CompuServe Thread

#rayman

14 messages in this thread
#185630From: Mike KearneyAug 17, 1995 1:17 PM
I haven't seen Rayman advertised recently. Is it still a viable program? -Mike
#185775From: Michael BassierAug 18, 1995 2:16 AM
Hi Mike, We had some advertising in the last CGW issue. Of course is RayMan still available. We`re beta testing the RayMan 1.5 beta version in this weeks. The actual selling version (1.02) costs 399 US$ and is available from Digimation. The new 1.5 release supports not only animation but also needs much less memory and has a improved image quality on complex bump maps. Michael
#185858From: Mike KearneyAug 18, 1995 1:07 PM
Thanks, I am a rayman customer now and was only worried about its future. I have done some really great images with it. Apart from rendering speed (of course) it is difficult to go back to the "cartoon" type renderer in 3DS.
#185873From: MARTIN G FOSTERAug 18, 1995 2:20 PM
Mike, >> it is difficult to go back to the "cartoon" type renderer in 3DS. << that's one of the silliest things I've heard in a while, but it is something of a common misconception. If things look "cartoony" then that's because of the artist who created them. Softimage uses raytracing and they have some of the best "cartoony" style animations I've even seen – in a positive way. I've seen work in 3d Studio that closely simulated radiosity which approaches reality (in a fraction of the rendering time). Also the renderer widely considered the best in the world, Renderman, doesn't use raytracing at all. It's technology is probably closer to 3ds than a raytracers (scan line, z-buffer etc). My point is a great artist can create phenomenal things in 3ds, or probably many other packages too. Martin
#186098From: Michael BassierAug 20, 1995 8:00 AM
Hi Martin, I totaly agree with you. The 3DS renderer is one of the best I`ve ever seen. I think Mike wanted to say that RayMan produces an competely other kind of image quality than 3DS does. If you don`t use any tricks and create a scene with a simple 3 light configuration (one key light, one fill light and one ambient light) and render the scene "quick and dirty", 3DS and RayMan produces very different images. You can reduce the differences by manual lighting, coloring (and so on…) techniques but there will always be a different look. Well, we know that it`s because of the different illumination models but it`s very impressive to see the differences in reality. I don`t want to start an other "scanline or raytracing" conference just want to say that both things have their place in our 3D-(scenes)world. I need both illumination models (like most other production studios) and maybe Mike needs raytracing more often than scanline rendering. There is no reason to say his artistic skill isn`t good enough only because he thinks 3DS produces cartoon type images… Michael
#186124From: MARTIN G FOSTERAug 20, 1995 1:58 PM
Michael, >> There is no reason to say his artistic skill isn`t good enough only because he thinks 3DS produces cartoon type images… << actually that's a very good reason. I wasn't referring to him, in particular. I was referring to everybody who has this opinion. They just need to learn how to use these tools correctly. sorry folks, this stuff requires some sweat…. Martin
#186288From: Mike KearneyAug 21, 1995 1:48 PM
Martin, I didn't mean to put down 3DS by using the term "cartoon" rendering (and am willing to apologize) but I couldn't think of a better term for the subjective judgement I have when I look at the renderings and compare them with ray tracing. Although I am proud to show my own architectural renderings using 3DS, I am the first to admit they look, well, obviously not real. And I have this impression with essentially any such renderings. I don't think I have ever seen a 3DS rendering which I thought was a real object(except with the use of texture maps which is not the point I am making ). However, I can still find such images beautiful, creative and intelligent. And this is all dependent upon the ability of the artist. On the other hand, with careful attention to detail , lighting etc., I have created a very few images with Rayman which have been mistaken by others as photographs of real objects. This is not to say that creating a "real" image is better than creating a "unreal" image. But having the tools for closely modeling the physics of light, when appropriate, is something I don't see in 3DS at this time. That, of course, is why there is a market for Rayman. Mike
#186319From: MARTIN G FOSTERAug 21, 1995 4:53 PM
Mike, now that you've elaborated I can see where you coming from. However, I still contend that the best production-worthy, industry standard renderer is not a ray-tracer – it's Renderman, a scan-line renderer. Furthermore, IMHO the the 3ds renderer, in the right hands, comes pretty close to Renderman quality. It's all in the lighting. I suggest you investigate the use of multiple lights with attenuation active, to simulate radiosity. If you want as close to photo-real as possible AND you are doing stills AND time is no object, I think you should take a look at radiosity renderers. Now, if we are talking reflections/refraction then Rayman, may well come into it's own. I may even buy it myself but only for very limited use for water like effects. This might be impractical because of the rendering times – because I'm talking of animation AND film resolution (2k). Do you know if Rayman will work with metaballs? Martin
#186460From: Michael BassierAug 22, 1995 2:43 AM
PMJI: >>Do you know if Rayman will work with metaballs? Well, good question. Do you mean MetaReyes or the new from Digimation? I don`t have both (but will have one soon) but if they produce "normal" geometry wich doesn`t require an .AXP it will work. Michael
#186495From: MARTIN G FOSTERAug 22, 1995 9:47 AM
Michael, >> but if they produce "normal" geometry wich doesn`t require an .AXP it will work. << I was thinking that maybe they would work in their "metaball" state – while they are still animatable. Oh well. What is the best way of animating water in rayman, to get good reflections? Martin
#186715From: Michael BassierAug 23, 1995 1:35 AM
Martin, >>What is the best way of animating water in rayman, to get good >>reflections? Well, there are may forms of water. A basic water surface of an ocean is very easy by using a waved or rippled grid with a few morphs between the different objects. To simulate water blobs or flowing liquid it would like to use metaballs but I think we have to wait for RayMan 2.0 for 3DSMAX. BTW: a nice water effect is the use of different materials. You can assign a different refraction index to each material and then morph between them. This simulates molecular whorls in the water. That`s what makes water looks like real! The render caustic option of RayMan is very helpful, too. Do you want to be part of the RayMan 1.5 beta test team? I can send you the actual beta release via e-mail if you want. I believe that MetroLight would be a great tester… Michael
#186580From: Mike KearneyAug 22, 1995 1:11 PM
Martin, Thanks for the comments. I do a lot of animation and the raytracer is hopeless for this situation, so your suggestion is helpful. As for Metaballs, I haven't used it in my work -yet. Mike
#186583From: MARTIN G FOSTERAug 22, 1995 1:17 PM
Mike, >> I do a lot of animation and the raytracer is hopeless for this situation, so your suggestion is helpful. << you're welcome. I've seem some amazing "radiosity-like" images done in 3ds. Martin
#186099From: Michael BassierAug 20, 1995 8:00 AM
I think you`ll be happy with the new version. Animation support, much better bump maps, and improved rendering speed are only some of the new features. I`ll upload a raytraced animation (rendered with an alpha version of RayMan 1.5) sometimes next week. Michael