CompuServe Thread

#Features 2

9 messages in this thread
#1389From: Michael S. FlynnOct 25, 1994 11:14 PM
Steve, I forgot two more features that I would like to see. The first is Bitmapped Shadows in a rendering. This is a feature that is available in 3D Studio. The example used is for the shadows created by a stained glass window. Light coming through the windows creates a colored shadow on the floor. The other one one is the same basic idea applied to MATERIALS. I've noticed that as soon as any level of transparency is applied to an object, it no longer casts shadows. It seems that the darkness or intensity of an objects shadow should proportionally increase or decrease with the amount of transparency. It would also be nice if when specifying the color attributes for Textures if we could decide wether or not the shadow casts a normal shadow, or a colored shadow. This idea came up during a recent experiment. I have been asked to create an underwater city for as a possible demo for a possible game. I wanted to create the effect of light coming down through the ocean creating shodows and highlights on the surfaces below. To do this, I first created and ocean texture that morphed over time. Then I created square with horizontal bars going across it to use as the ocean surface. After creating an ocean floor texture and setting a cube on it, I placed the ocean surface a little above the cube, set my light and camera and did a quick render to make sure the setting was right. Then in ACTION I created a rolling wave motion for the ocean surface. When I rendered the animation, there was no effect at all because the ocean surface texture had some transparency in it. The closest I could get, which wasn't good enough, was to re-create the ocean texture with some transparency, some solidity, and no blurring. When it morphed in the animation, it kid of gave the effect of the cube having solid black amoebae crawling all over it. I realize that this is probably a very specialized effect and not a financially feasible use of the programmers time. What about the possibility of uploading a questionaire asking all of the users to list the three or five features that they would most like to see, and then uploading the results? I would be willing to tally up the requests myself just to see where the collective AM user mindset is at. Michael S. Flynn
#1397From: Steve/HASH, Inc.Oct 26, 1994 9:50 AM
Mike, Thanks for your interest in a survey, but we keep track of all the postings just like yours and discuss them periodically… we really do listen to our "publics" requests as you will see with the change to an integrated interface in the next version… Steve, Hash Inc.
#1424From: Jim JonahOct 28, 1994 5:56 AM
Steve, May I add Soft edged shadows to the list? Or is there already a technique for this I don't know about? Thanks, Jim Jonah
#1430From: Pawel BodytkoOct 29, 1994 9:26 AM
>>>May I add Soft edged shadows to the list? Or is there already a technique for this I don't know about? Yes, there is, but it is a bogus one. The shadow's edge is blured in post processing by the same amount regardless of how far from the source, or the frame size… When you render 4000×6000 image the supposed "soft shadow" looks more like antialiasing… <g> Pawel
#1452From: Steve/HASH, Inc.Oct 31, 1994 5:25 PM
The new Post module will increase the functionality of soft shadows… Steve, Hash Inc.
#1459From: Pawel BodytkoOct 31, 1994 10:06 PM
Steve, >>>The new Post module will increase the functionality of soft shadows… Great news! >>>Pawel, Our Boolean will be 3D of course! Will the splines continue from one shape to the other? If so will you be able to spec wchich ones should merge when adding two shapes onto one? What about the skinning? Any chance for automating the process along the lines I suggested earlier? Pawel
#1496From: Steve/HASH, Inc.Nov 2, 1994 1:14 PM
Pawel, I don't have detailed info on the Boolean operations we will be implementing… as soon as I do I will post…. Steve, Hash Inc.
#1591From: Jim JonahNov 5, 1994 3:15 PM
Pawel, Maybe I miss understood, how can I get a shadow to be very soft, if you don't mind giving away a trick? Thanks <G>, Jim Jonah
#1608From: Pawel BodytkoNov 6, 1994 9:20 PM
Jim, >>>how can I get a shadow to be very soft, if you don't mind giving away a trick? There is no trick at all. This is one of the functions in A:M (not Playmation)… Manual pg. 259. You have to use Bulb or Kleig lights — Type (T) 1 or 3 in light channel and set the Width (W) value. The shadows will have softer edges but you probably will be still disapointed… No control over the softness. No way to get *very* soft.. Pawel