#Object Dissolve Envelope
24 messages in this thread
I can't stand it any longer . . . Please help me. . . I know that this has
been mentioned before (at least by me) but you guys really most put an OBJECT
dissolve option into version 5 of 3DS. It needs to be time line controllable
(Sine Curves). Please look at LIGHTWAVE! I am really feed up with VARY.ixp
and Vpost Kludges!!! EVERY 3D package should have this feature as it is SO
very valuable so many different effects and cheats.
Sorry to vent STEAM!!
Love Ya and 3DS (the software I love to hate!)
David Swoboda.
You could write a time-line-controllable object dissolve as an SXP with KUB's
upcoming SXP script-language. It would be a pretty simple one.
– G
>>You could write a time-line-controllable object dissolve as an SXP with KUB's
upcoming SXP script-language. It would be a pretty simple one.
– G <<
Gary,
I will look into that when it ships, but I would really prefer that it be at an
object level in the keyframmer along with MOVE, ROT, Etc.
Thanks
David
By using material morphing in the Keyframer, it _is_ available at the object
level, just like move, rotate and scale (using all the same spline tools in the
KeyInfo dialog).
– G
>> By using material morphing in the Keyframer, it _is_ available at the object
level, just like move, rotate and scale (using all the same spline tools in the
KeyInfo dialog).
– G <<
Yipes! You got me on that one, Gary. Hold please, while I wipe off the egg on
my face…
OK, I'm back. But, I'm greedy, so let me put a real-life scenario on the
table, as I try to sway you to my line-of-thought.
In a scene that I'm building I have a detailed Sphinx (30,000 Polys and 10
surfaces), a temple, misc bulidings, and 3 pyramids (total 20,000 polys and 30
surfaces). There are two versions of each, one just constructed (5000 yrs ago)
and one delapitated version of circa 1900's. Total polys approximately 100,000
and about 60 surfaces. Also have ground and background objects (5,000 polys
and 5 surfaces).
Now at various times in the animation I would like to dissolve out objects to
nothing. At other times I may dissolve between the different versions. There
is lots of CAMERA movement, shadows, and elements which do not change. I have
determined that VP is not an option with out lots of work due to some crossing
objects and interaction within the scene (Transparent objects and such…). So
this is how I figure I would have to do it in the current 3DS. Oh yes,
stripping down the complexity is not an option in this scenario.
The objects will waver in and out from solid to NOTHING and would not be a
linear DISSOLVE. Let's say the Sphinx is SOLID at frame 100, 40% trans@ frame
125, 75% trans@135, 60% trans@150 and 100% trans@165.
Next I clone the Sphinx 4 times to morph at frames 100, 125, 135, 150, 165.
Then I modify and copy all Sphinx element materials and make 40%, 75%, 60%, and
100%
transparent versions (possibly using vary.IPX or just change TRANS and SPECULAR
values for each. I now apply all the materials and then get a Miller cause I'm
real tired now, and have about 150,000 polys and 50 sufaces in the Sphinx
models alone!!
Now someone might say, hey, David, use a flic file that goes from black to
grays to white and use in TRANS and SPECULAR. That works if I nail it right
the first time, but what about changing keyframes, time lengths and
intensities? I would be making new flics or TGA's till the cows came home, and
this is far from interactive here. Now the above is just for the first Sphinx
object. Remember that I have two Sphinx objects! Adjusting the MORPH key
timing is easy, but if the intensities are wrong I need to change LOTS of
surface values. If the wavering pattern is not right then I have to perhaps
add more MORPH targets and more surfaces. Adjusting the timing of the dissolve
OUT object with the dissolve IN object requires LOTS of work to get it just
right.
Multiply the above by all the other objects in the scene which will be
dissoling at various times are you end up with a HUGH (500,000+ polys) scene
requiring a road map to navigate, slow rendering, more than the maximum of 128
surfaces, and one heck of a lot of work to make the whole thing work.
If I have missed an easy solution for this PLEASE let me know.
If you haven't, please read my message #142864 which explains how Lightwave
does this same process. No MORPH copies. No multiple surfaces. Easily
changable dissolve envelopes with I can copy and modify for other objects to
use. Low poly count. Low surface count. And, most important – MINIMAL work
to setup and adjust! Now I have taken some flak lately since I refer to
Lightwave as a comparison model quite often. I do this not to point out
weakness in 3DS, but to point out some good stuff that other software does that
would really enhance 3DS.
So, here's what I would LOVE to see in future versions of 3DS.
Change the HIDE keyframe code to DISSOLVE. Instead of just ON/OFF (1/0) make
it 1 to 0 and any value inbetween (i.e. .5 is 50% dissolve). It should then
effect all polygons, including all surfaces in the object EQUALLY. Shadows
should fade out if they are switched ON. With this, my NIGHTMARE scene would
be a piece-of-cake. By the way, this DISSOLVE stuff is REALLY great with
flying logo stuff and can really open up some very simple but cool effects.
Thanks a lot Gary, and have a grand New Year!
David.
Since Jonas picked up your dissolve wishlist from your last message, it's
alread on the list. Since the dissolve code is currently generalized into
material morphing, it requires the same overhead. (I promise you that the Yost
Group isn't funded by the RAM Manufacturers Association. 🙂
– G
Gary,
My last. long, rambling meesage was not meant as a JAB at the YOST Group and I
hope it didn't come off that way. I just wanted to illustrate a "real world"
scenario about the dissolve thing and make a "strong case" for inclusion in rev
5.
Thanks 🙂
David.
I understand.
– G
David,
>> OBJECT dissolve option <<
have you tried using morph materials? Make a copy of the object you wish to
dissolve and make a purely transparent material for it – no shininess at all.
You can now use full keyframe controls (TCB, ease IN/OUT) for the morph (turn
on morph materials in morph options). Works for me.
<<>> OBJECT dissolve option <<
have you tried using morph materials? >>
Martin,
That is what I have been doing mostly, but it's still a kludge and ALSO adds
more meshes to the MESSES.
Thanks.
David
David,
>> but it's still a kludge and ALSO adds more meshes to the MESSES <<
true, but it does the trick for now.
Hi Martin, thanks for the morph materials dissolve tip. I used it an
animation the next day. I do have a problem with it as a solution to
the problem Dr.S had: while it does alow you to dissolve the object
up from transparent, the object still casts a shadow at 100%
transparency. This may work when going from a non-shadow-casting
object to a non-shadow-casting object, but not when going to a
shadow-casting object. My own solution was to have my "transparent"
object actually have a map of the same texture as the background, but
this wouldn't work for most apps. Am I missing some trick in the
shadow settings? thanks, Scott
>>Am I missing some trick in the shadow settings?
If I remember correctly, I had this same problem w/my first 3ds3 animation.
I_think_my workaround was to use vary.sxp in the first material in opacity, set
to go from solid to transparent over the stretch of time that the materials
morphed. Seemed a bit odd to have to do it this way, but it work; the material
morph changed everything to 0 (color, texture, etc.) and transparency to 100%,
while the opacity in the first material faded out the shadow. Alternately, you
could render two sequences, one with the object and one without, and then do a
dissolve 'twixt the two in Video Post.
John Stetzer
JWS
Scott,
I've just got back from Mexico, and 1 week off-line, so this may all be moot
BUT …..
>> the object still casts a shadow at 100% transparency. <<
not with RAY-TRACED shadows. RT shadows will respect transparency and opacity
maps etc.
>>not with RAY-TRACED shadows.
Just went and reverified my memory, Martin and it's correct; an object material
morphed from 100% opaque to 100% transparent will cast a 100% opaque shadow,
even w/ray traced shadows, at 100% transparency.
John Stetzer
JWS
John,
>> an object material morphed from 100% opaque to 100% transparent will cast a
100% opaque shadow, even w/ray traced shadows, at 100% transparency. <<
like, no way, dude! I'll have to check that out myself. It doesn't seem right.
>> [shadows] I'll have to check that out myself
Martin, please post your results here when you do look into it. It sounds like
an interesting case.
– Dave
David,
No its a fact about shadows and transparency etc. I ran into this problem with
a short animation I did for Siggraph last year. The only solution I could find
was to render it with and without shadows and then dissolve them in VP at the
same time the object goes transparent.
John
>> shadows and transparency
An old R2 trick I used to use was to have 2 identical light sources.
One casts shadows and one doesn't. Changing the color of one from
white to black and the other one black to white did the trick. If I
remember right, I had to set continuity to 0 so that the transition
was linear and the sum of the two lights always equalled the same
illumination level.
– Dave
>>I'll have to check that out myself.
Well, how'd it turn out?
John Stetzer
JWS
FWIW, the test I did before replying consisted of a Gsphere (aqua glaze),
Gsphere (default material settings except for transparency 100%), a plane, and
a ray traced spot. Material morph from aqua to trans. over 30 frames. On frame
30 the object was completely transparent, yet still cast a shadow. In a
previous animation, using vary.sxp in the opacity slot in the materials editor
for the base material (which in the above case would be the aqua) set to go
from 100% opaque to 100% transparent over the same time frame as the material
morph (phew, what a mouthful ;^) took care of the shadow problem.
John,
>>>I'll have to check that out myself. <<<
>>Well, how'd it turn out? <<
haven't tried it yet. Maybe today. However, I think I'll just take your word
for it.
<< OBJECT dissolve option.. wish >>
got it.
I agree !.
I more than agree, I think that it's incledible that it was all together
forgotten
from the total softbit!
Thank God I work in a TV station so DEV's are available!
Gilles,
It does appear to have been missed. In LW it is REALLY handy. A dissolve in
3DS should be as commonand easy as a CUT in filmdom.
Later,
David.