CompuServe Thread

#EXPLODE IPAS

21 messages in this thread
#190467From: CINDY VINETTESep 12, 1995 1:29 PM
is there any way to view the effects of explode without having to render the whole animation. I have to set parameters render the animation to check it then set the parameters and render the animation again , and so on . This gets lengthy.
#190480From: MARTIN G FOSTERSep 12, 1995 2:58 PM
Cindy, >> I have to set parameters render the animation to check it then set the parameters and render the animation again << that's the way it works with .axp's, unless they specifically have a little preview window included, like flame and vapour. Hopefully, in the future all plug-ins will have a real-time (if computationally possible) preview method. Many do now, but older ones tend not to. In the meantime render test with flat shading, anti-aliasing off, no shadows or mapping, and in a smaller window than for final renderings (1/4 or 1/8 screen rez).
#190542From: KEVIN MCFARLANDSep 12, 1995 9:20 PM
Cindy… For what it's worth and I'm sure you've figured this out, is to view animation every X number of frames. If animation is 100, do a quick "pre-render" in a smaller resolution, look, do another, then piece together in your head. Not exactly what you wanted to hear but,…it's better than they whole animation. Not much else one can do for now. Kev.
#190615From: Mark D. PippinSep 13, 1995 10:28 AM
Kevin, What's the explode IPAS? I've been doing the Magic/LenzFX/Glow thing a la Planet Studio. I going to upgrade to the LenzFX2 routines shortly. I would love have something like the routines I saw on Monday Night Football. I'm sure that was done with Alias and Renderman though. Thanks.
#190777From: KEVIN MCFARLANDSep 14, 1995 12:51 AM
Mark… There are two explodes…one by Yost, the other by Schrieber. The Yost Particle System "explodes" faces ONLY, into flat triangles. Very easy to use…usually, tessellate a target object to get enough faces, then explode or implode, whatever. That's optional though. If you do a box, it would explode into 12 faces. Not to dramatic. Therefore, the tessellation. You also get disintigrate, which kinda morphs an object into X number of spheres, to be "exploded" outward, or reverse to morph spheres back into object. Haven't really used it though. In addition, there's also Snow, Rain, Fireworks, and Spurt. Good basic particle system type stuff. Schrieber has "volume explode". I need that one. Blows up target object into small multi-sided "balls?", similar to "Seed of Life" in "Beyond the Mind's Eye" video. On a smaller scale, of course. We're not working with 1000's of SGI machines here. Combining both would give good results I imagine. At a 100 bucks each ( maybe Yost is more), they're good to have. One never knows when they'll need to blow the s— outta something! Do you use any IPAS routines currently? Just curious. I write you later re: antivesa junk…I not freakin' out…not that big 'a deal. Kev
#190861From: Mark D. PippinSep 14, 1995 2:52 PM
Yeah, I'm an IPAS junkie. About the only thing I dont have is Meshpaint. I going to stop getting anything for R4 and wait for MAX now. Found a new motherboard though…IT WILL TAKE UP TO 8 DEC ALPHA 275Mhz PROCESSORS! WOW!
#190869From: MARTIN G FOSTERSep 14, 1995 3:24 PM
Mark, >> Found a new motherboard though…IT WILL TAKE UP TO 8 DEC ALPHA 275Mhz PROCESSORS! WOW! << calm down, Mark. You're drooling on your keyboard <G>. Actually DEC themselves make an Alphaserver 8400 which will take 12 300Mhz CPU's. Support for NT server is on it's way. However, it will cost you a pretty penny and isn't a plug-in motherboard situation. Make a nice render server for film work and is probably cheaper and easier to run than the equivalent number of Pentiums.
#190999From: Mark D. PippinSep 15, 1995 1:35 PM
Yeah, with 8 chip the unit is around 20K. 2 chip ain't bad, less than 6. I was think of setting up a 2 chip Alpha as a model machine with either 2 four chip boxes or 1 eight chip box as a render server. What are you doing? I understand the research shows only marginal gains after more than 4 chips are installed on system because of overhead.
#191048From: MARTIN G FOSTERSep 15, 1995 8:42 PM
Mark, >> What are you doing? I understand the research shows only marginal gains after more than 4 chips are installed on system because of overhead. << what am I doing? With regard to what? I'm just running the PC department at MetroLight and animating, that's all. DEC minimizes the overhead, as does SGI, by using very large caches per CPU (4mb each for the Alphaserver) and by having a fast memory bus (1.2gb/Sec). The systems architects squeeze the most out of every chip. If you check the benchmarks you'll see this. Intel OTOH is probably a little behind on this, although individual systems manufacturers could architect some nice P6 motherboards. Quad P6's sound like the most I've heard of with that CPU, so far. Martin
#191208From: Mark D. PippinSep 17, 1995 1:32 AM
Silly Boy! I know what you're doing, having fun and making a living doing animation. A difficult combination as I understand. I read the Special Effects book. Nice job! No, what I'm asking is what type of server and network architecture are you running for the rendering. The SGI's run IRIX I think, but what are you doing for 3DS now? Novell? Unix with TCP/IP? I just read where the PCI bus is still limited 33Mhz on the next generation of Pentiums, but cleared to 66Mhz, however the internal bus is faster. I wonder what will happen to the P6 however. While it will compete with the RISC chips, the motherboard designs have got to improve. 512K cache, indeed! Several of us talked about what hardware to get for MAX and I think it was you talking about the diminishing returns of multiple P5 processors, how after 2 you don't get all that much improvement because of overhead. Does that apply to the Alphas too or does the cache negate that? The reason I'm asking is I found a Alpha supplier with a motherboard that will take up to 8 chips. Given the recent conversations, it sounds like I had better look at bus speed and maximum cache per CPU. Ok, lets open another can of worms, OpenGL. From my research, there seems to be a difference between the true OpenGL cards, and the Glint cards. Opinion? I have data on 6 cards or card sets right now with the most expensive being 3K. Send me you pearls of wisdom! And thanks for the patience Martin! 🙂
#191219From: MARTIN G FOSTERSep 17, 1995 2:14 AM
Mark, >> No, what I'm asking is what type of server and network architecture are you running for the rendering. << oh, I see. We have 16 Pentium 100's with 128mb RAM, most with dual pentium m/boards. The file server is an SGI ChallengeS, which is like an Indy but without the graphics and plus some network goodies. The software is PC-NFS and SGI-NFS. We use the 3ds SGI renderer on our render "fridge" (huge render server) is an SGI ChallengeXL with 8 cpu's and 1gb RAM – great for big scenes and nominally equal to about 16 Pentium 100's but on huge scenes it's been equal to 400+ Pentium's because of it's huge RAM pool. That's because the Pentiums slow to a crawl with scenes requiring 400-500mb RAM to render. We share this with the SGI artists who use Indigo2's as workstations – there's about 20-30 of these, I'd guess. >> Does that apply to the Alphas too or does the cache negate that? << Well, it applies to all systems, I'd guess – the cache and cpu architecture can reduce this quite a lot. The SGI ChallengeXL is very efficient in this respect and I suspect the Alphaserver is too – I'm no expert so please seek other opinions on this <G>. Martin
#191283From: Mark D. PippinSep 17, 1995 2:29 PM
Stupid me! I forgot about the SGI renderer with 3DS. Of course… Also I think your probably the most knowledgeable person about both the hardware and software that I've talked to here. Thanks for the input! Meanwhile, onward with the hunt. I'll get some specs on the new Alpha board I found. I've got some specs coming on a few more OpenGL card sets. I'll publish a list when the final research has been done. What do you think of the PVR card? I know that the SGI's use something different, probably to do high end recording like D1 or D2. I've got the PAR board and I'm happy with it. I tossed my Matrox framebuffer in the junk pile when I got it. I don't need anything higher than Beta SP right now and in fact I am doing everything at SVHS for the moment. Mark
#190807From: Jeffrey LererSep 14, 1995 8:22 AM
Hi Mark, PMJI – further to Kenvin's thoughts on explode and disintegrate: While it is true you can tesselate an object and get more complex explosion effects, you can also nest a series of dissimilar shapes and, based on the number tolerance, have a bizarre array of chunks o' thingies come flying out at moment of impact. In the Yost Explode, there are actually a number of very subtle adjustment parameters that enable you to achieve terrific deconstruction/construction effects, with bounce planes, decay, chaos etc. Actually, there is a demo explode .fli included with the disk that demonstrates a terrific explode with motion path, etc. The disintegrate routine actually places polyhydra along the wireframe and disperses them to a point of vanishing or appearing, and works very much like the explosion. All the routines on that disk are great fun, and work very well. My only complaint is that U/V maps, which control the color of the particle flow from SPURT and FIREWORKS do not take their time cue from START, but seem to rely on FRAME 0 always. That is a drag, because if I have an 800 frame run and want SPURT to start at frame 500 and run till frame 650, designing the U/V map is nightmarrish. Other than all that, I am really interested in taking a peak at Dynamic Motion Module or Key FActory. That could be very interesting.
#190862From: Mark D. PippinSep 14, 1995 2:54 PM
I did a little eval of both physics routines and bought Key Factory. MUCH MORE CONTROL. I'm real happy with it.
#190956From: Jeffrey LererSep 15, 1995 6:40 AM
thanks for the eval – i received the demo from shcreiber and have not played with it. I know I won't be ablt to *resist* <pun intended> Jeffrey
#191000From: Mark D. PippinSep 15, 1995 1:37 PM
Ha! Did you get any 3DS meshes with to render? The program has some samples on the disk.
#191019From: Jeffrey LererSep 15, 1995 3:17 PM
Mark, I'm holding myself back. Not going to look at Key Factory for another few weeks.
#191034From: Mark D. PippinSep 15, 1995 5:37 PM
Get the ropes and chains!
#191120From: Jeffrey LererSep 16, 1995 10:03 AM
Mark – 4 walls do not a dungeon make. It only takes a computer and a lot of great software. Maybe I could rent a part of Alcatraz cheap. (probably catch a glimpse of Autodesk's shiny reflective building just over the bridge too. BTW, I have been having such great session with Bones Pro, can hardly believe it.
#191209From: Mark D. PippinSep 17, 1995 1:34 AM
Super! But get out of that room once in a while! Bye!
#191810From: LEE STEELSep 20, 1995 12:13 PM
The hardware portions ot this thread have been moved to the Hardware sectio under the topic "New Hardware!" Lee, (FA)