CompuServe Thread

#3DSV3 raytracing

36 messages in this thread
#53092From: Rich SchwartzAug 11, 1993 3:39 PM
I have just read the upgrade list for 3DS, and I am looking foward to the switch. I have one question, though. Does V3 use ray tracing to handle refections off of flat surfaces? This is crucial to a class of problems we need to solve, since we use 3DS to determine what a camera in an instrumentation package will see in test setup, and we often use mirros as part of our optical configuration. We have found that the way V2.x works, which takes a bitmap rendering adn overlays it on a reflecting surface, is not good enough for most of what we do with mirrors. Thanks for your time Rich Schwartz
#53196From: Yost GroupAug 12, 1993 11:04 AM
Rich, R3 uses ray-tracing as an optional way of computing shadows only… not reflections. – G
#53309From: Alexander MathysAug 13, 1993 4:38 AM
Gary: The R3 new ray-traced light source seems just to be the SUN I missed so many times! Does it really mean we'll see a parallel light source, determined it's direction by a simple vector for the whole scene? Furthermore: Is there already a kind of 'sun-dialog' regarding location, date, time? (Sun-IPAS-Greg is listening….. I can feel it) Thanks for your answer! …………………..Alexander.
#53335From: Aug 13, 1993 9:49 AM
Alex: >> Is there already a kind of 'sun-dialog' regarding location, date, time? >> (Sun-IPAS-Greg is listening….. I can feel it) Yes, I am listening! No, it is not built in, you should still use ours to both locate and animate the Sun in Release 2 or Release 3! <g> Greg Pyros
#53377From: Alexander MathysAug 13, 1993 5:37 PM
Hi Greg: >> Yes, I am listening! I knew it! I'll find out whether your IPAS is the $1.00 difference worth regarding the Schreiber offer…. <g> I'll fax you an order. Please tell me total cost over the sea. Do you accept Mastercard? Alex. MATHYS – AGV Fax: 011-411-302-3727
#53405From: Aug 13, 1993 11:33 PM
Alex: >> I'll find out whether your [SunPath] IPAS is the $1.00 difference worth >> regarding the Schreiber offer… I'd never put down a competitor, (well, almost never <g>), especially since we sell their other excellent products also, but ours is the only Sun routine that works totally inside 3D Studio as an IPAS routine! The _other_ one requires you to save your mesh, exit 3DS, run the program, re-start 3DS, and then load the mesh again! Should be worth the $1.00 difference in price the first time you use it on a large model! <g> Greg (IPAS-R-Us) Pyros
#53413From: Chris ThomasAug 14, 1993 1:53 AM
Greg, Actually they don't have to leave 3DS completely for Schreiber's Sun routine. Granted it is not an IPAS because of the issue of Spot light creation. To avoid quitting 3DS, they can save the .3DS file, Shell to dos and run the sun routine, exit back into 3DS and then simply reload the modified .3DS file. Not too much of a penalty when shelling, but it does require a reload of the file. Trade off is that they end up with an optimized spotlight for nearly parallel shadows and optionally an object representing the sun itself. Both the sun object and the spotlight have the keyframe data established when they reload the .3DS file. Maybe with the new IPAS3 features, guys like Keith and Gus can give us some really cool tools. CT.
#53424From: Aug 14, 1993 8:55 AM
Chris: >> [Schreiber's Sun routine] To avoid quitting 3DS, they can save the .3DS >> file, Shell to dos and run the sun routine, exit back into 3DS and then >> simply reload the modified .3DS file. Not too much of a penalty when >> shelling, but it does require a reload of the file. Aha! Thanks for the clarification! That is a bit better than I was told! >> optionally an object representing the sun itself. Our IPAS routine can insert and animate an object and/or a light for the Sun, also the moon (moonlight studies <g>), or any other planet in our solar system! Great for those times when you need to verify the influence Neptune will have on your new skyscraper! Greg Pyros
#53496From: Don HansonAug 15, 1993 1:47 AM
Greg, Does your Sunpath IPAS control the light (spotlight?) entirely, or is there some setup required in 3DS? Don Hanson
#53597From: Alexander MathysAug 16, 1993 3:52 PM
Greg: Thanks for the $1.00 difference details…. Fax's coming. Alex.
#53342From: Yost GroupAug 13, 1993 10:06 AM
As Greg said, he sells an IPAS routine that sets the sun position, and the Schreiber Instruments folks have an additional method of doing that. We didn't want to ruin all the hard work they put into their add-ons, so it's not built into R3. – G
#53378From: Alexander MathysAug 13, 1993 5:37 PM
Gary: Thanks for your answer. I've seen Greg's IPAS routine…. looks like the way to go. Could you tell me a word more about the '…new ray-traced light source…simulating a shadow-casting sun in any size scene…' ? Does this mean that there will be a new sort of shadow with improved quality for 'long distance spots'? Thanks for your reply. Alex.
#53390From: ALAN IGLESIASAug 13, 1993 7:46 PM
Hi Alexander, Gary is quite busy right now catching up on post-Siggraph stuff, so just let me jump in here with a couple of things: From what I saw at Siggraph, the ray-tracing spotlights are VERY accurate with sharp, clean lines and very high detail. Unfortunately, because ray-tracing is involved, they can slow rendering speed down considerably when influenced by large amounts of geometry. Great for high-res, detailed stills, or animations with little geometry that need VERY accurate shadows. Spolight Overshoot, on the other hand, may be just what you are looking for. It will concentrate shadow-mapping ONLY within the falloff cone while lighting the rest of the scene with an even, bright light. This way you may use a MUCH smaller size shadow map for the important parts of a large scene, get nice shadows, and the rest of the scene will be "bathed" in light, although not completely parallel (depending on the cone angle). I'm sure Gary will add anything I may have left out… -Alan Iglesias
#53436From: Craig Sharp [Mem TM]Aug 14, 1993 10:13 AM
Alan: It appears to me that the rendering speed increase of 3.0 is just about balanced by the slowdown required for the ray traced spotlights… and it also appears to me that all architectural modelers will want to use the ray traced spotlights for exterior shots. Note that this is a very preliminary observation on my part. C#
#53448From: Yost GroupAug 14, 1993 10:59 AM
Note that Alan's comment about using the spotlight overshoot option instead of ray-traced shadows is very appropriate. It means that architects can (in many many cases) get away with still using shadow-mapped lights using the overshoot function — and not have to resort to ray-tracing the shadows. Spotlight overshoot is extremely powerful AND gives you the ability to soften your shadows a bit. – G
#53502From: Craig Sharp [Mem TM]Aug 15, 1993 7:59 AM
G: Yes, I agree… but I don't like soft shadows in presentation output (still rendering is the only place I would use ray traced shadows…). The contrast is important to the presentation. I also didn't mean to sound like I was criticizing. The difference between 2.0 and 3.0 looks pretty amazing to me! C#
#53454From: ALAN IGLESIASAug 14, 1993 12:22 PM
Hi Graig, Um, actually from what I've seen, the ray-traced spotlights will probably only be used on a very specific basis, so I wouldn't characterize them as really "slowing down" the renderer on a general basis. When you consider the speed is quite a bit faster than r2 on AA/High and the quality is WAY better, this is where the speed-up is evident. Although I haven't done a ton of architectural stuff, I would theorize that in many cases, the Spotlight Overshoot function is gonna be a very viable option, especially for animations. When you REALLY need absolutely perfect, sharp shadows (mostly for stills, I'd guess), the ray-trace function will be a great tool to have. The bottom line is this: Everyone now has MANY more lighting options with which to tailor their scene in the way that best applies to their job at hand — a true hallmark of an exteremely versatile production renderer! -Alan
#53503From: Craig Sharp [Mem TM]Aug 15, 1993 7:59 AM
Alan: Yep… what I just said to G. There is a DEFINITE improvement in the product for use in architectural modeling. I can't wait to have alot of free time and a decent design to work with… plus some new hardware. Anybody got an idea for creating a winning Lotto ticket in 3DS? C#
#53598From: Alexander MathysAug 16, 1993 3:52 PM
Hi Alan: Thanks much for your details on the new r3 shadow possibilities. It really looks like they'll fit my needs – I do mainly architectural stills. The map sizes I have to use today to do far away narrow spots a really big. So, looking forward to r3! …..not only because of the shadows, but the new lighting possibilities in general – including 'negativ' light, also adjustable self illuminating,…..! Thanks again……… Alex.
#53624From: ALAN IGLESIASAug 16, 1993 9:19 PM
Hi Alexander, Yep, it certainly seems like we've got about a TON of lighting possibilities coming up — truly exciting stuff! Should be no problem finding the perfect combination for a particular scene once familiar with all the options… -Alan
#53652From: John TissavaryAug 17, 1993 3:32 AM
PMJI, but I used to work doing lighting for movies and tv shows and the like. I remember the first time I worked on a really big movie with a ten ton lighting package – that's a package that fits into an eighteen wheeler semi (LOTS of lights!!!). Coming from little one ton packages on low budget commercials, I was really confuzeled when I stepped into the truck and looked at the legions of inkies, tweenies, mickey moles, silver bullets, etc… staring me in the face, asking "what next?". That's probably how I'll feel the first couple of days (make that weeks) with R3 <g>. I can't wait! John Tissavary (La Luna cie)
#53671From: David TaffetAug 17, 1993 9:17 AM
John – Are there any reference materials, that you're aware of, worth their salt in discussing stage lighting? As a former light person, is on the job training the only way to grasp the basics/essentials? David Taffet
#53679From: Yost GroupAug 17, 1993 10:54 AM
The classic tome on stage lighting (which may still be in print, but I'm not sure) is "A Method for Lighting the Stage" By Stanley McCandless. – G
#53723From: John TissavaryAug 17, 1993 6:10 PM
Gary's reply is quite relevant. I think it's IATSE local 16 apprentices' required reading for stagehand journeymanship qualification, but I'm not sure because I came into that local from another one where there was no stage jurisdiction. As far as basics are concerned, I'm sure there are several books out there, probably available at Samuel French's bookstore in LA, and I believe it is possible to understand the basics from reading a book. Putting basics to practical use is, of course, the skill and art of an experienced lighting person. I did mostly film lighting and really did learn almost everything on the job. In addition to the basic premises of lighting, which can be learned from text, the tricks and variations required for practical production are so numerous and ephemeral that there's no book in the world that could include them all. From my experience, and seeing others work, most of them are made up on the spot. Hope your as confused as I am, John Tissavary (La Luna cie)
#53696From: ALAN IGLESIASAug 17, 1993 1:17 PM
Hi John, It was nice meeting your father and yourself up in Anaheim — Maybe we'll meet again next year. I hope you both had a nice time in SoCal. Sounds like quite a light-job you had! I guess the term "tons" of lighting stuff was especially appropriate for you back then<g>. You probably *could* spend a lot of time getting familiar with r3's new lighting stuff. I can't WAIT to see the tutorial! -Alan
#53717From: John TissavaryAug 17, 1993 6:10 PM
We did have a nice, although sometimes stressful time. It's amazing how much techno junk can be crammed onto a convention center, and how much stimulus one brain can handle in one day. I'm sure I'll see you at Siggraph next year, and am looking forward to it. And I'm also looking forward to seeing how the Yost group tackles the problem of creating manuals for R3. I don't envy that job! John Tissavary (La Luna cie)
#53362From: MARTIN G FOSTERAug 13, 1993 3:08 PM
Alexander, the light source does not use parallel rays. It's still based on a spotlight, so the best you could get would be 1 degree hotspot, 1.5 degree falloff. That should be good enough in most circumstances, however.
#53380From: Alexander MathysAug 13, 1993 5:37 PM
Hi Martin: Thanks for your answer. Huhhhh I'm a bit disappointed…. other programs seem to manage well parallel lights. Thanks for the 'degrees'! Regarding the other shadow parameters of distant spots, what would you suggest? It looks like a bias of 0.7 and sample range of ca. 5 gives me good results, including a terrible big map size (1200 and up). Alex.
#53385From: MARTIN G FOSTERAug 13, 1993 6:34 PM
Alexander, I used a small bias of 0.1 or 0.2, samples =7, and map size of around 1200, when I did a lot of architectural. Remember those are world units and therefore the size of the geometry will effect the results. The new ray traced shadows use only bias it seems, no map size or samples.
#53599From: Alexander MathysAug 16, 1993 3:52 PM
Martin: >> …when I did a lot of architectural… difficult clients over here… I'm one of them too <g>. To what other areas did you move after the architects ? >> … no map size or samples. This sounds _really_ good. Thanks again for information ………….. Alex.
#53638From: MARTIN G FOSTERAug 16, 1993 11:44 PM
Alexander, >> To what other areas did you move after the architects ? Mostly projects in the "entertainment" industry. Things like games (Sega cd-rom); animations for niteclubs, restaurants, and theme parks (Universal Studios, Warner Brothers); and, pre-visualization of movie stunt, fight scenes, or special effects (Sony Pictures: Tristar's "Wolf" and Columbia's "My life"). There is more work in those kind of things than for architecture around here (L.A.). When an architectural project does happen, though, it is often quite big needing a whole team of people. There's just not enough of those kind of projects to live off at the moment – wie eine Schade, nicht? Martin
#53443From: Yost GroupAug 14, 1993 10:50 AM
Actually, if you move the light source far enough away from your scene, you can get parallel ray effects. It's really no problem at all. – G
#53363From: CSA/CAAug 13, 1993 3:14 PM
Alexander, Schreiber Instruments has an Imagine Sun IPAS ($99) which inserts a light and scaled, colored mesh object representing the sun at the requested keyframes. The sun is placed as close as possible to the the model to keep the light very nearly parallel (approx. 1 degree). The sun is enlarged and reddened at sunrise and sunset. Schreiber sells through dealers such as myself. Kevin Krell – Computer Support Associates
#53379From: Alexander MathysAug 13, 1993 5:37 PM
Kevin: Thanks for the quick answer. I've seen Greg's IPAS routine – but didn't know about Schreiber's before (I use their trees for stills…. and for hard hardware testings <g>). Thanks again. Alex.
#53375From: Noah KennedyAug 13, 1993 5:25 PM
Gary- I don't know when we're going to get info like this, but I would assume that the ray is traced from the viewposition to the point on the near face at each pixel, and then to each light source? Seems like this process might be time-consuming, but wouldn't take up any more memory? –Noah
#53444From: Yost GroupAug 14, 1993 10:50 AM
Correct, Noah… and it usually takes much less memory than using a large shadow map. – G