CompuServe Thread

#Raytracer other than Ray

38 messages in this thread
#169725From: Will MendezMay 12, 1995 12:04 AM
Will 3DS ever come with raytracing or is there an agreement between the makers of Rayman and Autodesk? Will
#170089From: Michael BassierMay 15, 1995 2:41 AM
Autodesk doesn`t discuss features of upcoming products <bg> and we also don`t do if it hits this point. Sorry. Michael
#170179From: Will MendezMay 15, 1995 9:37 PM
Thanks anyway! Will
#170090From: WillMay 15, 1995 4:19 AM
I read in a book about computer graphics that said the programers of 3D studio were opposed to raytracing because it took to long and they believe you can achieve the same effects faster with raycasting. I don't know if the book is acurate or not but there it is. —Will
#170501From: John EllisMay 17, 1995 9:21 AM
I'm not sure what the point of your comment is but it is true that Raytracing is considerably slower. As 90% of the time its a waste of rendering time, the Yost Group has wisely IMO not chosen the Raytraced route, which in fact is much easier to code. It is also considerably more difficult to get an artistic kind of feel to your work with RayTracing. For none artistic types Raytracing is easier to get a Photorealistic look. The down side is that it becomes a crutch, and one doesn't fully develope one's artistic skills. If one plans to develop a distinctive "style" this IMO is a real drawback. From a production standpoint "speed" is an important factor, but its becoming less so, with faster platforms. The "look" and range of "looks" is where 3DS really excells, all else being equal. In the end it comes down to personal taste and talent. I think if you've got the talent you'll prefer 3DS. John
#170540From: Brandon MacDougallMay 17, 1995 11:59 AM
<<The down side is that it becomes a crutch, and one doesn't fully develope one's artistic skills. If one plans to develop a distinctive "style" this IMO is a real drawback.>> strange, dull glass and chrome is a trade mark, do you want to stay with this look for the next two years? <<In the end it comes down to personal taste and talent. I think if you've got the talent you'll prefer 3DS.>> 3D studio user's do not have a choice. only one option. [ with core rendering] some artist like to mix paints to get that look. since raytracing is one of the bigger wish's, thinking like your post are only setting us back two years or so. Brandon
#170579From: Heinz SchullerMay 17, 1995 4:51 PM
Hi John, ->"Raytracing is considerably slower. As 90% of the time its a waste of rendering time," ->"It is also considerably more difficult to get an artistic kind of feel to your work with RayTracing. For none artistic types Raytracing is easier to get a Photorealistic look. The down side is that it becomes a crutch, and one doesn't fully develope one's artistic skills." John, please understand that I normally believe your posts to be extremely well thought out and accurate, and I've learned alot of valuable things from you online. I really have the greatest amount of respect for you. In this case, however, I must disagree completely with your comments. I think you are leading Mr. MacDougall down a narrow path, despite his somewhat arrogant attitude. Myth#1 – "Raytracing is considerably slower" – This is completely dependent on which raytracer you use, and is a function of how well the code is written and optimized. There are alot of really bad implementations of raytracing out there, but there are quite a few excellent ones that don't lend to the myth. For example, the watcom-compiled version of the Vivid raytracer absolutely screams, especially with respect to raytraced shadows. Using the 3DS2POV utility and outputting 3DS scenes to Vivid, I've found it's actually *much* faster at rendering scenes with raytraced shadows. Other raytracers like POV and PolyRay have also been greatly improved from a speed standpoint. I think its somewhat flippant to automatically cast aside all raytracers as "considerably" slower. Myth#2 – "Raytracing is easier…it becomes a crutch" – Huh? Regardless of whether you use scanline or raytracing, you still need to create a fundamentally sound lighting and surfaces treatment to obtain decent photorealism. And even if it's easier to setup reflection and refraction, this isn't a crutch, it's a feature when considering this as a specific goal. Bottom line is you have to work harder if you want this effect in 3DS. I'm not sure I consider that an artistic "skill", more like an obstacle. Lastly, your comment that "If one plans to develop a distinctive style, this IMO is a real drawback" floored me. Have you seen the works of Truman Brown, Mike Miller, Dan Farmer, or Steve Anger? They all have extremely well developed, distinctive styles that I consider to be on par with any 3D artist I've ever seen using any package. ->"I think if you've got the talent you'll prefer 3DS." Aaaauuugh! It's not an EITHER OR situation. This is the thinking that spawns the endless Lightwave-vs.-3DS type debates, and it's irrelevant. Use *both* if you want, the technology is there. It's OK to wish for these features in 3DS, they don't have to *replace* the scanline renderer, which I consider to be excellent the way it is. I think all anyone wants is a toggle or button that enables selective, and optimized raytracing features. How could anyone object to this? Best regards, -Heinz.
#170622From: John EllisMay 17, 1995 8:39 PM
Heinz, I appreciate your recognition of my previous contributions. Some people are interested in 100% photorealism. I am not. I do not think it takes any particulary high degree of artistic skill to achieve it. Much like with a camera that can be obtained. The compositional nature of the "photograph" may or may not be art. So hopefully that clarifies that point. Much like paint and canvas one has to be artistically creative to create photorealism with 3DS. I personally feel that the days of photorealism are somewhat passed, but there does seem to be a resurgence in Europe. I think though that if CG is ever going to achieve status as a "fine art" its going to be along the lines of 3DS / Renderman et al. not along the lines of ray-tracing. You may not agree but at least I hope you get my drift. 3DS is much more similiar to paint and brush than raytracing. As far as leading Mr. MacDougall down a narrow path goes, I rather doubt it. I don't exclude ray-tracers, I just don't see any need to include in 3DS. That's just my opinion. In terms of rendering speed you are correct that optimized code makes a difference, even so as you noticed I down played the importance of speed as I think its becoming a somewhat mute point. In context I think I gave it a fair assessment. My statements viewed as you have would appear to be not as complete viewed in the light you've presented them. I do feel that 3DS challenges one's artistic skills and development more than "ray-tracers" do, unless you feel that it comes down to texture mapping as you suggest. I feel there is more range in what can be achieved in terms of a "painterly" look to a "photorealistic" look than what can be had naturally with a ray-tracer. Most people who work with them are going for "photorealism" exclusively. I am interested in a less CG look and more of an airbrushed or paint box look and 3DS does a beautiful job of not giving away that it is rendered. Call it an anti CG generated look. But at the same time I can get that CG look if that's what I want. I think that without exception the potential range of 3DS is broader and more in line with Renderman in that regard. And of course the composition of a work can illuminate the "style" of an artist, but most would guess that the artists you mention are using ray-tracers, you may or may not recognise the same with 3DS. Of course we all have our preferences and that is mine. Objectively I cannot find fault with your comments other than the "myth" portion. The points I've made are not in the myth category, possibly biased by relatively accurate. Thanks for your comments, as I think they have helped to round out the perspective. However, I find that for every comment it would be easy to explain with a chapter. You've made some good points that needed clarification, and I hope I've done that, even if the final result is not total accord. John
#170741From: Peter M. GruhnMay 18, 1995 11:13 AM
Your discussion of ray tracing and speed seems to me to concentrate on relative speeds of raytracers. There are ray tracers that are faster than others. Ray tracers are being sped up. This one ray tracer is even faster than 3ds at raytracing. My experience has been that ray tracing is accepted as an _inherently_ slower process for rendering than the other options out there. And is that not what was originally said? That 3DS is not a ray tracer because to do so would be a speed sacrifice not worth the particular strengths of a ray tracer? >>This is completely dependent on which raytracer you use,<< This is not true. Ray tracing is a known platform and implementation independant technique that can be compared to other techniques without considering specific instances. >> and is a function of how well the code is written and optimized<< This statement is true of anything. Substitute line drawing; z-buffer; or egg scrambling for raytracing, and it holds true _inside_ that given topic. If 3DS had been written to verify data integrity before proceeding on to the next pixel, even Preview mode would be slower than ray tracing on my pocket calculator.
#170811From: Heinz SchullerMay 18, 1995 5:21 PM
Hi John (aka lightning rod), Thanks for your reply. -"I don't exclude ray-tracers, I just don't see any need to include in 3DS. That's just my opinion." Acknowledged, I see now where you're coming from in terms of your feelings on photorealism not being your goal. There's no question that 3DS is a considerably more versatile tool in terms of the variety of different looks one can output. And without any hesitation I would agree with you that it provides for a huge variety of output styles. However, it would seem that alot of 3DS's features are geared towards obtaining photorealism, and in my opinion RT features are a natural fit towards this goal. Since your work focuses primarily on animation and mine primarily on stills, we have different needs hence our different viewpoints. For me, I find 3DS to be a complete 3D production tool with the exception of it's raytracing capabilities. I regularly find myself needing fast accurate shadows, reflection, and refraction, and spend alot of time working around 3DS's limitations in this area primarily by sending these scenes out to an external raytracer. Cheers, -Heinz.
#170864From: Jim LammersMay 18, 1995 10:14 PM
Hello Heinz – I was pretty impressed with Vivid 3.0's raytracing speed also! I can really crank out the images on my P100. Did you notice that Stephen added field rendering? Time for a little video animation… Jim
#170812From: Heinz SchullerMay 18, 1995 5:21 PM
Hi Peter, Thanks for your thoughts on this thread. ->"My experience has been that ray tracing is accepted as an _inherently_ slower process for rendering than the other options out there. And is that not what was originally said? That 3DS is not a ray tracer because to do so would be a speed sacrifice not worth the particular strengths of a ray tracer?" Yes that was what was said. To say that something is "accepted" as being an "_inherently_ slower process for rendering than the other options out there" is just that, heresay. What does it have to do with reality or specific facts? Let me restate more clearly: When comparing *PC* raytracers and partial implementations of raytracing (like 3DS's rt shadows), the comparitive speed is dependent upon how well the code is written and optimized for the given application. Depending on which raytracer you use, your rendering times may be vastly different. >>and is a function of how well the code is written and optimized<< ->"This statement is true of anything. Substitute line drawing; z-buffer; or egg scrambling for raytracing, and it holds true _inside_ that given topic." Look, please don't disect my sentences and quote me out of context. My meaning was confined to raytracing code and not scrambled eggs. I have the greatest admiration and respect for 3DS, and have used it since r2's release. I also use raytracing quite often, and have used RT programs since the 80287 chip was available. I have experience with most freeware, shareware, and commerical raytracing implementations on the pc. Based on my experience, I can unequivocably state that some raytracers are mature, optimized 3D rendering engines that approach the speed of scanline renderers. And some are brutally slow, poorly implemented and "not worth the particular strengths of a ray tracer". To summarily dismiss them all as being not worth the trouble is, IMO, an uneducated action. Cheers and best regards, -Heinz.
#170929From: Peter M. GruhnMay 19, 1995 9:52 AM
>> some raytracers are mature, optimized 3D rendering engines that approach the speed of scanline renderers<< That is of interest. I can assume that Vivid falls into or approaches this category? I probably won't do anything with it, unless it's real real cheap though. 3DS is a budget pusher for me. – gruhn
#170983From: Jim LammersMay 19, 1995 4:32 PM
>>> I probably won't do anything with it, >>>unless it's real real cheap though. >>>3DS is a budget pusher for me. Vivid is shareware for the old 287 version. To get the newest, 387 version, it costs $50. I wouldn't call that a budget buster <G>… I wrote an article on raytracing 3DS scenes with Vivid in a recent Planet Studio. Jim
#171249From: Peter M. GruhnMay 22, 1995 10:29 AM
>> $50. I wouldn't call that a budget buster << Heck, except for right now, neither would I. I'll have to check it out. Thanks. – gruhn
#171427From: DAN SPOMERMay 23, 1995 9:08 AM
>>I wrote an article on raytracing 3DS scenes with Vivid in a recent Planet Studio. I just wanted to let you know I enjoyed this article very much. It has inspired me to dive in to Raytracing. I have been holding off buying Rayman, as I would hate to lose my $600 investment if it is not supported (or included) in R5. I am going to give Vivid a shot. As far as Mr. Coy accepting beer for his "beggarware", I have been a devoted home brewer for some time and plan on sending him a 6-pack of my best Stout.
#171546From: Jim LammersMay 23, 1995 7:07 PM
>>I am going to give Vivid a shot. Let me know if you have any trouble. I think you'll be impressed with the output. >>As far as Mr. Coy accepting beer for his >>"beggarware", I have been a devoted home >>brewer for some time and plan on sending >>him a 6-pack of my best Stout. Oh, that's going to be great! I'll have to ask him about that after you send it! Only one other person ever actually did it, I think they were in a foreign country, too. Thanks for the nice comments on the article. Be sure to get the 3.0 beta as soon as you're registered – it's much, much better than the yucky 287 version of vivid 2.0.
#171611From: Judy WellerMay 24, 1995 7:38 AM
Where does one find Vivid? How does it compare with POV Ray?
#170742From: Peter M. GruhnMay 18, 1995 11:15 AM
>> I think all anyone wants is a toggle or button that enables selective, and optimized raytracing features.<< I've looked at the ray trace work-around in the Special Effects book. I was stunned by the technical merit and quality of the final image. I would also like to have a selective ray trace button.
#170782From: Ernie JacksonMay 18, 1995 2:53 PM
> I think all anyone wants is a toggle or button that enables selective, > and optimized raytracing features. How could anyone object to this? Excellent point! _NOBODY_ could object to having the option. – Ernie Jackson, Written 18-May-1995 @ 12:40:44 Using: Windows NavCIS PRO 1.6
#170695From: Michael BassierMay 18, 1995 3:41 AM
Hi John, as Mike "RayMan" Bassier as want to write some words about your message <g>. First of all, I`m a 3DS user and I make SFX for TV commercials and advertising spots. Very often I have to combine real images with CG. For this point raytracing is a great help, I don`t want to miss it. Raytracing is not a holy cow. It doesn`t solve every problem. But if you want to make realistic images you can`t afford to miss it! If you want to make artistic images maybe you don`t need it. But it`s a nice option. I saw great, artistic images wich were raytraced. You`re right, raytracing is slower than scanline rendering. But raytracing can be much faster than automatic reflection maps and raytraced shadows. It depends on the program. The production standpoint: If you have to fake reflections and refractions by hand it`s much cheaper to put all that work to a PC. Rendertime is much cheaper than manpower. If it`s too slow buy a faster PC (or a faster raytracer). Michael
#170773From: John EllisMay 18, 1995 2:05 PM
Hi Mike "Rayman"! Been awhile since we've shared a thread or two. 🙂 >> First of all, I'm a 3DS user…. << Personally while not having used your product, I think the solution you provide is the kind of solution that should be available for people interested in having a "ray-tracing" capability with 3DS. There is no doubt that "ray-tracing" has a place in animation as evidenced by the variety of packages available for those who wish to use it as part of their work. Whether it makes sense to fully incorporate it into 3DS as a matter of course is highly debatable. (Obviously <g>) >> If you want to make artistic images maybe you don't need it. << Well its really more than that. Its a fusion of artistry and realism as opposed to stark "photorealism". And that is to a degree a matter of taste and style. If you need to incorporate animation with real imaging then "ray-tracing" or "radiosity" may be the answer. But not necessarily. Not so many years ago, producers wanted it to "look" CG; they were paying alot of money for it and they wanted people to know. <g> And I'm not sure that its changed all that much except that no one makes a specific point of it as they once did. But this really gets away from the main thrust of the debate which is whether it should be incorporated into 3DS and my feeling is that third party solutions such as your own are the answer for that segment of the market who has that particular need, focus, or interest. I don't expect to have the last word on this but I can express my opinion that I would rather see the YG team continue to develop a "user-friendly" implementation of the best of what is possible with scanline rendering (the most versatile form of renderer in my opinion) as evidenced by the full set of Renderman shaders (which is not friendly to non programmers) and leave the "ray-tracing" or "radiosity" approach to those who choose to develop that aspect of renderers. To me that mission is clear. And products like your own bridge whatever percieved gap that may exist in the "super-realism" relm, without taking away from that effort, or diminishing the greater/broader capabilities which have made 3DS the highly respected product it is. I pesonally think that the YG team has a clear sight on what needs to be accomplished and this debate seems to lack an appreciation of where exactly we are headed and what is involved. I suspect as with the advent of R5 it will become more evident than ever. The ultimate goal is a laudable one. In the meantime some people will choose to use both and there is nothing wrong with that. I would hope that you would continue with your efforts to refine your product as well, as there certainly appears to be an interest in the percieved benefits "ray-tracing" affords. I hope those that have shown the interest will pursue the option you provide and that it will be mutually beneficial to all concerned. Your points are well taken in the scope that they encompass. But lets not get away from the main focus of where 3DS is headed, which I think, knowing what is possible; is the ultimate course, and the rest of this is rather a moot point as there are a variety of options, including your own. John
#170892From: Michael BassierMay 19, 1995 2:47 AM
Hi John! >>Been awhile since we've shared a thread or two. 🙂 Yes, I was very busy in the last weeks. I only had time to read messages but not to write anything rich in meaning <g>. I`ll upload a little piece of my work in the next days. Look out for "raytraced animation". It`s a very realistic piece. I love realistic things, that`s my "stile of art". If I had a wish I would like to have the feature of external shader. If anyone want to have raytracing or radiosity, it doesn`t matter why, he or she should have it. The Yost group do it in the right way: they build an open animation package. And that means that any kind of discussion like this thread is senseless. If you want to do anything with you program you should do it. The only question is: who gives us the possibility/feature? I hope the new R5 allows us to plug in any IPAS seamless. And when this is possible it doesn`t matter whether it`s an build-in-features or a third party application. Michael
#170901From: John EllisMay 19, 1995 6:27 AM
Michael, Your points are good ones and while I could expand on my perspective, your zeroed in on the key point and that is that 3DS is open architecture and does provide the facility to incorporate "special features". The points that have been made in favor of ray-tracing being incorporated are interesting, I don't think as issues go it quite merits the attention its getting but I can see from some of the perspectives on this subject that some people might have a real need for it. I especially like your idea of a "plug-in" type ray-traced shader. I've really got to wonder at the ramifications but from my standpoint it does have some excellent possibilities. I can equally see more than a few potential hazards but fortuneately its not my decision to make. <g> In the meantime I wish you well with your endeavours and hope that you can accomodate the needs of those who have shown an interest in this, as those who do have the interest are quite passionate about it. 🙂 BTW I'm really not anti raytracing just real particular about the "look". FWIW I think Ray Dream Designer is a slick little ray-tracer but of course its primarily intended for stills. John
#171035From: Michael BassierMay 20, 1995 7:10 AM
Hi John! The idea of plug-in-shaders is not very new but I don`t know much programs with this feature. Renderman and Mental Ray are good examples and I`m sure that 3DS will be an other. As soon as 3DS has an open rendering interface, we`ll might see three products from us: RayMan (for raytracing), furman (<g> for hair and fur) and cloudman (for any kind of real clouds). RayMan (specially Release 2) is already prepared for this kind of plug-ins and the other two shaders, well I don`t want to say too much but I'm sure we`ll surprise the 3DS community. We have to wait for the new Windows NT version… BTW: you can fake plug in shaders with the video post queue but that`s not as perfect as I want to have. Michael
#171092From: John EllisMay 20, 1995 6:36 PM
Mike, >> The idea of plug-in-shaders is not very new… << Yes I realise that, but the idea that a ray-tracer might be a plug in is an angle I hadn't thought about. If the whole rendering module was de-linkable and there was a port to join a different rendering module, that would certainly be different, not to mention unlike a shader which would still address the rendering module and would feed it. Incorporating different renderers in the same scene would be pretty radical too, especially with dual processors. Then you could have a variety of renderers for different aspects of your animations. Sounds interesting and something I'm sure you're alot more in tune with. I don't think about that aspect as much because at present its a fixed entity, but from your standpoint and because of what you do I'm sure its something you think about quite a bit. Sounds like you've got some interesting projects in the works. Its been awhile but I wanted to be clear on this. Your Rayman is a standalone that runs in DOS? It probably wouldn't hurt to run it down one more time, if you're willing. I kind of tune out on things that aren't relevant but this discussion has raised my awareness so I'd be receptive. <g> Cloudman sounds cool, that's something I could definitely get into. There's a new network open with some radical vapors …. I can just imagine the SGI's cranking away on it… its pretty unreal. Fake shaders in VP? No that's not what I had in mind either. VP is good for image processing not shaders, at least in the terms that I think about them. Keep me posted. I don't suppose you've got a crippled version of Rayman I could check out? (I promise to keep my opinions to myself unless they're favorable seeing as I do have somewhat of a bias. <g>) Ciao, John
#171132From: Michael BassierMay 21, 1995 11:32 AM
John, everytime I stand under my shower I`m thinking about new computer animation stuff (software, concepts, ideas…) Often I think a raytracer SXP would be great. Imagine you aply RAYTRACE.SXP as an reflection map. You would have an dialog box where you can set all your raytracing options. Now, everytime the 3DS renderer hits your object the SXP is called by the 3DS API. Now the SXP calculates the pixels of your object. This is only the first step of my thoughts and so there`re not perfect and they might be some technical problems but it brings idea on the right way: Let`s see what the A-Buffer of 3DS (should) do: everytime a pixel on the screen belongs to an object with a SXP the renderer calls the SXP to calculate the color of the pixel. It doesn`t matter for the 3DS render how the SXP calculates the color of the pixel (it may fire light rays through the scene or use complex fractal algorithm), the result is the same: the SXP returns the color value to 3DS. The 3DS render engine continues with the next pixel and so on… You can share this process over endless number of processors. So, if you have an object like a coke bottle, apply the raytracer-SXP to the bottle. If you have some cloud objects, apply a cloud-sxp. What are already doing if you want to have water or smoke? You apply WATER.SXP or SMOKE.SXP. So get a little step further. Think about RAYTRACE.SXP, CLOUD.SXP, FUR.SXP and LIQUID.SXP… Doesn`t that sound good? Let`s wait for the new 3DS version. I haven`t seen anything from this version but I know it will beat Softimage or Alias and so on… Why? Because the developer team doesn`t work for money (not only <g>) but for their dreams and for the user community. More than 50,000 user have deffinetly enough creativity to make everything possible. >>Sounds like you've got some interesting projects in the works. >>Its been awhile but I wanted to be clear on this. Your Rayman is >>a standalone that runs in DOS? Yes, Release 1 of RayMan is a DOS standalone program. Ok, you can run it from the DOS shell of 3DS or in a DOS window of Windows, Windows NT or OS/2 but it`s only a DOS program. If you use RayMan in your production cycle you have to create your 3DS scene, leave 3DS, start RayMan, make your rendering settings and let your image render. I know it would be better to have it implemented in 3DS but it wasn`t the time to do that. So let`s wait for the next version. Can`t say more but that it`s faster, better, further <g>. Michael
#171137From: John EllisMay 21, 1995 12:18 PM
Michael, I don't see a big problem in something running in DOS as long as it will run under NT. I think DOS is going to be under the hood for awhile. The beaty of NT is that you can strip it out at anytime and it has no effect on the OS. Pretty clever really. As far as your future plans go, the SXP's sound very interesting, I'll be interested to see if its do-able. >> that it's faster, better, further… << Sounds like you've taken a page from the Yost "how to" manual. <g> Keep us posted. Regards, John
#171415From: Andrew ReidMay 23, 1995 8:05 AM
>> shell of 3DS or in a DOS window of Windows, Windows NT or OS/2 >> but it`s only a DOS program. When I try to run RayMan in an NT command-line window it complains about not being able to see the dongle. Am I missing something?
#170760From: David GouldMay 18, 1995 1:13 PM
<<It is also considerably more difficult to get an artistic kind of feel to your work with RayTracing. For none artistic types Raytracing is easier to get a Photorealistic look. The down side is that it becomes a crutch, and one doesn't fully develope one's artistic skills.>> The inclusion of a "Raytracing option" on an object basis doesn't present this problem. There are many projects where "raytracing" or "refraction mapping" are NEEDED and not just a nicety, even for projects of a more *artistic* nature than photorealistic. 3DS provides the realism in all other areas but is lacking in this one. To not include the capability to accurately refract glass and other similar materials would be very disappointing if not included in the next version. Everyone I talk to say that 3DS is great BUT the still-images it renders aren't as clean and neat as those produced by many other packages. I always respond that 3DS is a production tool used to generate mass quantities of animations. Topas/Electric Image do produce very clean pristen images easily. In 3DS it takes a lot more tweeking to get such a clean net effect(TEXTURE-SHARPEN etc), but it is possible. <<If one plans to develop a distinctive "style" this IMO is a real drawback.>> Too often it is the client that dictacts the style. If they want a photorealistic glass than they *get* refraction but only through a lot of fudging. An option to do selective ray-tracing/refraction mapping is the single tool missing in the toolbox and would round out the capabilities offered by 3DS. DaviD "It's all an optical illusion" GouID
#170779From: John EllisMay 18, 1995 2:37 PM
David, As usual you make valid points, but again its not my experience. Glass is not something I have a need for typically except in terms of "glass lettering" and I find that I can make a very acceptable animated glass. Stills may very well be a different story. As I don't do stills very often except as a "work in progress" so it really hasn't been a factor. I have no idea what is happening with R5 and I wouldn't care to speculate on the possibility. FWIW I don't even use ray-traced shadows as in most cases there's an faster way to do it. Although in some cases I know I would have to resort to it, if I had to. As there are a variety of alternatives many of which have been discussed here, I don't see the need. I realise that that may be unique judging from the responses I've recieved but then the vast majority haven't so I feel that this issue is not as big as it might appear for most people. BTW If I get inundated with responses, I won't try to answer them all. <G> John "Lightning Rod"
#171071From: David GouldMay 20, 1995 2:58 PM
<<As there are a variety of alternatives many of which have been discussed here, I don't see the need. I realise that that may be unique judging from the responses I've recieved but then the vast majority haven't so I feel that this issue is not as big as it might appear for most people.>> I think it all boils down to the fact that so many different people with different needs, wants, and desires are using 3DS to meets their particular goals. The goals of some are at the complete opposite poles of others, "realism" in contrast to "abstract surrealism". The fact that so many people can get out of 3DS the style they want is a testament to the power and flexibility of 3DS. Some people see a lack in 3DS's ability to cater to a particular style, in this case photorealism. 3DS at the moment doesn't cater very well to *certain* realistic needs and the inclusion of a ray-tracing option for objects would fill this gap. Your comment concerning the fact that the Yost Group should focus on making the product more user-friendly is a valid one but for others to have a realistic reflection or refraction is of equal importance. It will be up to Gary and the gang to decide where their priorities lie. As Gary often says "EVERYTHING is possible given the time and resources". Gary did comment some time ago that the most ideal graphics system would act like an operating system, thereby allowing a lot of different features(applications) to function under a single system. Under such a mechanism you could add or subtract features as you felt they were necessary. 3DS goes part way there already, who know what they have in store for tomorrow? In any case, the needs of the individual users are so diverse and varied that an IPAS/Plug in architecture is the sole means to keep everybody happy. The question is what should be core code and what should be external(Plug-ins). The implementation of a different rendering method like radiosity or ray-tracing would seem best suited to an external plug-in since they are optional and not always needed. I briefly looked at the Quickdraw 3D specification. It includes the ability to define external shaders. So will 3DS be heading in the direction of a graphic operating system? I personally think so, since this will provide the most flexibility and cater to the largest possible market. You'll simply buy the building-blocks that suit you and assemble a system that caters to your particular needs. And if you can't get what you want then someone will provide a simple scripting language, preferablly in the style of Hypertalk or OpenScript, so that everyone can customize there system till the cows come home. Now this last feature is the most exciting of all. If everyone were allowed to tweak and change the graphics capabilities as they want, then the product would become truely universal in the sense that everyone would NOW be contributing to the evolution of the product. Instead of having a single group of programmers, i.e. the Yost Group, you'll have the input of thousands of people throughout the world contributing not just ideas but functioning building-blocks that push the product in new directions. The MEIER IPAS is a good indication of this. If this could be more firmly integrated into the product, something a graphics operating system would provide, then we could all move off in this new direction and from the input of everyone continue moving in different directions evolving the product in new and different ways. The diversity of features provided would be enormous catering to EVERYONE's needs and desires. It would be a collective effort that would see a rapid explosion of "building-blocks" uncomparable to the stream of new IPAS routines we are currently seeing. Everyone would be producing specific "building-blocks" that they could sell at very low prices. TSE currently prevents this since the source scripts need to be provided which means the author loses out since he has no competitive drive to product scripts that HAVE to be given out freely if they are to be used. Gary did mention that IPAS will be handled differently in the next release and also the issue of pirating IPAS routines. An identification system can be more easily integrated into Windows NT than DOS so with the assurance that your "building-block" won't be *stolen* you can produce more for less cost since you'll see more profits. These very low priced "building-blocks" will push the product faster than any single development team ever could. The power would be in the hands of everyone. W'ere heading into interesting times and the diversification has only just begun. DaviD "I'll take two ray-tracing shaders, a scan-line shader, and a side of fries" GouID
#171087From: John EllisMay 20, 1995 5:33 PM
David, >> Your comment concerning the fact that the Yost Group should focus on making the product more user-friendly is a valid one… << Actually that's not what I was saying. What I was saying was to implement a more user friendly interface than what Renderman has to achieve the same result. I've heard people say that others have said 3DS is not that easy to use. I have no way of judging but from my standpoint its been the easiest package I've ever used, so its all relative I guess. I'm talking about professional packages btw not some of these hobbyist programs, like Truespace which actually I don't care for. >> Realistic reflection or refraction…. << Why not talk Mike Bassier and see if his ray-tracer doesn't work for you? Is it seamless intergration that you want or the ability to get the desired result? >> Gary did comment some time ago that the most ideal graphics system would act like an operating system, thereby allowing a lot of different features to function under a single system… << Yes and with DLL and DDE in NT all this should be possible provided that its supported by software vendors which I expect it will be mostly. I don't like to second guess what he had in mind but I think it would be fair to say that you could have a ray-tracing program working through this linkage to obtain just want you want without it necessarily being a component within 3DS. I personally feel with the Plug-ins and NT we're getting very close to the ideal, but it probably won't be a seamless as a pre-integrated system, but should get fairly close. So the thrust of your comments are totally in accord with what is likely to happen and we both share the same vision of where we'd like it to go, with the caveat being that Ray-tracing in all likelihood would be an add-on and not as part of the main body of 3DS. I think more than anyone the Yost Group has pioneered this focus in the realm of animation thereby allowing them to focus on what they needed to do and providing the opportunity for others to support the "special" interest. Even Bones Pro is not a product for everybody and I think ray-tracing falls into the same category. And personally I'd rather see it done that way as I don't want to pay for a ray-tracing program I don't use, and I like the idea that I have options if I do. Anyway, I'm sure you've registered it as a wish list item and more than that I'm just expressing my opinion on the subject, which carries absolutely no wieght at all. 🙂 You know who you have to talk to… <g> John "Enjoying the option"
#170576From: Rich SchwartzMay 17, 1995 4:20 PM
Will, I have long wished for raytracing in 3DS. I have on occasion the need to produce very acurate renderings of reflections in mirrors. This involves reflections off of flat surfaces. As I understand, the 3DS method estimates reflections, doing a fine job, but not 100% scientificaly acurate. Since my work is mosty engineering visualization, I am more interested many times in accuracy than artistic flair. My solution was to purchase Truespace by Caligari (a Windows 3.X program, aprox <$500, I think), which imports 3DS geometry (as *.3ds files, without textures), and allows for raytrace renderings. I have run tests on the accuracy of the raytracing, and it does very well. Truespace also allows you to render without raytracing, as the raytracing does take much, much longer in Truespace. That sure is an option I wish 3DS would have. I have not, howerver, found too much more in Truespace that is not offered in 3DS, and since 3dS does everything else I need very well, I haven't fully explored Truespace. Hope this helps. Rich Schwartz NASA Langley
#170581From: Will MendezMay 17, 1995 4:54 PM
Thanks. Will
#170694From: Michael BassierMay 18, 1995 3:41 AM
PMJI: I don`t understand why you don`t use RayMan. This raytracer is developed for exact the problems you discribed. You can import all mappings, lights, cameras and settings and it`s even a few hundred percents faster than Truespace. Why don`t you make your scenes completly with 3DS and render them with RayMan? Michael
#170801From: Rich SchwartzMay 18, 1995 4:23 PM
Michael, I wish I could get Rayman, unfortunately, our project can not afford it. I got Truespace 1.0 on $99 into special, and I stuck with it. We have struggled to get money to keep 3DS upgraded, and I drool over IPAS routines on a regular basis. The sad fact of the matter is that the US Government has decided to decrease the funding levels for aeronautical developement and space technlogy by a significant amount. (NASA has rumored 40% layoffs). Infact, we currently have a computer moritorium at NASA Langley that severly restricts any computer purchase. Therefore, I scrounge up what I can and make do. Enough belly-aching. The bottom line is that Truespace does what I need, even if it is not the most elegant solution. However, I will take a copy of your letter to our next meeting. Thanks for the amo!!
#170893From: Michael BassierMay 19, 1995 2:47 AM
I thought the NASA has neverending money. Well, maybe we`ll have a RayMan Light version very soon for, aehhmmm, maybe 348US$. That could increase your chance to get a version…