CompuServe Thread

#REAL GLASS ?

16 messages in this thread
#63786From: Chris FryerOct 27, 1993 6:06 PM
HELP !! All I want to do is create real glass in 3ds, you know the stuff. Like when its a sphere it distorts the background and when its lens shaped it magnifies. I`m pulling my hair out (hurry I don`t have much left) Can YOU help ?
#63830From: John TissavaryOct 27, 1993 10:58 PM
Since 3D Studio doesn't have a raytraceing renderer, you'll have to resort to deciet and trickery to get the "warped" effect of looking through glass. A combination of the right glass material (ambient 0, diffuse 0-20, specular maxxed out, good auto or cubic reflection map), and an animated texture map to simulate the warping behind the glass. This is no easy task, but if you want to do it in 3D Studio it's your only option. To create the warped texture map you can create a camera with a very wide "lens" that will warp the view for you, and place it in the appropriate position in your scene. Then apply this texture map to the faces, or create a fake background that will serve as a "screen" for the distortion map, that will best "play back" the glass distortion effect. It's not easy, and you'll have to really plan your shots and motion to make this work, but it's the only way I've ever done it. Anyone jump in and suggest a better way, because this was a real pain and I'd love to have a quicker, easier way to do it, too.
#63871From: Charles WatsonOct 28, 1993 4:27 AM
IMHO it sounds like you're trying to use a monkey wrench as a hammer. If you expect realistic raytracing, use a program that is built for it… you may end up with a few less dollars in pocket short term, but a lot less grey hairs in the long run compared to the stress of mediocre results all the way through (and the added grief of clients who look elsewhere for the quality they miss). GIG 3D-GO (running only on Silicon Graphics and/or SUN) at a cost below US$ 10k offers raytracing of glass superior to Wavefront, Alias, SoftImage, TDI, etc <all costing more in the range of US$ 35 – 50k>. A system based on the new SGI Indy <worth looking at anyway> with GIG will cost in the range of US$ 19k. and will raytrace output (stills up to 8k or full animation) that will embarrass the owners of US$ 60k+ systems. The GIG interface is logical, and the Indy will toast any 3 networked machines for rendering. We use 3DStudio <waiting for r3 to get to Hong Kong> for the quick and dirty stuff, but when the client really wants to be impressed, we go to GIG. No contest. Constructive Solid Geometry (CSG) means a ball is a ball __no polygons to cause artifacting or mismapping__ and will bend light (as lens) flawlessly. If you remain desperate and can't justify the cost (even though the Indy will run Windows/Mac emulation, comes with a digital colour video camera on top, and performs internally *7 times faster than Pentium*) I may be able to get you in touch with someone who can do a GIG version of your output for you <either us here in Hong Kong, GIG's hq in the Netherlands, or one of the users in the US in your area>. GIG will import .dxf, iges, texture maps and procedural routines for "metaball-like" sculpting (fluid junctions of surfaces, including custom texture/transparency blends while animating) and provides links to an ever-broadening range of tools from physics rules for NURBS Best of luck with your wrench… if you'd like to try a hammer, let me know. (or stock up on grecian formula and band-aids). Digitally Charles Watson CLIC CADD Ltd. 69 Blue Pool Rd. Basement Happy Valley Hong Kong Tel: [852] 891 4289 Fax: [852] 834 5658 Email: cliccadd@attmail.com CIS: 100314,655
#63887From: Paul LindOct 28, 1993 8:26 AM
We've seen GIG 3D-GO and it's output isn't anything to get carried away with, as to your comparison with Wavefront, SoftImage and Alias, your way off the mark, everyone of those programs specifically offers tools that aren't available with the GIG interface and you would do well to investigate such facts before you start attacking other programs. Additionally most of the core packages of the programs listed, including SoftImage can be had for way under $35,000, so your comparison is again flawed. I'd suggest you take the time to investigate and get off of the stale rhetoric the dealer gave you. Gig's lack of performance is the direct reason that most core aniamtion houses and FX teams don't use it, but instead opt for other programs. As a person who has run all of the systems you mentioned on systems from the Indigo to the Reality Engines, I can honestly say that Gig was our least favorite and only shines when compared to non-workstation units. Ala – your apples to oranges, again.
#64082From: Charles WatsonOct 29, 1993 7:52 AM
–> I'd suggest you take the time to investigate and get off of the stale rhetoric the dealer gave you. <– I apologise if my comments seemed to be "stale rhetoric"… we're beta testers for GIG, and perhaps our inside experience of the features and bugs has coloured our perspective on the issue. –> your comparison with Wavefront, SoftImage and Alias, your way off the mark, everyone of those programs specifically offers tools that aren't available with the GIG interface <– I've also had the opportunity to work with Wavefront and Alias (not the newest releases, but recently) and readily admit that each has its strengths and weaknesses. Alias has superior modelling [no doubt], Wavefront offers better tools in Advanced Visualizer [at costs to match] and SoftImage was ahead of many others in Metaball technology and in their "flocking" heirarchical procedures for grouped animation. Each could be considered a leader in their respective bailiwick, but they sometimes suffer from their cumbersome interfaces (GIG may be redundant in mouse-click %, but it is consistent [training time shorter]) and $$$. GIG is not intended to do all things better <and clearly doesn't>. I have my pet peeves, and the clients we have resold the software to have also passed on their beefs… however, we have been successful in getting features changed and added {the original version of GIG didn't offer .dxf or IGES import- now it does}. But unless we wanted to increase our cost by 600 % (for example Alias Power Animator's cost versus GIG), we can get a functional solution that gives us a significant competitive advantage (not to mention qualitative) over non-workstation software for a reasonable investment. Days instead of weeks, real glass instead of blurred reflection maps, and better price/performance are the motivations for us to recommend it to our clients. If I could find a better solution (in a comparable budget) I would jump in and check it out with vigour. I keep my hand in wherever I get an opportunity (chats with the developers and CEOs are often better at revealing truth than conversations with the marketing people… surprise <g>!) At this point, I'm also pushing Alias for a client who doesn't know which package he needs, but has more requirements in Alias' field than GIGs. At the end of the day, expectations -both quality and cost- need to be realistic and synchronous. For those who are limited by cash to the PC world, 3DStudio shines (but doesn't raytrace). At the Reality Engine level, assuming that cost isn't an object, one could chose Wavefront, Alias, etc. and get stunning results which justify the investment made due to their 'graphique verite'. Picking a winner in the middle ground is a little bit tougher… GIG is better than some and worse than others (and we're working on some of each). I look forward to improvements in all of the software mentioned, because I believe that these tools will form the foundations for the imaging and visual media of the next generation. <Remember, they put men on the moon with 8k… now people put that on their wrist {for less money}!> –> As a person who has run all of the systems you mentioned on systems from the Indigo to the Reality Engines, I can honestly say that Gig was our least favorite <– OK, the obvious question would be… what was your favourite (hardware/software/solution) and why? It's valuable to find someone who's been there (since there isn't much support on CI$ for SGI tools). I'd be curious to correspond with you further on what you see as the (dis)/advantages of each through your exposure to the high-end world. Are you strictly a user of these programs, or do you consult and pitch for your favourites? Do you agree or disagree with my suggestion that people look into INDY? Can you fill me in on ANIM8 INC?
#64085From: Paul LindOct 29, 1993 8:01 AM
I try extremely hard not to discuss alternate programs on the Asoft forum, but there will be an e-mail to you with our perspectives/outlooks on the SGI software market, where we think it's headed, personal favorites, and who we are.
#64088From: Charles WatsonOct 29, 1993 8:11 AM
I try not to step on any toes (don't sell Chryslers in the Ford dealers face), but there are times where I shake my head a bit and wonder why a little broader exposure isn't more common… after all, the world is coming online to exchange information (amiga forum folks comparing Lightwave et.al.), and with respect for individual opinion and asbestos-lined attitudes, there's no reason not to provide people with open access to information. After all, isn't confidence about your product supposed to allow you to accept minority opinion? FWIW, most of the clients and co-workers I've contacted are diehard 3DS fans (without seeing R3 yet!) and are secure in their faith that it will continue to dominate the PC world… Great Work and great expectations!!
#64079From: Bailey BrownOct 29, 1993 7:21 AM
Where did you come up with this idea that the Indy performs "*7 times" faster than the Pentium? The better Indy model comes with the Mips R4000SC, which is rated at about SpecInt 60/SpecFp 64, while the Pentium is rated at SpecInt 62/SpedFp 59. I've seen other floating point benchmarks that show the R4000 can be somewhat faster on FP than the Specmarks would indicated, but not 7 times faster, not even 2 times faster. The base Indy comes with the R4000SC, which is somewhere between 486 and Pentium in Performance. The R4400, which is available only in the more expensive members of the SGI line is considerably faster, but still no 7x. Maybe you talking about the relative speeds of the memory busses? I would believe that the Indy's memory system is n times faster than the typical pentiums machine's, but I don't know if I'd accept 7 as n without proof. The Indy is optimized for multimedia type digital video, but memory bandwith is not nearly as important as floating point performance for rendering, especially the raytracing sort of rendering done by 3D-GO. I've seen the still output of 3D-GO, and it is very impressive. I've played around with converting 3DS scenes to POV-Ray format and raytracing them. I really like the way they look. It would be nice to have a fast raytracer like 3D-GO.
#64086From: Charles WatsonOct 29, 1993 8:03 AM
I was quoting the 7 times number for the internal DMA transfers of the Indy. Scott Bonham (one of the managers of the INDY development at SGI) had listed this figure for the internal 400Mb/sec transfers and 267Mb/sec throughput versus the capacity of the buses on the pentium boards which are currently available and in comparison with the new Mac Quadra 840AV. His parallel was that of a fast engine placed into a cheap drivetrain and feeble clutch… lots of noise and great performance for the pistons, but when you want to put that power onto the road, you're more likely to just drop the block (can you say "seizure") or blow your gearbox than get true output of that horsepower. I didn't mean to mislead anybody with performance figures, but I've seen enough Ferraris that spend their whole life in first gear due to traffic jams to know that you need more than a chip to get performance. With regard to GIG raytracing… I can't say much, but the pipeline talks about _Parametric Raytracing_ as the next feature to wow… interactively evaluating scene info so that the redraw only applies to the areas of the action that are altered… <don't quote me yet, but save a few pennies for the day it ships> Give me a rundown on your setup and your wishlist… Xmas is coming and maybe I can talk to Santa… alternatively, I may be able to throw a suggestion or two your way.
#64200From: Bailey BrownOct 29, 1993 6:06 PM
Charles, The "Ferrari engine with Pinto drivetrain" analogy is valid for many types of computing, but I don't think it matters much for floating point bound stuff like 3D rendering. An example: once upon a time there was a PC called the ALR Powerflex 286. It was sold as a 12MHz 286, but could be upgraded via a CPU module to either a 386sx/16 or 486DX/25. With the 486 module installed, it was essentially a 25MHz 486DX with no external cpu cache and with the memory bandwith of a 12Mhz 286 (80ns 16bit DRAMS). Byte found that it had integer and memory benchmark performance barely on par with a 386/25, but on floating point stuff it was about 90% as fast as a Compaq Deskpro 486DX/25 system. Floating point is limited by the internal speed of the CPU, not by the memory bus bandwidth. There are darned few useful things you can do with data at 400MB/sec besides copy it. But this is what the Indy was designed for: sloshing video data around in main memory. You need lots of DRAM memory to make this useful, otherwise you're back to paging from disk and memory bandwidth is meaningless. Personally, I'll wager that the 66MHz P24T (Pentium upgrade chip) in a 486 motherboard will render almost as fast as a full tilt 60MHz Pentium. I'm definitely a small time operator. I have one machine, a 486DX2/66 with 32MB ram and an 877MB hd, Targa64+, 4mm DAT, CD. There's no way I could afford an SGI system, and my next major purchase will be a cheap Pentium box. Bailey
#64091From: Eli J. BoyajianOct 29, 1993 8:49 AM
Seems to me there's a file in this forum called AMR.TXT [Advanced Modeling and Rendering] that describes a book/software deal. I think the software called Mirage, will raytrace a .3DS file. There was also something about if you buy the book now, you'll get a break on the final version of the ray tracer. This might be exactly what you're looking for. Good Luck, Eli.
#63933From: Yost GroupOct 28, 1993 11:32 AM
There's actually an easier way of doing this than JohnT mentioned. (there's an example of this technique in the last shot of The Voyage on the 3DSr3 Siggraph demo reel) First, render a matte of the glass. Then, distort the background with an image processing routine (blow it up a bit, blur it out, etc). Use the matte to reveal just the distorted background behind the actual glass and the effect will be perfect.
#64007From: John TissavaryOct 28, 1993 7:33 PM
Thanks, Gary. When I did the backflips for glass distortion, mattes weren't available (R2), but I suppose I could've figured some VP alpha trick out instead. This sounds like a much better way and will be filed away for future reference.
#64243From: Steven LeeOct 29, 1993 11:08 PM
I was sitting reading your message about 20 times to try to understand the technique you were describing about using a matte, etc to get a great looking refraction-glass effect.. but I couldn't quite figure it out. I didn't want to write this message in fear of missing something too simple or being sent to my reference manual (which I have done looking up for "matte").. but I can't put 2 and 2 together to achieve this refraction effect. Would it be asking too much to get you to more or less spell out some of the important steps to accomplish getting a refraction effect (say of a panning camera on a wine glass) again? I'd really _hate_ to miss out on this handy tip for future reference.
#64271From: Bob WeiblerOct 30, 1993 9:02 AM
I have never done this, but this is how I understood the process(in simple terms)-(Please, anyone, correct any mistakes I make here!) 1. Complete your entire scene with all camera movements. 2. Hide the 'glass' object, so that you have an unobstructed view of whatever is behind the 'glass'. 3. Render the animation, effectively giving you a moving background. 4. Take this animation to an image processing program(ie. Photostyler?) and alter the 'look' of each frame, so that they are distorted (magnified, blurred, etc.) 5. Go back to your original animation, unhide the 'glass', and use the deformed background with a matte (sized and shaped to fit the area affected by the 'glass') so that only that portion of the deformed background shows up when rendered again. Like I said, this is just my understanding. Is this any clearer? Good luck!
#64274From: Yost GroupOct 30, 1993 9:51 AM
BobW's outlined it perfectly.