CompuServe Thread

#Whales

4 messages in this thread
#85370From: M. G. BATCHELORFeb 21, 1994 12:28 PM
You don't know me and I realize I'm a little late with this, but I finally got a chance to download your whale images. I just wanted to let you know that I thought they were outstanding. I recently was experimenting with an underwater scene involving some dolphins and schools of fish, and I just wanted to pass this along to you, just in the remote case that you might not have thought of it: In order to try to emulate refractive caustics shimmering on the dolphins, I used a projector light in the scene with the other lighting to project a bitmap(s) of the surface of a swimming pool (digitized), along with fog, blur, etc.. The swimming pool maps seemed to work better than other grabs of ocean and lake surfaces, etc.. When all the elements were balanced along with the other lighting, it looked quite realistic. Also I used the Digimation Bubble.axp and Blackbox's Flock.axp. The bubbles could be mapped realistically and made to be emitted a little at a time along a path following the dolphin, and the flock.axp allowed me to create and use simple texture-mapped fish objects as particles. Although in my case, this was just a simple test just to evaluate the 2 IPAS routines, the result was quite nice with very little time put into the project. I only briefly skimmed through your text which described the intricate mapping process as it was very late, but I think I grasped what you were doing. Here's a suggestion to the Yost folks or any IPAS developers, and I am curious if you think a routine like this might have been helpful as an alternative or aid to your clever process: If an IPAS routine could be created which could take a mesh and "unroll" it so to speak, and save that 2D projection of the wireframe to disk as a bitmap, once you set up calibration and oriented yourself with the mesh projection, I believe it could be used as an onion skin in Painter as you did, or in some cases perhaps, be painted directly on/over. What do you think about this ? (Hope I made that clear enough). Any developers listening ? Anyway, I really enjoyed the images and text (which I'll read again, this time when I'm conscious). You probably are aware of all this stuff, but your work was so good, I thought I would mention these items – just in case.
#85397From: John TissavaryFeb 21, 1994 1:39 PM
>>If an IPAS routine could be created which could take a mesh and "unroll" it so to speak, and save that 2D projection of the wireframe to disk as a bitmap<< Excellent wishlist suggestion. I second that for IPAS or R4. John Tissavary (La Luna cie)
#85611From: Jonas Ruikis [ADESK]Feb 22, 1994 12:33 PM
John and Bill, << roll out the mesh wish >> got it. jonas[adesk]
#85440From: David StinnettFeb 21, 1994 5:26 PM
Bill, Thanks, I'm glad you like them. I played around with projected light patterns a bit and, in the still, the caustic pattern just didn't agree with the whale's skin much. I'm sure it will work much better in the animation with an animated map, but I'll probably save it for yet another underwater scene I'm doing, a prehistoric reef. I've got digimation's bubbles, and am using it to have the whale exhale, should look pretty cool. I'll be picking up the flock routine when I get to the reef scene to do schooling fish. What's your opinion on it? How much control do you have over the movement of the objects and is there a complexity limit on the mesh used as the master particle? I know it should be kept as simple as possible, but I always like to have a choice. The 'unroll' ipas sounds neat, but it could be real tricky. Once you open and flatten out a mesh, how would it's details be made readable? Of course if its just unrolled and not flattened out, You could just render the mesh from the top and use that as a guide (actually, I guess if its not flattened, which it shouldn't be, the mesh detail might be enough). Ohh, and it could unravel the mesh according to previously assigned map coordinates, and the bitmap it puts out could have its borders match those of the coords perfectly, so if your coords are half the size of the model, then the bitmap would show only that portion of the mesh where the coords where assigned. I'm liking this idea more and more. Thanks, David