CompuServe Thread

#3DTEST

6 messages in this thread
#4033From: Claude OrtegaSep 17, 1988 3:00 PM
Stan, I D/L'ed 3DTEST, (was looking for it in LIB 6, found it in LIB 11), and it looks 3D to me. I haven't heard anything from Haitex abt the formal release of their software, waiting. To be constructivaly critical, There is a ghost to the left of the polygon panel, and the far background could be a little brighter. Otherwise, it's great. The pointed rod is lamost within reach!
#4034From: Stan Kalisher (Impulse)Sep 17, 1988 3:24 PM
Claude, Thanks. The reason it was in DL 11 is because the pictures are "rendered" not painted and DL11 is for "Derived Images". Please be as critical as you can. We are trying to produce as effective a set of images as possible. It's possible that the ghost is from a shadow being cast from one of the other images. The pictures were Ray Traced in Turbo Silver, and I Used 3 shadow casting lights. I will try some more later this week with less shadows, We were mainly interested if the effect worked with the Haitex system, as we are doing this with a "homebrew" interface and Sega glasses. We are still waiting for the Haitex Development kit. THe next sets I will increase the overall lighting (ambient level) and hopefully it will brighten the images.
#4092From: Claude OrtegaSep 18, 1988 12:32 PM
Stan, Your welcome. I will be looking for the later pics. I suspect that the 'ghost' is caused by the screen phospher not decaying fast enough from the fairly bright polygon. The effect is noticable because the object is in the foreground, ie, the companion object is displaced more then one in the background. I am using SA3D, and am upgrading to 4D, (shipping starting next week), 'cause it was the first one to have an object editor that I could handle. howeven time passes and new products come to be. I have asked my friendly dealer to let me look at T-Silver, and will probabaly buy it (i'lljust have to give up cigars for awhile 8^.).
#4104From: Stan Kalisher (Impulse)Sep 18, 1988 2:02 PM
Claude – I'll try some different lighting effects to see what the optimum results are at given distances. The "ears" on the street say that several rendering packages are about to come to market in the next few months giving the user lots of choice. As long are ancilary products like file and object converters exist, users will be able to construct in one program render in another, and post produce in still a third. if that's the way they want to go. Buying everyon's package is still 50 times cheaper than a wavefront system <grin>
#4140From: Henry LowengardSep 18, 1988 8:54 PM
I saw an animation package last week at the media lab which was somewhat closer to what I expect in an animation package: large 24-bit color screen, all scenes iconsized in a window, click on scene and a blocky version plays instantly in another window, object motion done at the motivational level, with newtonian physics…. I've found my main limitations are not speed of rendering but on one hand, the ability to render at all (for example, since TSilver does no morphing, It's useless to me, since my objects – none of which are regular solids – are hand built single sheet topological surfaces which require phong shading to work) and on the other hand the inability accurately to time sequences, motions etc. The only package with the technology in it to do that for Amiga is Caligari, and we've been yelling at the guy who has been writing the animation module to trash the prototype "script" animation system they've been using and use their technology instead. Grrrr. Am I going to have to write my own package again? (I did linear-slice 3d-rendering to drive a plotter a few years ago….) Then of course, there is the problem of scripts. J H H "tracey" Lowengard
#4142From: Stan Kalisher (Impulse)Sep 18, 1988 10:08 PM
I think you are missing a basic point of both our packages and the others on the market for the Amiga. All of us, with the exception of Caligari, are really pushing it on the Amiga to get the results we currently are. It is IMPOSSIBLE to acurately time HAM animations on the Amiga as the amount of screen that is changed is directly related to how fast you can do it. We are testing the 1MG Agnes chips and there is some hope. I'm sure that when videoscape and Caligari were first designed they used a limited number of colors for that specific reason. The Amiga version of Turbo Silver was and is being developed less than 10 feet from our Silicon Graphics 4D 70T, soon to be replaced by the new Eclipse on Oct 1st, so we have some experience. We would love someone to explain just how to unpack and shovel the stuff in any faster on current Amiga technology. At Siggraph a month or so ago, the comments from users of Pixar, Wavefront, etc. were basically the same. Their systems cost 50+ times that of the Amiga, but were not 50 times better than Amiga results. We still think the Amiga has a legitmate place as a front end for some of these type of systems.