CompuServe Thread

#Sky .SXP map

25 messages in this thread
#191623From: peter allen landeckSep 19, 1995 12:16 PM
Is there an SXP file for a sky background, perhaps with some clouds. I'm using the Marble.sxp at present mapped to the inside of a sphere around a scene. Also, I can't seem to figure how to re-orient the mapping; in this case rotate it so the marble veins (clouds) run horizontally instead of vertically. Adjusting the map or the sphere itself shows no effect here. Thanks, Peter Landeck
#191642From: Mike White SunDog Pro.Sep 19, 1995 1:29 PM
I'll private E-mail you info on Tmaker.sxp Mike White [SDP]
#191659From: GARY MCHALESep 19, 1995 4:17 PM
<<I'll private E-mail you info on Tmaker.sxp>> No,no,no….this affects us all. You can't do this to me. Gimme, gimme, gimme…..(followed by the sound of saliva dripping on the floor). Gary McHale
#191682From: Mike White SunDog Pro.Sep 19, 1995 7:10 PM
<<<No,no,no….this affects us all. You can't do this to me. Gimme, gimme, gimme…..(followed by the sound of saliva dripping on the floor).>>> Sysop Anne Brown gave me a hole lot of crap for putting pricing up and info on the routine. I can write a brief description of it a private E-mail you ordering info. Tmaker_i.sxp is a fractal generated SXP. It will allow the user to define their own texture through Pov-ray like math. Animated inputs allows moving textures over time. Great for moving clouds. Another bonus is all textures previously from us can be achieved too. Like I said I put up a mesg… explaining more on the input dialogs. Mike
#191706From: ken leeSep 19, 1995 9:24 PM
I like to know about the price too. Please email me the informations. Thank you Ken
#191796From: John StetzerSep 20, 1995 10:53 AM
Mike, please email me info on it too, TIA. John Stetzer JWS
#191975From: Chad PortugalSep 21, 1995 12:22 PM
Send me the same info as well. Thanks.
#192118From: Mike White SunDog Pro.Sep 22, 1995 12:32 PM
I'll be sending the info to you tonight. I've been working on my Dad's car and I'm just finishing up. Mike
#193499From: GARRY HARGREAVESOct 2, 1995 8:06 AM
Hi Mike, Please send me some details on your sky.sxp … Thanx GH
#193501From: Mike White SunDog Pro.Oct 2, 1995 8:12 AM
<<<<Please send me some details on your sky.sxp …>>>> Ok. Mike
#191693From: Larry MintonSep 19, 1995 8:14 PM
How were you rotating the sphere? If you were rotating it as an object, try rotating it as selected points or faces. LAM
#191898From: peter allen landeckSep 20, 1995 9:49 PM
I'll try the rotating the sphere as a set of points Larry. Thanks. By the way, I have 2 more problem/questions. 1. Under Warp on large large render jobs I get "out of Ram at render" error message. If I do the render under Dos I don't get the error message. Anyway to solve this? 2. If I animate a moving camera past a flat mirror reflection object the reflection moves with the camera and thus is only valid for a single frame. This means I have to render the whole animation with updated flat mirror reflections for each frame does it not? If so, its impractical for me. What about making a CUB file for all the reflection faces. Will the camera move past the reflection this way? Thanks, Peter Landeck (how much do these .SXP routines cost anyway?)
#192164From: Larry MintonSep 22, 1995 6:04 PM
re: 1 – os/2 – in your os/2 dos settings, set dpmi_dos_api to enabled, and the dpmi_memory_limit to 64 or 128 or whatever (that's # of megabytes). re: 2 – reflection map – yes, you can't render the flat reflection map on only the first frame if it is obvious that the reflection would be wrong. No, you can't use cubic reflection maps because they don't work at all well on a flat surface. You may be able to get by with calculating the reflection map every Nth frame, though, where N is 2 to 30, or whatever you can get away with. re: 3 – Sky Ipas – I'm not sure which IPAS this even is, let alone how much it is! Sorry. LAM
#192270From: peter allen landeckSep 23, 1995 10:18 PM
> re: 1 – os/2 – in your os/2 dos settings, set dpmi_dos_api to > enabled, and the dpmi_memory_limit to 64 or 128 or whatever > (that's # of megabytes). Thank you for your response Larry. However, I am still getting "no ram at render" or "no ram for pixilation" after rendering about 45 minutes. The DPMI was alread enabled. I've tried the DPMI setting at 64 (I should have 64 ram) and at 50 with the same results. Obviously it doesn't wish to page to disk under OS2. The Dos works fine. How about on windows 95? I would not like to give up the computer for a week while it renders a long flc. Any other suggestions around this? Thanks, Peter Landeck From GCP [23-Sep-95,22:05]
#192286From: Larry MintonSep 24, 1995 12:07 AM
Hmmm… I'll have to play with os/2 later today and see if I can duplicate your error message. Not one that I have seen before. Remember the DPMI memory setting can be as high as you want. It doesn't need to correspond to the actual amount of memory you have in your machine. If an os/2 session wants more memory than there is free "real" memory, os/2 will create and handle the swap file. Os/2 can handle it a lot better than PharLap can. On my machine here, I have 32 meg ram, and my DPMI setting is anywhere from 64 meg to 128 meg, depending on how big a model I'm working with. RE: windows. I don't do stinkin' windows <g>. I had one to many GPFs a long time ago and am now officially windows illiterate. LAM
#192325From: peter allen landeckSep 24, 1995 12:49 PM
Yeees, well I've had this problem "no ram at render" with OS2 since I started using it. It seems to be one of the bugs I can't work out. I rendered the file and dos last night and 1 frame took more than 6 hours! I was once advised to disable all TSRs. I tried this, but I'm not sure if I really was able to eliminate all of them. I know for certain the system information pull down menu gives an inaccurate account of memory under OS2. It always shows the max available and the max used to be the same whether its 5 or 30 meg ram. If I do want to start shaving memory hungry processes from a project where is the best place to start? Does an instance use any less ram memory than a cloned object? I seem to like having a lot of these. Its the repetition thing. regards, Peter Landeck From GCP [24-Sep-95,12:31]
#192363From: James Coulter[Mindscape]Sep 24, 1995 10:32 PM
> It always shows the max available and the max used to be the same whether its 5 or 30 meg ram. < That's a feature, not a bug. OS/2 dynamically allocates memory to an application as requested. If 3DS askes for 5MB it gets 5MB, if it asks for 30MB it gets 30MB. In this way, memory resources are optimized. Always set your DPMI memory limit to whatever 3DS needs, regardless of the amount of physical RAM installed. If 3DS tries to page to disk, 3DS's phar-lap pager will generate a trap in OS/2. The phar-lap pager will interpret this as a "disk-full" condition and assume that the computer is out of both physical and virtual memory space, thus generating an "out of memory" error. Just let OS/2 do the paging. It's faster than Phar-Lap anyway. Crank up that DPMI Memory Limmit. — James — Choreo Motion —
#192543From: peter allen landeckSep 25, 1995 10:17 PM
> Always set your DPMI memory limit to whatever 3DS needs, > regardless of the amount of physical RAM installed. If 3DS tries > to page to disk, 3DS's phar-lap pager will generate a trap in OS/2. > The phar-lap pager will interpret this as a "disk-full" > condition and assume that the computer is out of both physical and > virtual memory space, thus generating an "out of memory" error. Well I cranked the DPMI all the way to 256 meg and I still got the "render out of memory error". Obviously, the file I am trying to render is larger than the 64 meg ram I have. But, as you point out, 3ds attempt to page to disk is misinterpreted by Pharlap. How can I disable Pharlap? Or what else can I do? I don't wan't to page to disk, but if I have to I don't want the Pharlap to spoil it all. regards, Peter Landeck From GCP [25-Sep-95,22:22]
#192554From: James Coulter[Mindscape]Sep 26, 1995 12:16 AM
> Well I cranked the DPMI all the way to 256 meg and I still got the "render out of memory error". < OK, how much disk space do you have before starting the render? Use F10 in 3DS to find this out. That way you have a measure while everything is loaded. Next, when 3DS shows the error, how much RAM does it show used? — James — Choreo Motion —
#192629From: peter allen landeckSep 26, 1995 11:52 AM
> > Well I cranked the DPMI all the way to 256 meg and I still got > the "render out of memory error". < > > OK, how much disk space do you have before starting the render? > Use F10 in 3DS to find this out. That way you have a measure while > everything is loaded. Next, when 3DS shows the error, how much RAM > does it show used? Out of Ram at Render time again on Warp. 390 megabites disk space available on C:. System info at error message shows 79,136 available ram, 79,136 used; swap file 0, page faults 0. I rendered the same file last night successfully on DOS. The system info read 62 meg ram available, 62 meg ram used; page faults around 555,000. Rendering took 4 hours on DOS. Rendering crashed after 2 hours on Warp. regards, Peter Landeck From GCP [26-Sep-95,11:56]
#192386From: peter allen landeckSep 25, 1995 8:08 AM
Larry I have another mirror error message- "couldn't allocate mirror map". After 10 or so hours of rendering a multiple mirror scene this error message brought the whole process down. Is there a way to salvage a half rendered flic? Say, with only half the frames completed before a crash? -Peter Landeck From GCP [24-Sep-95,22:51]
#192736From: Larry MintonSep 26, 1995 8:38 PM
Not sure under what conditions you can recover the files. I think it makes a difference on what pallette mode you are running in: low, medium, or high. High, I believe are basically targa files (16M color). Low and medium are 256 color encoded, and may (or may not) be equivalent to gif or cel files. Anybody know for sure? LAm
#192352From: Larry MintonSep 24, 1995 8:02 PM
re: os/2 – I set up a session with 6 megs of DPMI memory, and got the same error message. Just bump up your dpmi setting. LAM
#192434From: peter allen landeckSep 25, 1995 12:19 PM
Well, now I can't seem to get 2 sessions of 3ds running together. The second program I launch just hangs at the "initializing 3ds…." dos prompt. Can't imagine what I've changed in the settings to cause this problem. Yes, I'll try DPMI at 256 to see if this eliminates the no ram at render problem. Thanks, Peter Landeck From GCP [25-Sep-95,12:24]
#192781From: Stephen C. LevySep 27, 1995 5:25 AM
Re the palette question, high = 24-bit images for each frame, then cut to best 256 (may be salvageable) medium = 256 colors saved, then optimized to find the best 256 to represent the whole FLC; Definitely not salvageable (I've tried and couldn't, at least) low = palette defined by the 1st frame, then used throughout. This (IMHO) should only be used for tests unless you know all the needed colors are in the first frame or are looking for a weird effect.