CompuServe Thread

#Refraction?

19 messages in this thread
#137823From: David GouldNov 24, 1994 4:03 PM
There is a competition on my local BBS between the guys using POV against the guys using 3D Studio. The competition requires that we create the most realistic image of a bottle of wine. POV has the slight advantage in that it can do the refraction. How could I simulate refraction in 3D Studio? Let me know if you have any tricks I could use. We couldn't let POV win could we!
#137856From: Michael BassierNov 25, 1994 3:28 AM
You should use some of the available 3DS add-ons (for e.g. RayMan) routines to get a realistic image. If you can`t get a hand on RayMan fast enough you might find a RayMan beta user to render your scene…
#137858From: Paul Sanford [LVL5]Nov 25, 1994 5:43 AM
I've never done it, but I hear you can simulate refraction by applying a texture map of the background to the wine bottle. Place a camera with a wide angle lens at the spot of the bottle and capture an image of what's behind the bottle. Then apply it to the bottle, or perhaps a transparent copy of the bottle. You'll have to flip the image along the x and/or y axes to get a realistic effect, I believe.
#137868From: Yost GroupNov 25, 1994 11:08 AM
The "3D Special Effects" book has examples of how to achieve refraction. – J
#138128From: EDWARD HARVEYNov 27, 1994 8:11 PM
PMJI Gosh, I really like the special effects book and have learned alot – but – the illustration of the wine glass is not going to win any contests in competition with a ray tracer. I would guess that the wine bottle subject was suggested by on of the POV guys since refractions are the only area where POV has an advantage. The really impressively creative complex methods 3DS users have come up with to simulate refractions is an indication of the need for selective refraction mapping. Ill probably get Rayman for still work but even if it supported animation it would probably be too slow for that kind of work. Maybe an animation capable Rayman , travelling alpha, and videopost would be the closest workaround.
#138149From: Mitch GatesNov 27, 1994 9:56 PM
I agree fully. I am a beta-tester for Rayman and I really don't see point in porting my scenes for any other reason except refraction. It is so slow, even on my P-90. The main problem is that you cannot transfer your IPAS stuff to Rayman, which is what makes 3DS so good. Even if RM had animation capabilities, I would't pay the price for it. You will be able to by a complete package (Lightwave for Windows) soon for only a little more money. Back to my point. What 3DS really needs is some kind of refraction mapping , either built in or via IPAS. It is the only real weakness in the renderer. Some 3rd party developer could really make a killing on such code. Anyway, just a thought.
#138199From: Michael BassierNov 28, 1994 5:29 AM
Well, did you see BATH.JPG in the images lib? Forget the glass and try to make a image with the same quality in 3DS. You won`t get the level of reflections and of course you will not get this kind of shadows. 3DS is not able to render penumbra and umbra for shadows. And the anti aliasing. Did you see it? If RayMan is too slow you probably used some unneeded options. You won`t find a faster raytracer on PC`s. >>You will be able to by a complete package (Lightwave for >>Windows) soon for only a little more money. Yes, and you can get Truespace for a little bit more. But what do you want to do with it? Rendering? <bg>. I took a look at Lightwave but I can`t say any details because of the NDA (you have a RayMan NDA, too). But regarding the render speed and the image quality: <g>. I agree with you regrading the IPAS. You can work around by using alpha rendering and composing the image (Bill Batchelor did a great image where he used vapor in a RayMan rendered image). But you`re right: we need the IPAS. But let us wait for 3DSR5! A lot of things will change… BTW: take a look at your NDA.
#138685From: Heinz SchullerNov 30, 1994 12:14 AM
Hello Michael, On 28-Nov-94 you said to Mitch Gates: ->You won`t find a faster raytracer on PC`s. (Speaking of Rayman) With all due respect… Can you really, truly, prove this? Have you actually benchmarked a Rayman scene against the registered (watcom-compiled) version of Vivid, POV, or Polyray? Be careful what you say, this could easily be tested using the 3DSPOV18 converter. -Heinz.
#138709From: Michael BassierNov 30, 1994 2:14 AM
Hello Heinz, >>Have you actually benchmarked a Rayman scene against the >>registered (watcom-compiled) version of Vivid, POV, or Polyray? Yes, we really have. And we tested it against Real 3D and other packages. Get a RayMan copy, test it on yourself and if you find a raytracer wich renders a scene of, let`s say 100,000 polygones, faster then RayMan, I`ll never say it`s the fastest raytracer on PC. But please run both on the same machine and the same configuration and render options. I think a Pentium with 32 megs will do the job good. (I made the tests using a Pentium/66 with 64 MB RAM and scenes from 20,000 to 250,000 polygones). Don`t get me wrong, I don`t want to blame any software. I used POV for a long time, it was my first raytracer, and I loved it very much. It`s really good and gaves us lots of ideas to implement in RayMan. But when someone says that RayMan isn`t fast than I can only say that raytracing needs of course more time than Z-Buffering. But if you compare between different raytracer you can`t say that RayMan is slow. Hey, and by the way: I think it`s more important to get all 3DS features (mappings, light settings and so on) than the point that A needs 5 second less than B to render a scene. Only when A is two times faster than B you should spend your time on making some benchmarks. Thanks. Michael
#138198From: Michael BassierNov 28, 1994 5:29 AM
>>if it supported animation it would probably be too slow for that >>kind of work. That`s the reason why the first release of RayMan can`t render animations. The second one will have a combination of a Z-Buffer (or A-Buffer) and raytracing/radiosity. With this features RayMan is as fast a other Z-Buffer but has the image quality of raytracing. BTW: if you have some experiences with the RayMan settings (like internal reflections, pixel-sub-division, softshadow turbo or not) you can decrease rendering times for more than a few hundred percent. RayMan is faster than 3DS with automatic reflections and raytraced shadows. And it needs much less memory.
#138647From: EDWARD HARVEYNov 29, 1994 8:02 PM
Any ballpark ETA on the second version? Will it support IPAS effects?
#138708From: Michael BassierNov 30, 1994 2:14 AM
I think R2 will come out somewhere in summer 95. It will support 3DSR5 and I`m not sure how the R5 IPAS will look like. But I4m sure we`ll support them. Michael
#138970From: EDWARD HARVEYDec 1, 1994 12:48 AM
Have you considered what the upgrade from R1 to R2 might cost ? The reason I ask is Im trying to decide whether to get R1, which would meet some of my needs or wait for R2 which sounds like a much more complete solution. If the upgrade cost were to be a very significant percentage of the cost of R2 then R1 wouldnt be as attractive.
#138983From: Michael BassierDec 1, 1994 2:09 AM
Well, that`s a good question. I think the update won`t be very expensive because we know that the most customer get RayMan to render animations. I think a price around US$ 100-200 is very realistic. I believe it`s a good step to get the first release of RayMan because it needs a little learning time to render with raytracing instead of Z-Buffer. The behavior of lights and materials are a little different. Michael
#139150From: EDWARD HARVEYDec 1, 1994 6:16 PM
Thanks
#138874From: Forcade & AssociatesNov 30, 1994 5:05 PM
>> PMJI Gosh, I really like the special effects book and have learned alot – but – the illustration of the wine glass is not going to win any contests in competition with a ray tracer. EDWARD HARVEY<< Ed, Glad you liked the book. As to the quality of the pseudo-refraction vs a raytraced refraction: absolutely. Refraction is much too complex too allow a manual simulation to match a raytraced simulation. The aim of the article was to show that you can give the _impression_ of refraction using 3DS's own tools. For many images, where the refraction is not the central area of interest, the impression of refraction is sufficient and the savings in rendering time can be important. Where the refraction _is_ the focus you really do need a raytracer and will have to spend the time that a raytracer needs. Terry Gilbert Forcade & Associates
#138971From: EDWARD HARVEYDec 1, 1994 12:59 AM
I appreciate the creativity of the very complex work arounds that you and others have come up with in trying to simulate refraction. My point is that these very efforts demonstrate the need for a refraction solution for 3DS that dosnt negate the advantages of scan line speed. To me this is the weakest aspect of 3DS which is otherwise by far the best 3D software I will probably be able to afford.
#139233From: Michael BassierDec 2, 1994 2:45 AM
Hi Terry, I agree with you. Simulated refractions are very good for animations where the refraction is not the most important thing in the scene. For stills where you have enough time to examine every part of the image or animations wich lives from the refraction you have to use a raytracer. Michael
#138274From: Brian Rudolph [Adesk]Nov 28, 1994 11:36 AM
Here is a trick that was once posted by Grant Blaha. It might be useful for you. ——– I did an image that simulate refraction once, but you may not want to replicate the method. I only did it with a single still image. I rendered the scene's background geometry without the glass sphere. I then created a flat mesh using grid_i.pxp and texture mapped the background rendering onto the mesh. I then pulled the vertices of the mesh outward in a spherical shape to create a distortion. By using texture bluring, I was even able to give a glassy blur to the distortion. I rendered an OPAQUE sphere without any other scene geometry, and kept its alpha channel (using the seperate alpha channel option). I rendered the entire scene. I inverted/negated the opaque sphere's alpha channel and used it to cut a hole in the scene. I then composited the distorted rendering into the hole. Clearly, ray tracing is a simpler way to do it. An IXP could do it real good, but I don't know if there are any. Any developers reading this should be aware that R4 will provide access to the Z buffer, which would make this effect EXTREMELY easy to do well. Ciao, Grant ——–