CompuServe Thread

#SXP shimmering

16 messages in this thread
#136500From: MechadeusNov 16, 1994 3:14 PM
Hi Jonas, We've had filtering anamolies with SXPs in 3DS where the pixels will shimmer as you dolly the camera away from the textured surface. I was reading the recent article "3D Comparison + Difference" by Henry Thomas (Analog and Digital Design Graphics, issue 5, Oct 1994), where he said "(3DStudio SXPS) seem to employ a random number system in the maths that create the textures. This makes the materials vibrate and shimmer when animated because the texture changes with every frame." Is this the reason they shimmer? Is there a work-around? You can see the pixelation effect we're having with smoke_i.sxp in DAED1.JPG in ASOFT Images. The spaceship next to the sun has a white posterized edge to its highlight that shimmers during animation. Could the "maths" be altered to change this? Or is it a map-filtering issue? Thanks. Eric Chadwick Mechadeus, 71052,1575
#136514From: Jonas Ruikis [ADESK]Nov 16, 1994 4:15 PM
Hi Eric, << Is this the reason they shimmer? Is there a work-around? You can see the pixelation effect we're having with smoke_i.sxp in DAED1.JPG in ASOFT Images. The spaceship next to the sun has a white posterized edge to its highlight that shimmers during animation. Could the "maths" be altered to change this? Or is it a map-filtering issue? >> I'm not sure. Gary?
#136528From: Yost GroupNov 16, 1994 5:17 PM
With R3, we added additional IPAS API calls for getting the 3D textured pixel data (in perspective), so you could do additional filtering based on distance from the camera. Unfortunately, the only sxp that actually takes advantage of this is stucco.sxp, and even that is only rudimentary, compared to even more elegant filtering methods (which are possible using these API calls). Due to a lack of resources, we've just never been able to find the time to update all those sxp's. There IS a workaround, however. You can render the sxp on a flat plane, and then save that plane as an animated texture map. Map THAT onto an object, and it'll go through all the same filtering that any bitmap texture uses. – G
#136760From: MechadeusNov 17, 1994 4:57 PM
Gary, Thanks for the info. I tend to use SMOKE a lot– the versatility of the dialog settings keeps me coming back. Thanks. SXPs in general solve many of the map tasks that we find impossible or improbable to do with traditional mapping coords. Keep up the great work. Eric
#137089From: David R. SwobodaNov 19, 1994 11:53 PM
>> even that is only rudimentary, compared to even more elegant filtering methods (which are possible using these API calls). Due to a lack of resources, we've just never been able to find the time to update all those sxp's. << I would rather have had updated SXP in R4 than the BROWSER that I already had with TU. I realize the YOST group is busy with R5 (I hope!), so I'll go out on the limb and suggest that AUTODESK release the current SXP's source code into the public domain and let some ambitious users/programmers update them for the new code. I would be willing to pay shareware fees for something like this. Just my 2 cents. . . David.
#137111From: Jonas Ruikis [ADESK]Nov 20, 1994 10:00 AM
David, << so I'll go out on the limb and suggest that AUTODESK release the current SXP's source code into the public domain and let some ambitious users/programmers update them for the new code. >> If we're talking about the source code for the Yost Group's SXP's, sorry, that code is theirs. If we're talking about SXP's in general, the IPAS3 SDK has been out for a while and soon IPAS4 will be available. This is the source code that Adesk has already made available to programmers allowing them to write their own SXPs. jonas[adesk]
#137123From: Yost GroupNov 20, 1994 10:43 AM
As Jonas said, the source code to the stock SXP's already has been released as part of the IPAS SDK. Regarding our Disk#2 SXP's, I'd be happy to give the source to a willing programmer who can show me that he/she can write an SXP that does distance-based filtering. – G
#138141From: andrew gordonNov 27, 1994 9:20 PM
I think that there arent enough SXP's out there. Someone could make a killing if they came out with a Texture toolkit full of usefull procedural textures. Even simple ones like those found in impulse imagine. (Dirt, BumpyNoise, DinoSkin) If I had the money, I would hire someone to port all those renderman shaders to SXP's. I just got sent a CD full of about 600 procedural textures they put out. I wish Darrel would write some SXP's, I know he writes his own renderman stuff. I know Steve Worely wrote a bunch of Procedurals for Imagine and Lightwave. Does anyone know if they are available for 3ds?
#138146From: Yost GroupNov 27, 1994 9:24 PM
Mike White (of SDP) frequents this forum, and has written quite a few very interesting SXP's. There are some demos of them up in DL1, fyi.
#138413From: andrew gordonNov 28, 1994 8:13 PM
Thanks Gary Take Care, Andrew
#138244From: SyndesisNov 28, 1994 10:33 AM
I've encouraged Worley to port to 3DS, but so far, I don't believe they've ever done any work on it. If anything, I think he and Glenn Lewis are getting more entangled in LightWave than Imagine. I'd bet a doughnut that some of Worley's textures will be bundled with the next LightWave.
#138291From: John StetzerNov 28, 1994 12:07 PM
>>are getting more entangled in LightWave than Imagine. Bummer. John Stetzer JWS
#138415From: andrew gordonNov 28, 1994 8:15 PM
Thanks John, By the way, when is your stuff due out?
#136602From: M. G. BATCHELORNov 17, 1994 12:22 AM
PMJI, but in addition to what everyone else said, procedural texture scintilliation is not unique to 3DS. This is a very common side-effect, unfortunately. If you can manage it (not always), Gary's suggestion is a good workaround. The only other solution (if you want to call it that) is a traveling matte keying a Gaussian filter or whatever in post-processing. BILL
#136761From: MechadeusNov 17, 1994 4:58 PM
Bill, >>traveling matte Great idea. Thanks. Eric
#136809From: M. G. BATCHELORNov 17, 1994 10:47 PM
Sure….it's very tedious though. BTW, your images uploaded recently really look great. Good luck with that project. BILL