CompuServe Thread

Imagine Size Tools

14 messages in this thread
#12267From: Michael SigalosOct 12, 1991 2:07 AM
I know this may sound really stupid, but could someone please explain the use of the sizing tools for Globals, Lights, and the Camera in Imagine. The manual doesn't cover this very well at all. I guess I've figured out the Camera pretty much, but the lights and Globals are taxing my brain more than the IRS. BTW, what is the default World Size and do you use the Global Size to change it? What happens when you change it? Answers, giggles, insults, and comments are all welcome. Thanks in advance for the answer I'm sure I could have figured out myself after many long hours but would rather get it from those who already figured it out after many long hours.
#12300From: Peter GreciOct 13, 1991 10:33 AM
Well Dude I believe the Default World Size is 2000*2000 tho it can be boosted upto 8000*8000.Size for the lights I think would only be important for the Directional lights so you could have a larger or smaller spotlight or flashlight etc…I guess that the Camera sizing is more like changing lenses for wide angle and such.I really haven't fooled with those So I can't say for sure.I'll have to look into this myself now
#12305From: John PendergrassOct 13, 1991 3:33 PM
According the latest Impulse newsletter (no rumors here!), the default world size is 1024. The maximum world size is 16,000 units (about). The catch is that only the FULL TRACE mode uses the world size. Let's assume that you are using the default settings, ok? You put an object at 2000/2000/2000 ok? If you render in SCANLINE mode you *will* see the object. If you render in FULL TRACE you will *not*. If you boost the global world size up to 3000, for instance, you would see the object in the FULL TRACE mode also. The newsletter also notes that if you add a size bar for global size in the Action editor, and set it to -0-, that the world size will be dynamic, and will automatically recognize your farthest objects. Good tip. (why isn't stuff like this in the manual?) It goes on to say that increasing the world size increases rendering times too. I hadn't noticed this, but will watch for it in the future. –jp–seattle–
#12319From: Michael SigalosOct 13, 1991 11:15 PM
PETER AND JOHN, THANKS FOR THE TIPS, IT ALL MAKES SENSE NOW WHY MY OBJECTS WOULD "DISAPPEAR" IN TRACE MODE. GEE, A DETAILED MANUAL EXPLANING ALL OF THIS WOULD BE NICE TO GO ALONG WITH SUCH A GREAT PROGRAM. OH WELL, LEARNING IS HALF THE FUN (OR SO THEY SAY!). THANKS AGAIN FOR THE INFO MICHAEL
#12363From: Peter GreciOct 15, 1991 12:24 PM
no problem dude glad to help. THEY'RE TINY THEY'RE TOONY THEY'RE ALL A LITTLE LOONY. SEE YOU IN THE CARTOONS
#12344From: Karl SparklinOct 14, 1991 8:48 PM
John, Yeah, I get a kick out of that. Rendering times decrease dramatically if you scale objects bigger, but if they get so big you have to increase the world size, then rendering times go back up. <chuckle> It'd be nice to know where the breakover point is in this tradeoff, but I'm sure that there's a bjillion other variables involved. Rendering fool, Karl – via Whap!
#12477From: Charles BlaquiereOct 18, 1991 11:38 PM
Karl, basically, from what I understand the reason why small objects trace slower is that Imagine creates an Octree to separate its 3-D world in small pieces, and the Octree is probably (my guess here) split in half each time. This means that if all objects fall within the centermost 1/8 in each dimension, many unnecessary spatial cuts will be needed and the scene will take more time to render. On the other hand, if the objects fill up most of the world's volume, the Octree will be built much more efficiently. Of course, if you then scale your world up, you wind up with lots of empty space once more. Why not leave World size at (0,0,0) and let Imagine take care of it? I would guess that the small amount of time needed to determine the ideal world size will be worth the time savings you'll get by always having an optimally-sized world, no? Blaq! – via Whap!
#12495From: Karl SparklinOct 19, 1991 3:19 PM
Yes, that explanation of the object-splitting rings a bell, and I don't doubt it. Just struck me funny at the time because it seems counterintuitive. Hmmm. You mean if I leave the World Size set to 0,0,0, Imagine will dynamically reallocate the World Size depending on my scene? That sounds familiar too, come to think of it. Must have been in the reams of Imagine help files hereabouts.
#12520From: Doug DowningOct 20, 1991 8:50 PM
I conveyed to you that little bit of information about setting World size to 0,0,0 in the action editor to you a couple of months ago. Don't know if it's documented anywhere though.
#12521From: Karl SparklinOct 20, 1991 9:11 PM
Gee, I knew it came from SOME off-the-wall place! How you coming on our local modeling contest? Exotic objects, eh? (Yes, my pumpkin is coming right along.) Get with it! Upload it with a GIF pic of it to the DMA BBS before Halloween to win a chance at the grand prize. Not that we've thought of one yet…. Or if we'll have one….
#12362From: Peter GreciOct 15, 1991 12:23 PM
Hmm so if increasing the world size increases trace times,I wonder if that 0 world size trick will significantly speed things up?
#12429From: Wayne ColeOct 17, 1991 2:25 AM
Better still, how does a registered user get the newsletter? wmc
#12461From: John PendergrassOct 17, 1991 10:39 PM
Got me. Call them? Their whole 'registered' user process seems unreliable, doesn't it? I know people who are registered owners of several products of Impulse, but still have never received the newsletter. Weird. –jp–seattle–
#12469From: Peter GreciOct 18, 1991 7:07 PM
Here's one here me.I own Turbo Silver and Imagine and have yet to see a Newsletter