#Sky .SXP map
25 messages in this thread
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
I'll private E-mail you info on Tmaker.sxp
Mike White [SDP]
<<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
<<<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
I like to know about the price too. Please email me the informations.
Thank you
Ken
Mike, please email me info on it too, TIA.
John Stetzer
JWS
Send me the same info as well. Thanks.
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
Hi Mike,
Please send me some details on your sky.sxp …
Thanx GH
<<<<Please send me some details on your sky.sxp …>>>>
Ok.
Mike
How were you rotating the sphere? If you were rotating it as an object, try
rotating it as selected points or faces.
LAM
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?)
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
> 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]
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
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]
> 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 —
> 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]
> 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 —
> > 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]
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]
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
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
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]
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.