CompuServe Thread

#Rayman

10 messages in this thread
#143112From: M. G. BATCHELORDec 21, 1994 1:28 PM
To all interested, Well, I'm uploading another sample image from the Rayman raytracer being developed by VisArt. This is from a near-final beta, and again started out as just a test scene for development purposes. There's a couple of problems left to resolve, but never-the-less I thought this test actually made a very nice image. Anyone interested in a raytracer for 3DS should definitely take the time to download this <500k JPEG. The JPEG compression introduced a little artefacting, but it's not bad. The scene was developed entirely in 3DS, including all lighting & materials, then the latter was tweaked using the RayShell module from Rayman. It's ability to read & apply virtually all 3DS scene/material parameters is quite unique & handy. Then, from within the RayShell module, you can further tweak the materials or the rendering parameters as desired to closely match a 3DS "look", or to create other looks. There's 2 IPAS routines to assist in these areas as well. For all those folks requesting more accurate reflections/refractions, etc.., check this out. The image demonstrates some of the capabilities of the raytracer including colored shadows, psudeo-caustics, blurry reflections/refractions, internal reflections, variable a/a & filtering, etc.. You can also achieve blurry shadows, DOF effects, etc.. Multiple networked machines can share in rendering a single image. Even though still beta, I kinda' like this image. For details, contact Michael Bassier @ CIS 100114,1717….I'm sure he'd appreciate some feedback. Please find RM02.JPG in the Images library section. Regards, BILL
#143284From: Michael BassierDec 22, 1994 8:12 AM
Thanks Bill! It`s really a great image. We can develope a very good programm but it needs a good artist to make nice images like yours. Thanks again. We`ll use it as the center image of the RayMan package. Michael
#143334From: M. G. BATCHELORDec 22, 1994 12:57 PM
<< It`s really a great image. We can develope a very good programm but it needs a good artist to make nice images like yours. >> Thanks Michael, but I have no *artistic* ability whatsoever, …more of a technician. I just wanted to try to show some the capabilities in a limited amount of time. It was just a study, rather than a composition, but I'm glad you liked it. I wish you great success with Rayman. Regards, BILL
#143351From: M. G. BATCHELORDec 22, 1994 2:36 PM
Hi Michael, I just wanted to take this opportunity to publicly thank you & your staff for being such great *listeners* these last few months. It has been a pleasure to work closely with you on RM 1.0. I'm sure those individuals desiring a raytracer which can read most all 3DS parameters as a starting point for raytracing, will like the program. And from my experience, I know that all those who purchase RM 1.0, will have a real "voice" in RM 2.0's development. Although I haven't seen the final shipping version, I know it will be very nice, and I wish you the best of luck with it. It's been fun. Kindest Regards, BILL
#143456From: Michael BassierDec 23, 1994 2:37 AM
Hi Bill! Thank you very much for your kind words and all your help. It was great to work with you. We have all learned a lot from you and I hope we`ll work much closer together on the next RayMan releases. I promise you that you`ll get every RayMan release (1,2,3…) for free. Thank you. Michael
#143488From: Danny MercurioDec 23, 1994 11:13 AM
Congratulation Michael! It looks like an awesome program. Happy holidays, Danny…
#143489From: M. G. BATCHELORDec 23, 1994 11:13 AM
Looking foward to it Michael. HAPPY HOLIDAYS! BILL
#143443From: EDWARD HARVEYDec 23, 1994 12:32 AM
Im very impressed with rm02. How long did it take to render on what kind of processor with what use of memory? I understand that this scene has lots of render intensive tasks so that details about it wouldnt enable predictions about other scenes, but it would help my purchase decision making along to have some idea. Thanks
#143490From: M. G. BATCHELORDec 23, 1994 11:13 AM
Hi Edward, Thanks. I really can't tell you how long it took, because VisArt rendered it for me. I don't have much computing horsepower these days. It did take a very long time, but understand – it was designed strictly as a test for a highly recursive scenario, with 20-25 levels & internal reflections enabled. I'm sure it was generating/spawning >100 rays/per/pixel. The geometry was was also intentionally large (150k faces). By optimizing the geometry & the renderer via the various parameters (many available), I'm sure the scene could have been trace in a tiny fraction of the time, without much/any visible differences. Check it out. Raytracing of any sort is not fast, and with a number of parameters enabled with distributed raytracing (as with Rayman), you're looking at 5-50 times slower than a fast scanline approach. However, Rayman is a fast raytracer & a high-quality raytracer. The really great & unique thing is the connection/integration with 3DS.
#143744From: EDWARD HARVEYDec 27, 1994 1:01 AM
Thanks, Im pretty sure Im going to get it.