fractal
textures seem to enhance each other when mixing textures like
Beaded.sxp and Squigle.sxp thay seem to interact with each other.
Check out Mix.jpg this image is using Beaded.sxp and Squigle.sxp
together. The arangmets are unlimited. Thanks in your intrest. Mike
White [SDP]