CompuServe Thread

#Rendering Programs?

8 messages in this thread
#186149From: PETER CASANOAug 20, 1995 4:20 PM
Are there any rendering programs that will accept .3ds or .prj files and run an a DEC Alpha with NT? Does anyone know if MAX will accept 3DS4 files with everything intact?
#186238From: Ralph F. FrantzAug 21, 1995 9:28 AM
>> Does anyone know if MAX will accept 3DS4 files with everything intact? I asked this question at the SigGraph booth and was told that MAX will indeed import .3ds files. Of course you have to realize that the objects imporrted will be "dumb" meshes (for lack of a better term) as opposed to MAX's "smart" meshes with all the creation and modifications stored in the stack and easily modified/re-modified. Ralph
#186280From: MARTIN G FOSTERAug 21, 1995 1:29 PM
Ralph, >> .3ds … "dumb" meshes (for lack of a better term) as opposed to MAX's "smart" meshes << PMJI, but this begs the (rhetorical) question: can dumb meshes be turned into smart meshes? can they be "educated"? Martin
#186333From: ALAN IGLESIASAug 21, 1995 5:32 PM
Gary will correct me if I am off-base here, Martin, but I coulda' swore I heard him or someone say (in effect) that as soon as a mesh is imported into MAX, it pretty much "smartens up" right off the bat. I'm suspecting that during the import process the mesh is transformed into MAX's proprietary procedural mesh structure and is then completely transformable by MAX's Modifier's, Space Warps, etc. What you probably won't be able to do is call it's "Stack", or previous levels of transformation like a "native" MAX mesh until it is transformed in some way by MAX itself. I'm pretty sure this is what I understood. If I'm wrong about this, hopefully someone like Gary, Jack, Jeremy, Steve, Jonas, or Phil will straighten me out! <g> And if this is *not* the way it works, I'd like to add it to the MAX wishlist…:-) -Alan
#186354From: MARTIN G FOSTERAug 21, 1995 6:34 PM
Alan, >> that as soon as a mesh is imported into MAX, it pretty much "smartens up" right off the bat. << that's what I'm hoping and suspecting 🙂 >> What you probably won't be able to do is call it's "Stack", or previous levels of transformation like a "native" MAX mesh until it is transformed << right. I can see how that would be pretty much impossible. Martin
#186373From: Yost GroupAug 21, 1995 7:51 PM
Whoa! Someone was listening! <g> You're right on, Alan… When you load a 'dumb' mesh (from 3DS, DXF, etc), it actually becomes the base of a new modifier stack, and can end up being taught to perform any sort of behavior a modifier (or space warp) is capable of (in addition to be assigned any number of different transform controllers). In effect, the verts of the new mesh are its initial parameters. – G
#186441From: ALAN IGLESIASAug 22, 1995 12:48 AM
Well, at least I've got a few brain cells left that still work…<g> Every time another of MAX's features sinks in, I'm just more and more amazed….and impatient! Don't forget the sunscreen. <g> -Alan
#186507From: Yost GroupAug 22, 1995 10:30 AM
To expand slightly, the real difference is between a "dumb mesh" and a "parametric object." At the bottom of the modifier stack for a parametric object are its creation parameters (a cylinder's radius, height, segments, etc), and you can go back and adjust those. A dumb-mesh cylinder has no adjustable parameters at the bottom of the stack — but you can stack modifiers on top of it like any other object, including parametric objects. Any modifiers you apply to an object you can later access to tweak their settings (or deactivate or delete them), the so-called "creation parameters" at the bottom of the stack depend completely on the type of object you're modifying — where it came from. – Jack