CompuServe Thread

#Object Dissolve Envelope

24 messages in this thread
#141895From: David R. SwobodaDec 14, 1994 9:52 PM
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.
#141899From: Yost GroupDec 14, 1994 9:59 PM
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
#142867From: David R. SwobodaDec 20, 1994 1:22 PM
>>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
#142870From: Yost GroupDec 20, 1994 1:32 PM
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
#144205From: David R. SwobodaDec 29, 1994 10:52 PM
>> 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.
#144258From: Yost GroupDec 30, 1994 10:03 AM
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
#145524From: David R. SwobodaJan 7, 1995 4:45 PM
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.
#145538From: Yost GroupJan 7, 1995 5:10 PM
I understand. – G
#141940From: MARTIN G FOSTERDec 15, 1994 2:12 AM
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.
#142868From: David R. SwobodaDec 20, 1994 1:22 PM
<<>> 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
#143074From: MARTIN G FOSTERDec 21, 1994 11:36 AM
David, >> but it's still a kludge and ALSO adds more meshes to the MESSES << true, but it does the trick for now.
#143701From: Scott RobertsDec 26, 1994 3:18 PM
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
#143785From: John StetzerDec 27, 1994 11:01 AM
>>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
#144615From: MARTIN G FOSTERJan 2, 1995 12:58 PM
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.
#144770From: John StetzerJan 3, 1995 11:07 AM
>>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
#144907From: MARTIN G FOSTERJan 4, 1995 1:31 AM
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.
#144938From: David J. MarksJan 4, 1995 8:27 AM
>> [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
#145009From: John EllisJan 4, 1995 3:45 PM
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
#145187From: David J. MarksJan 5, 1995 3:27 PM
>> 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
#144954From: John StetzerJan 4, 1995 9:56 AM
>>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.
#145145From: MARTIN G FOSTERJan 5, 1995 11:45 AM
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.
#141973From: Jonas Ruikis [ADESK]Dec 15, 1994 8:50 AM
<< OBJECT dissolve option.. wish >> got it.
#142101From: Gilles p. BrillonDec 15, 1994 10:00 PM
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!
#142869From: David R. SwobodaDec 20, 1994 1:22 PM
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.