CompuServe Thread

#'Black Hole' Texture

10 messages in this thread
#21478From: Mark ChambersAug 13, 1992 8:55 PM
Gary- Let me first start by explaining what I'm doing. You may have a way around this without my "Black Hole" material. I'm animating a highly reflective desktop with several static items sitting on it. The animation consists of a paper wad landing on this desktop and unfolding into a flat piece of paper. No prob so far…but what I would REALLLLLYYY like to do is to render the desk with its items (except the paper wad) once and use it for a background for speed and then composite the animated paper wad over the background in VP. However, I lose my reflection of my paper wad when it lands (obviously) using this method. What I would like to do is create a black material to assign to the desktop that would ONLY reflect the paperwad (no reacting with lights) and have the rest of the desktop render pure black. Thus ending up with a rendered image of the paper wad and its reflection on the desktop against a pure black background. If this were (or is possible) then I could simply use the alpha channel in VP to composite the wad and its reflection over the background of the desk. If this is possible, please let me know. Else I would like to put in a request for a "Black Hole" material in R3. Thanks. -Mark
#21487From: Yost GroupAug 13, 1992 10:54 PM
Basically, if you want to use shiny surfaces and/or shadows, you have to integrate those surfaces into the scene itself. The only shortcut I could think of is to render the desk minus the desktop and everything on it as a background, and then render everything else as foreground items and composite them on top of the desk in VP. – G
#21506From: Mark ChambersAug 14, 1992 2:08 AM
Gary- The more I've thought about my "Black Hole" material, the more complicated I've realized that it would be. If it were even possible to do, it would really have to be specially coded in the renderer and assigned as a special material attribute because in my example, you would actually want the reflection and shadow to contain the faint woodgrain that the desktop was assigned. This way the object could be matted over the background and other reflections from background objects wouldn't show through the paper wad reflection. <Sigh> They must be pumping too much oxegen in through the air conditioning, for my brain to think of these crazy things. Oh well, it was just a thought. Thanks. BTW, another question. I'm writing this message at 2:00 A.M. because I had to come up to the office to check on the computers due to a sudden electrical storm (They are on an all night render). Does anyone know of any way of remotely powering a system up and down via modem. That would sure make life much easier during these Oklahoma storms. I suppose a good UPS would be the best solution, but it would be nice if there were a way to power up and down remotely. Thanks again, -Mark
#21512From: Eli J. BoyajianAug 14, 1992 8:44 AM
Mark, You can remotely power-up devices over the phone using X-10 equipment. Contact Home Automation Labs (800-445-9605) for more info. They offer a "Remote Control Telephone Responder" for $80 which allows you to "Operate up to 10 lights or appliances from any touch-tone phone in the world!" Once your remote system is booted up, you can then use one of those programs that lets you operate the PC from your location. Eli.
#21524From: Mark ChambersAug 14, 1992 10:52 AM
Eli, Thanks for the info. That sounds like just the ticket. Honestly, I had my doubts if anything like this was available. Thanks again. -Mark
#21519From: Yost GroupAug 14, 1992 10:05 AM
Perhaps they're pumping in _more_ than just oxygen via the air conditioning system… <g> Regarding remote activation of the hardware: there are a number of ways to do this. Various networking programs (a la Novell) can let you log in from a remote system and actually bring up the 3DS user interface to initiate rendering sessions. Other networking systems (the less-expensive ones) can at least let you log in and start up a command-line process. I'm sure some of the folks on the forum have more experience than myself with this (Jamie?). – G
#21525From: Mark ChambersAug 14, 1992 10:52 AM
Gary- Thanks for the info. I'll check it out. I've seen the threads regarding a few glitches with Lantastic, are you happy with Novell? Are you using Lite or a full blown version? -Mark
#21556From: Yost GroupAug 14, 1992 11:35 PM
There are plenty of folks using Lantastic with 3DS succesfully, but you've got to be aware of a number of things to avoid. (I know one of those things is using various caches, such as smartdrv.) Jamie's using Novell Lite up in the lab, but only because he's been waiting for EVER for the full version to arrive. (Lite just barely cuts it, but it _does_ work.) I personally am just about to get into networks within the next month or so. Until then, I'm basically a typical network idiot. – G
#21521From: Mike MorrisonAug 14, 1992 10:26 AM
That is an issue that I've often thought about. Isn't it possible for a renderer to analyze which elements of the screen move between frames, then set up a bounding box around the elements that do move, and only render them? And speaking of bounding boxes (the mind sure works in mysterious ways…), what do you thing of the "Level of Detail" discussion in chapter 10 of "The Renderman Companion"? Do you think that would be a practical request for r3? Perhaps a LOD setting/switch to be used with either user defined models or interpolated models… You know, I guess the only way your going to satisfy me is to put me on the payroll <GD&R>… -MM
#21557From: Yost GroupAug 14, 1992 11:39 PM
Hey, anything is possible! That's the beauty of software development. (as you know 🙂 The chpt. 10 discussion in the Rman Companion basically illustrates a pyramidal geometry "filter" method that's very similar to the way our texture filtering (mip-mapping) works in r2. In order to do it correctly, however, you've got to be starting from a higher-order surface than just a rats-nest poly-face mesh. I'm sure that we'll _eventually_ move in that direction. – G