@database "IMAGINE MAILING LIST" @WIDTH 80 @font topaz.font 8 @index Index @toc contents @node MAIN "IMAGINE MAILING LIST NUMBER V66" @toc contents @{b} This GUIDE File was generated by an @{ub} @{b} IMAGINE MAILING LIST PROCESSOR @{ub} @{b} Written By Joop van de Wege @{ub} @{b} © 1994 @{ub} \|/ @ @ +---------------------------------oOO-(_)-OOo---------------------------------+ | | | This is the Imagine Mailing List (imagine@email.sp.paramax.com) Archive #66 | | covering messages from Sep 01 1995 to Sep 30 1995. | | | | If you have any questions or problems with this file, E-mail Joop vd Wege | | at Joop.vandeWege@medew.ento.wau.nl | | To join the IML, send email to: imagine-request@email.eag.unisysgsg.com | | the subject line type in: SUBSCRIBE | | | | Thanks goes to: Neil Miller for the Imagine Mailing List Processor | | Nik Vukovljak for the archives | +-----------------------------------------------------------------------------+ @{" Turn the Page " link contents} @endnode MAIN @node contents "IMAGINE MAILING LIST V66- CONTENTS" Click-->@{" 1 " link IML-1} MSG- 1 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 2 " link IML-2} MSG- 2 Subject: Re: Wish List Click-->@{" 3 " link IML-3} MSG- 3 Subject: Re: Imagine Tutorials Click-->@{" 4 " link IML-4} MSG- 4 Subject: Why have I been Un-subscribed ! Click-->@{" 5 " link IML-5} MSG- 5 Subject: Re: Imagine Tutorials Click-->@{" 6 " link IML-6} MSG- 6 Subject: RE: Wish List Click-->@{" 7 " link IML-7} MSG- 7 Subject: Re: Geodesic dome Click-->@{" 8 " link IML-8} MSG- 8 Subject: 040 Optimisations Click-->@{" 9 " link IML-9} MSG- 9 Subject: Panther resurrected! Click-->@{" 10 " link IML-10} MSG- 10 Subject: Re: '040 Optimizations Click-->@{" 11 " link IML-11} MSG- 11 Subject: RE: Wish List Click-->@{" 12 " link IML-12} MSG- 12 Subject: Re: Wish List Click-->@{" 13 " link IML-13} MSG- 13 Subject: Re: Geodesic Dome Click-->@{" 14 " link IML-14} MSG- 14 Subject: Re: CD-Blues Click-->@{" 15 " link IML-15} MSG- 15 Subject: Re: Wish List Click-->@{" 16 " link IML-16} MSG- 16 Subject: Re: CD-Blues Click-->@{" 17 " link IML-17} MSG- 17 Subject: CD-ROM's Click-->@{" 18 " link IML-18} MSG- 18 Subject: A fuse Click-->@{" 19 " link IML-19} MSG- 19 Subject: Picasso & 256 Colors? Click-->@{" 20 " link IML-20} MSG- 20 Subject: Re: CD-Blues Click-->@{" 21 " link IML-21} MSG- 21 Subject: Re: Wish List Click-->@{" 22 " link IML-22} MSG- 22 Subject: Re: a fuse Click-->@{" 23 " link IML-23} MSG- 23 Subject: Re: Why have I been Un-subscribed ! Click-->@{" 24 " link IML-24} MSG- 24 Subject: '040 optimising vs Pentium Click-->@{" 25 " link IML-25} MSG- 25 Subject: Re: Picasso & 256 Colors? Click-->@{" 26 " link IML-26} MSG- 26 Subject: Re: CD-Blues Click-->@{" 27 " link IML-27} MSG- 27 Subject: Re: Picasso & 256 Colors? Click-->@{" 28 " link IML-28} MSG- 28 Subject: Re: a fuse Click-->@{" 29 " link IML-29} MSG- 29 Subject: Radiosity Click-->@{" 30 " link IML-30} MSG- 30 Subject: Re: Wish List Click-->@{" 31 " link IML-31} MSG- 31 Subject: Re: a fuse Click-->@{" 32 " link IML-32} MSG- 32 Subject: Re: a fuse Click-->@{" 33 " link IML-33} MSG- 33 Subject: Texture etc.Previews, PC and Amiga Click-->@{" 34 " link IML-34} MSG- 34 Subject: Re: a fuse Click-->@{" 35 " link IML-35} MSG- 35 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 36 " link IML-36} MSG- 36 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 37 " link IML-37} MSG- 37 Subject: Re:Texture etc.Previews, PC and Amiga Click-->@{" 38 " link IML-38} MSG- 38 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 39 " link IML-39} MSG- 39 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 40 " link IML-40} MSG- 40 Subject: Re: Geodesic Dome Click-->@{" 41 " link IML-41} MSG- 41 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 42 " link IML-42} MSG- 42 Subject: Re: a fuse Click-->@{" 43 " link IML-43} MSG- 43 Subject: Videos Click-->@{" 44 " link IML-44} MSG- 44 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 45 " link IML-45} MSG- 45 Subject: Povray preview address... Click-->@{" 46 " link IML-46} MSG- 46 Subject: Address changed... Click-->@{" 47 " link IML-47} MSG- 47 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 48 " link IML-48} MSG- 48 Subject: Re:povray radiosity Click-->@{" 49 " link IML-49} MSG- 49 Subject: Re: a fuse Click-->@{" 50 " link IML-50} MSG- 50 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 51 " link IML-51} MSG- 51 Subject: Re: '040 optimising vs Pentium Click-->@{" 52 " link IML-52} MSG- 52 Subject: Re:CD BLue Click-->@{" 53 " link IML-53} MSG- 53 Subject: Re: a fuse Click-->@{" 54 " link IML-54} MSG- 54 Subject: Re: A shadowless object Click-->@{" 55 " link IML-55} MSG- 55 Subject: Amiga, PC Click-->@{" 56 " link IML-56} MSG- 56 Subject: Re: A shadowless object Click-->@{" 57 " link IML-57} MSG- 57 Subject: Re: Videos Click-->@{" 58 " link IML-58} MSG- 58 Subject: The Catch Click-->@{" 59 " link IML-59} MSG- 59 Subject: Axiom Software Click-->@{" 60 " link IML-60} MSG- 60 Subject: Re: Texture Render Click-->@{" 61 " link IML-61} MSG- 61 Subject: Texture Render Click-->@{" 62 " link IML-62} MSG- 62 Subject: Re: Videos Click-->@{" 63 " link IML-63} MSG- 63 Subject: Re: Texture Render Click-->@{" 64 " link IML-64} MSG- 64 Subject: Re: A shadowless object Click-->@{" 65 " link IML-65} MSG- 65 Subject: Re: Amiga, PC Click-->@{" 66 " link IML-66} MSG- 66 Subject: Re: The Catch Click-->@{" 67 " link IML-67} MSG- 67 Subject: '040 optimising vs Pentium Click-->@{" 68 " link IML-68} MSG- 68 Subject: Windoze availability Click-->@{" 69 " link IML-69} MSG- 69 Subject: Re: a fuse Click-->@{" 70 " link IML-70} MSG- 70 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 71 " link IML-71} MSG- 71 Subject: Re: A shadowless object Click-->@{" 72 " link IML-72} MSG- 72 Subject: Creating Lanscapes Click-->@{" 73 " link IML-73} MSG- 73 Subject: Re: Merge Points Click-->@{" 74 " link IML-74} MSG- 74 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 75 " link IML-75} MSG- 75 Subject: Re: A shadowless object Click-->@{" 76 " link IML-76} MSG- 76 Subject: Videos Click-->@{" 77 " link IML-77} MSG- 77 Subject: Re: Wish List Click-->@{" 78 " link IML-78} MSG- 78 Subject: Re: Wish List Click-->@{" 79 " link IML-79} MSG- 79 Subject: Real-world perspective Click-->@{" 80 " link IML-80} MSG- 80 Subject: Re: Axiom Software Click-->@{" 81 " link IML-81} MSG- 81 Subject: Re: Videos Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: Videos Click-->@{" 83 " link IML-83} MSG- 83 Subject: Re: A shadowless object Click-->@{" 84 " link IML-84} MSG- 84 Subject: Re: Videos Click-->@{" 85 " link IML-85} MSG- 85 Subject: Re: A shadowless object Click-->@{" 86 " link IML-86} MSG- 86 Subject: Re: Videos Click-->@{" 87 " link IML-87} MSG- 87 Subject: Re: Videos Click-->@{" 88 " link IML-88} MSG- 88 Subject: Re: '040 optimising vs Pentium Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: Wish List Click-->@{" 90 " link IML-90} MSG- 90 Subject: Revolving light done!! Click-->@{" 91 " link IML-91} MSG- 91 Subject: Re: '040 optimising vs Pentium Click-->@{" 92 " link IML-92} MSG- 92 Subject: Re: Amiga, PC Click-->@{" 93 " link IML-93} MSG- 93 Subject: Re: Merge Points Click-->@{" 94 " link IML-94} MSG- 94 Subject: Re: '040 optimising vs Pentium Click-->@{" 95 " link IML-95} MSG- 95 Subject: Where is 4.0? Click-->@{" 96 " link IML-96} MSG- 96 Subject: Re: Where is 4.0? Click-->@{" 97 " link IML-97} MSG- 97 Subject: Re: Where is 4.0? Click-->@{" 98 " link IML-98} MSG- 98 Subject: Video board Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: increasing rendering speed on Amiga Click-->@{" 100 " link IML-100} MSG- 100 Subject: Re: increasing rendering speed on Amiga Click-->@{" 101 " link IML-101} MSG- 101 Subject: Windows 95 Click-->@{" 102 " link IML-102} MSG- 102 Subject: Re: increasing rendering speed on Amiga Click-->@{" 103 " link IML-103} MSG- 103 Subject: RE:Soccer ball Click-->@{" 104 " link IML-104} MSG- 104 Subject: Re: increasing rendering speed on Amiga Click-->@{" 105 " link IML-105} MSG- 105 Subject: Re: increasing rendering speed on Amiga Click-->@{" 106 " link IML-106} MSG- 106 Subject: Re: increasing rendering speed on Amiga Click-->@{" 107 " link IML-107} MSG- 107 Subject: There's no slowdown on PC Imagine. Click-->@{" 108 " link IML-108} MSG- 108 Subject: Increasing rendering speed Click-->@{" 109 " link IML-109} MSG- 109 Subject: Re: Re[2]: Windows 95 Click-->@{" 110 " link IML-110} MSG- 110 Subject: Bye, for now... Click-->@{" 111 " link IML-111} MSG- 111 Subject: Re: Bye, for now... Click-->@{" 112 " link IML-112} MSG- 112 Subject: RE:Fotball Click-->@{" 113 " link IML-113} MSG- 113 Subject: Re:Bye, for now Click-->@{" 114 " link IML-114} MSG- 114 Subject: PC Imagine 3.0 textures? Click-->@{" 115 " link IML-115} MSG- 115 Subject: Stone Walls Click-->@{" 116 " link IML-116} MSG- 116 Subject: Inv kinematics ?? Click-->@{" 117 " link IML-117} MSG- 117 Subject: Re: Stone Walls Click-->@{" 118 " link IML-118} MSG- 118 Subject: Re: inv kinematics ?? Click-->@{" 119 " link IML-119} MSG- 119 Subject: Re: Stone Walls Click-->@{" 120 " link IML-120} MSG- 120 Subject: Re: Video board Click-->@{" 121 " link IML-121} MSG- 121 Subject: Re: A shadowless object Click-->@{" 122 " link IML-122} MSG- 122 Subject: Re: Amiga, PC Click-->@{" 123 " link IML-123} MSG- 123 Subject: Re: Amiga, PC Click-->@{" 124 " link IML-124} MSG- 124 Subject: Re: Amiga, PC Click-->@{" 125 " link IML-125} MSG- 125 Subject: Re: Stone Walls Click-->@{" 126 " link IML-126} MSG- 126 Subject: Re: inv kinematics ?? Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: Amiga, PC Click-->@{" 128 " link IML-128} MSG- 128 Subject: Re: inv kinematics ?? Click-->@{" 129 " link IML-129} MSG- 129 Subject: Re: Amiga, PC Click-->@{" 130 " link IML-130} MSG- 130 Subject: Re: IM30 and resolutions Click-->@{" 131 " link IML-131} MSG- 131 Subject: IM30 and resolutions Click-->@{" 132 " link IML-132} MSG- 132 Subject: Amiga,PC Drive Access Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: Amiga, PC Click-->@{" 134 " link IML-134} MSG- 134 Subject: Re: A shadowless object Click-->@{" 135 " link IML-135} MSG- 135 Subject: Brush,Image map tip Click-->@{" 136 " link IML-136} MSG- 136 Subject: Re: Stone Walls Click-->@{" 137 " link IML-137} MSG- 137 Subject: Re: Amiga, PC Click-->@{" 138 " link IML-138} MSG- 138 Subject: Re: Amiga, PC Click-->@{" 139 " link IML-139} MSG- 139 Subject: Are there any IML members around Vancouver or San Francisco? Click-->@{" 140 " link IML-140} MSG- 140 Subject: Stone Walls Click-->@{" 141 " link IML-141} MSG- 141 Subject: RE:Brush,Image map tip Click-->@{" 142 " link IML-142} MSG- 142 Subject: Re: Amiga, PC Click-->@{" 143 " link IML-143} MSG- 143 Subject: Cloud Cover Annoyance Click-->@{" 144 " link IML-144} MSG- 144 Subject: Re: Amiga, PC Click-->@{" 145 " link IML-145} MSG- 145 Subject: RE:Brush/Image map tip Click-->@{" 146 " link IML-146} MSG- 146 Subject: PC anims Click-->@{" 147 " link IML-147} MSG- 147 Subject: Re: Brush,Image map tip Click-->@{" 148 " link IML-148} MSG- 148 ------=> Sorry NO Subject! Click-->@{" 149 " link IML-149} MSG- 149 Subject: Re:Brush map tip II Click-->@{" 150 " link IML-150} MSG- 150 Subject: Re: PC anims Click-->@{" 151 " link IML-151} MSG- 151 Subject: HD Light Click-->@{" 152 " link IML-152} MSG- 152 Subject: Brush Maps Click-->@{" 153 " link IML-153} MSG- 153 Subject: Which Display Board? Click-->@{" 154 " link IML-154} MSG- 154 Subject: Impulse's metaball pic... Click-->@{" 155 " link IML-155} MSG- 155 Subject: Re: HD Light Click-->@{" 156 " link IML-156} MSG- 156 Subject: Re: Click-->@{" 157 " link IML-157} MSG- 157 Subject: Re: Brush Maps Click-->@{" 158 " link IML-158} MSG- 158 ------=> Sorry NO Subject! Click-->@{" 159 " link IML-159} MSG- 159 Subject: Failed send Click-->@{" 160 " link IML-160} MSG- 160 Subject: What's cool about AlienArt.jpg Click-->@{" 161 " link IML-161} MSG- 161 Subject: Re: Which Display Board? Click-->@{" 162 " link IML-162} MSG- 162 Subject: Re:Which Display Board? Click-->@{" 163 " link IML-163} MSG- 163 Subject: Re: Impulse's metaball pic Click-->@{" 164 " link IML-164} MSG- 164 Subject: Re: Minds Eye Click-->@{" 165 " link IML-165} MSG- 165 Subject: Minds Eye Click-->@{" 166 " link IML-166} MSG- 166 Subject: RE: Which Display Board? Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: Minds Eye Click-->@{" 168 " link IML-168} MSG- 168 Subject: Re: Minds Eye Click-->@{" 169 " link IML-169} MSG- 169 Subject: Re: Failed send Click-->@{" 170 " link IML-170} MSG- 170 Subject: Re: What's cool about AlienArt.jpg Click-->@{" 171 " link IML-171} MSG- 171 Subject: Re: Cloud Cover Annoyance Click-->@{" 172 " link IML-172} MSG- 172 Subject: Re: Minds Eye Click-->@{" 173 " link IML-173} MSG- 173 Subject: RE: Shading Bands Click-->@{" 174 " link IML-174} MSG- 174 Subject: Lightwave mail list Click-->@{" 175 " link IML-175} MSG- 175 Subject: Imagine won't run!!! HELP!!!! Click-->@{" 176 " link IML-176} MSG- 176 Subject: UNSUB Requests Click-->@{" 177 " link IML-177} MSG- 177 Subject: Everything is white exept the background ! Click-->@{" 178 " link IML-178} MSG- 178 Subject: The 3rd in the Minds Eye video series (was RE: Mind Eye) Click-->@{" 179 " link IML-179} MSG- 179 Subject: Where on the net can we find rendered pix? Click-->@{" 180 " link IML-180} MSG- 180 Subject: Optimisation Click-->@{" 181 " link IML-181} MSG- 181 Subject: Huge iff-24 file - how to convert Click-->@{" 182 " link IML-182} MSG- 182 Subject: Re: The 3rd in the Minds Eye video series (was RE: Mind Eye) Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 184 " link IML-184} MSG- 184 Subject: Mirroring bones objects Click-->@{" 185 " link IML-185} MSG- 185 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 186 " link IML-186} MSG- 186 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 187 " link IML-187} MSG- 187 Subject: Re: Impulse's metaball pic Click-->@{" 188 " link IML-188} MSG- 188 Subject: Re: Locking brush to state Click-->@{" 189 " link IML-189} MSG- 189 Subject: Re: Everything is white exept the background ! Click-->@{" 190 " link IML-190} MSG- 190 Subject: Re: Locking brush to state Click-->@{" 191 " link IML-191} MSG- 191 Subject: Re: Everything is white exept the background ! Click-->@{" 192 " link IML-192} MSG- 192 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: Impulse's metaball pic Click-->@{" 194 " link IML-194} MSG- 194 Subject: Re: Everything is white exept the background ! Click-->@{" 195 " link IML-195} MSG- 195 Subject: Re: mirroring bones objects Click-->@{" 196 " link IML-196} MSG- 196 Subject: Re: Minds Eye Click-->@{" 197 " link IML-197} MSG- 197 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 198 " link IML-198} MSG- 198 Subject: RE: Shading bands Click-->@{" 199 " link IML-199} MSG- 199 Subject: Re: A shadowless object Click-->@{" 200 " link IML-200} MSG- 200 Subject: Re: optimisation Click-->@{" 201 " link IML-201} MSG- 201 Subject: Shading bands - How do i get rid of them ? Click-->@{" 202 " link IML-202} MSG- 202 Subject: Why is HAM so ugly? Click-->@{" 203 " link IML-203} MSG- 203 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 204 " link IML-204} MSG- 204 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 205 " link IML-205} MSG- 205 Subject: Single frame recording VCR Click-->@{" 206 " link IML-206} MSG- 206 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 207 " link IML-207} MSG- 207 Subject: Re: Why is HAM so ugly? Click-->@{" 208 " link IML-208} MSG- 208 Subject: Re: constant upgrade Amiga to PC Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re:Why is HAM so ugly? Click-->@{" 210 " link IML-210} MSG- 210 Subject: Re:Why is HAM so ugly? Click-->@{" 211 " link IML-211} MSG- 211 Subject: Re: quickrender rendering method selector Click-->@{" 212 " link IML-212} MSG- 212 Subject: Re: optimisation Click-->@{" 213 " link IML-213} MSG- 213 Subject: Ugly pork Click-->@{" 214 " link IML-214} MSG- 214 Subject: RE:Why is HAM so ugly? Click-->@{" 215 " link IML-215} MSG- 215 Subject: Quickrender rendering method selector Click-->@{" 216 " link IML-216} MSG- 216 Subject: Constant upgrade Amiga to PC Click-->@{" 217 " link IML-217} MSG- 217 Subject: Re: Standard Amiga? Click-->@{" 218 " link IML-218} MSG- 218 Subject: Standard Amiga? Click-->@{" 219 " link IML-219} MSG- 219 Subject: Re: quickrender rendering method selector Click-->@{" 220 " link IML-220} MSG- 220 Subject: Re: optimisation Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: quickrender rendering method selector Click-->@{" 222 " link IML-222} MSG- 222 Subject: Minds Eye (again) Click-->@{" 223 " link IML-223} MSG- 223 Subject: Football (soccer) model Click-->@{" 224 " link IML-224} MSG- 224 Subject: Re: optimisation Click-->@{" 225 " link IML-225} MSG- 225 Subject: Re: optimisation Click-->@{" 226 " link IML-226} MSG- 226 Subject: Re: optimisation Click-->@{" 227 " link IML-227} MSG- 227 Subject: Re[2]: optimisation Click-->@{" 228 " link IML-228} MSG- 228 Subject: Re: upgrading from Amiga to PC Click-->@{" 229 " link IML-229} MSG- 229 Subject: MGA Millennium Click-->@{" 230 " link IML-230} MSG- 230 Subject: Shading bands Click-->@{" 231 " link IML-231} MSG- 231 Subject: Re: Minds Eye (again) Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: optimisation Click-->@{" 233 " link IML-233} MSG- 233 Subject: Win95 and imagine??? Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: ugly pork Click-->@{" 235 " link IML-235} MSG- 235 Subject: Re: Single frame recording VCR Click-->@{" 236 " link IML-236} MSG- 236 Subject: Re: Shading bands Click-->@{" 237 " link IML-237} MSG- 237 Subject: Shading Bands Click-->@{" 238 " link IML-238} MSG- 238 Subject: Re: quickrender rendering method selector Click-->@{" 239 " link IML-239} MSG- 239 Subject: Re: AutoPEG Click-->@{" 240 " link IML-240} MSG- 240 Subject: AutoPEG location correction Click-->@{" 241 " link IML-241} MSG- 241 Subject: Re: quickrender rendering method selector Click-->@{" 242 " link IML-242} MSG- 242 Subject: Quickrender rendering method s Click-->@{" 243 " link IML-243} MSG- 243 Subject: Walker2 cycleobject on Aminet! Click-->@{" 244 " link IML-244} MSG- 244 Subject: RE: detail editor particles Click-->@{" 245 " link IML-245} MSG- 245 Subject: Re: RE: detail editor particles Click-->@{" 246 " link IML-246} MSG- 246 Subject: Win95 and imagine??? Click-->@{" 247 " link IML-247} MSG- 247 Subject: Decal mapping Click-->@{" 248 " link IML-248} MSG- 248 Subject: Thanks for ugly ham responses Click-->@{" 249 " link IML-249} MSG- 249 Subject: Monitor Click-->@{" 250 " link IML-250} MSG- 250 Subject: Re: detail editor particles Click-->@{" 251 " link IML-251} MSG- 251 Subject: Re: win95 and imagine??? Click-->@{" 252 " link IML-252} MSG- 252 Subject: Re: Shading Bands Click-->@{" 253 " link IML-253} MSG- 253 Subject: Re: upgrading from Amiga to PC Imagine Click-->@{" 254 " link IML-254} MSG- 254 Subject: Re: MGA Millennium Click-->@{" 255 " link IML-255} MSG- 255 Subject: Re: win95 and imagine??? Click-->@{" 256 " link IML-256} MSG- 256 Subject: RE: Shading Bands Click-->@{" 257 " link IML-257} MSG- 257 Subject: Re: Optimise Click-->@{" 258 " link IML-258} MSG- 258 Subject: Re: Shading Bands flame Click-->@{" 259 " link IML-259} MSG- 259 Subject: Question about MPEG capture card . . . Click-->@{" 260 " link IML-260} MSG- 260 Subject: Single frame recording VCR Click-->@{" 261 " link IML-261} MSG- 261 Subject: Re: win95 and imagine??? Click-->@{" 262 " link IML-262} MSG- 262 Subject: Re: AutoPEG Click-->@{" 263 " link IML-263} MSG- 263 Subject: Re: Shading Bands Click-->@{" 264 " link IML-264} MSG- 264 Subject: Optimise Click-->@{" 265 " link IML-265} MSG- 265 Subject: RE:BANDING & SFR-VCR Click-->@{" 266 " link IML-266} MSG- 266 Subject: Is Essence for PC shipping? Click-->@{" 267 " link IML-267} MSG- 267 Subject: Re: Optimise Click-->@{" 268 " link IML-268} MSG- 268 Subject: Re: AutoPEG Click-->@{" 269 " link IML-269} MSG- 269 Subject: Is DCTV Supported? Click-->@{" 270 " link IML-270} MSG- 270 Subject: Re: Optimise Click-->@{" 271 " link IML-271} MSG- 271 Subject: Re: Re: RE: detail editor particles Click-->@{" 272 " link IML-272} MSG- 272 Subject: Re: Glossy Brochure Click-->@{" 273 " link IML-273} MSG- 273 Subject: Shading Bands Click-->@{" 274 " link IML-274} MSG- 274 Subject: Glossy Brochure Click-->@{" 275 " link IML-275} MSG- 275 Subject: DX4-100Mhz Click-->@{" 276 " link IML-276} MSG- 276 Subject: Re: PC Essence Click-->@{" 277 " link IML-277} MSG- 277 Subject: Re: Glossy Brochure Click-->@{" 278 " link IML-278} MSG- 278 Subject: Re: Glossy Brochure Click-->@{" 279 " link IML-279} MSG- 279 Subject: Re: Upgrading from Amiga to PC Imagine Click-->@{" 280 " link IML-280} MSG- 280 Subject: Re: win95 and imagine??? Click-->@{" 281 " link IML-281} MSG- 281 Subject: Re: Glossy Brochure Click-->@{" 282 " link IML-282} MSG- 282 Subject: Re: Optimise Click-->@{" 283 " link IML-283} MSG- 283 Subject: Re:Glossy brochure Click-->@{" 284 " link IML-284} MSG- 284 Subject: Using Pharlap to run Imagine Click-->@{" 285 " link IML-285} MSG- 285 Subject: RE:I dont get it? Click-->@{" 286 " link IML-286} MSG- 286 Subject: Subcription Request Click-->@{" 287 " link IML-287} MSG- 287 Subject: DCTV RGB PassThru Click-->@{" 288 " link IML-288} MSG- 288 Subject: Wrong URL for bytebybyte Click-->@{" 289 " link IML-289} MSG- 289 Subject: Re: Re[2]: Glossy Brochure Click-->@{" 290 " link IML-290} MSG- 290 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 291 " link IML-291} MSG- 291 Subject: Re: Glossy Brochure Click-->@{" 292 " link IML-292} MSG- 292 Subject: Re[2]: Glossy Brochure Click-->@{" 293 " link IML-293} MSG- 293 ------=> Sorry NO Subject! Click-->@{" 294 " link IML-294} MSG- 294 Subject: Re: Glossy Brochure Click-->@{" 295 " link IML-295} MSG- 295 Subject: Re:Glossy Brochure Click-->@{" 296 " link IML-296} MSG- 296 Subject: Eurocheck Click-->@{" 297 " link IML-297} MSG- 297 Subject: Kudos To Glossy Brochure! Click-->@{" 298 " link IML-298} MSG- 298 Subject: Imagine inertia Click-->@{" 299 " link IML-299} MSG- 299 Subject: Banding and 4.0 must haves Click-->@{" 300 " link IML-300} MSG- 300 Subject: Re: win95 and imagine??? Click-->@{" 301 " link IML-301} MSG- 301 Subject: Re:Glossy brochure Click-->@{" 302 " link IML-302} MSG- 302 Subject: My Soccerball.. the promised jpeg. Click-->@{" 303 " link IML-303} MSG- 303 Subject: New AutoPEG Click-->@{" 304 " link IML-304} MSG- 304 Subject: WinImagine price Click-->@{" 305 " link IML-305} MSG- 305 Subject: Re:glossy brochure Click-->@{" 306 " link IML-306} MSG- 306 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re:Kudos glossy brochure Click-->@{" 308 " link IML-308} MSG- 308 Subject: Re: Glossy Brochure Click-->@{" 309 " link IML-309} MSG- 309 Subject: Re: win95 and imagine??? Click-->@{" 310 " link IML-310} MSG- 310 Subject: Glossy Brochure Click-->@{" 311 " link IML-311} MSG- 311 Subject: WinImagine Price Click-->@{" 312 " link IML-312} MSG- 312 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 313 " link IML-313} MSG- 313 Subject: Re: quickrender rendering method selector Click-->@{" 314 " link IML-314} MSG- 314 Subject: IM4.0 - please answer this. Click-->@{" 315 " link IML-315} MSG- 315 Subject: Home Page Click-->@{" 316 " link IML-316} MSG- 316 Subject: Re: glossy brochure Click-->@{" 317 " link IML-317} MSG- 317 Subject: $200 fee for registered users Click-->@{" 318 " link IML-318} MSG- 318 ------=> Sorry NO Subject! Click-->@{" 319 " link IML-319} MSG- 319 ------=> Sorry NO Subject! Click-->@{" 320 " link IML-320} MSG- 320 Subject: Bugs Impulse doesn't care about. (was Re: banding and 4.0 must Click-->@{" 321 " link IML-321} MSG- 321 ------=> Sorry NO Subject! Click-->@{" 322 " link IML-322} MSG- 322 Subject: WinImagine Click-->@{" 323 " link IML-323} MSG- 323 Subject: No sniveling Click-->@{" 324 " link IML-324} MSG- 324 Subject: Re:Glossy Brochure Click-->@{" 325 " link IML-325} MSG- 325 Subject: Re: William Bogen's almost flaming me. Click-->@{" 326 " link IML-326} MSG- 326 Subject: Re: IM4.0 - please answer this. Click-->@{" 327 " link IML-327} MSG- 327 Subject: Imagine Registration Click-->@{" 328 " link IML-328} MSG- 328 Subject: Re: Glossy Brochure Click-->@{" 329 " link IML-329} MSG- 329 Subject: Confused about price Click-->@{" 330 " link IML-330} MSG- 330 Subject: Re: Kudos To Glossy Brochure! Click-->@{" 331 " link IML-331} MSG- 331 Subject: Good water Click-->@{" 332 " link IML-332} MSG- 332 Subject: Re: Glossy Brochure Click-->@{" 333 " link IML-333} MSG- 333 Subject: Re: Shading bands Click-->@{" 334 " link IML-334} MSG- 334 Subject: Imagine a CyberGraphs screen Click-->@{" 335 " link IML-335} MSG- 335 Subject: Another wishlist Click-->@{" 336 " link IML-336} MSG- 336 Subject: Re: Confused of Tenn Click-->@{" 337 " link IML-337} MSG- 337 Subject: DXF (not about winImagine) Click-->@{" 338 " link IML-338} MSG- 338 Subject: Re: Click-->@{" 339 " link IML-339} MSG- 339 Subject: Confused about price Click-->@{" 340 " link IML-340} MSG- 340 Subject: Re: DXF (not about winImagine) Click-->@{" 341 " link IML-341} MSG- 341 Subject: WinImagine Upgrade Click-->@{" 342 " link IML-342} MSG- 342 Subject: The small utility that fixes Imagine. Click-->@{" 343 " link IML-343} MSG- 343 Subject: How to get a glossy Brochure Click-->@{" 344 " link IML-344} MSG- 344 Subject: Re: DXF (not about winImagine) Click-->@{" 345 " link IML-345} MSG- 345 Subject: Re: good water Click-->@{" 346 " link IML-346} MSG- 346 Subject: Intuition Interface Click-->@{" 347 " link IML-347} MSG- 347 Subject: Re: How to get a glossy Brochure Click-->@{" 348 " link IML-348} MSG- 348 Subject: Re: Amiga & Imagine Click-->@{" 349 " link IML-349} MSG- 349 Subject: Re: Glossy brochure Click-->@{" 350 " link IML-350} MSG- 350 Subject: Re: Intuition Interface Click-->@{" 351 " link IML-351} MSG- 351 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 352 " link IML-352} MSG- 352 Subject: Re: Intuition Interface Click-->@{" 353 " link IML-353} MSG- 353 Subject: Re: Intuition Interface Click-->@{" 354 " link IML-354} MSG- 354 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 355 " link IML-355} MSG- 355 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 356 " link IML-356} MSG- 356 Subject: Re: good water Click-->@{" 357 " link IML-357} MSG- 357 Subject: Imagine 4.0 documentation Click-->@{" 358 " link IML-358} MSG- 358 Subject: RE: Shading Bands Click-->@{" 359 " link IML-359} MSG- 359 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 360 " link IML-360} MSG- 360 Subject: EYE FRY TV Click-->@{" 361 " link IML-361} MSG- 361 Subject: Stereoscopy etc. Click-->@{" 362 " link IML-362} MSG- 362 Subject: Re: How to get a glossy B Click-->@{" 363 " link IML-363} MSG- 363 Subject: Re:Glossy Brochure Click-->@{" 364 " link IML-364} MSG- 364 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 365 " link IML-365} MSG- 365 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 366 " link IML-366} MSG- 366 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 367 " link IML-367} MSG- 367 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 368 " link IML-368} MSG- 368 Subject: Re: Click-->@{" 369 " link IML-369} MSG- 369 ------=> Sorry NO Subject! Click-->@{" 370 " link IML-370} MSG- 370 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 371 " link IML-371} MSG- 371 Subject: TestSpeed Click-->@{" 372 " link IML-372} MSG- 372 Subject: Re: How do I get out of here Click-->@{" 373 " link IML-373} MSG- 373 Subject: Something cool Click-->@{" 374 " link IML-374} MSG- 374 Subject: Unregistered users Click-->@{" 375 " link IML-375} MSG- 375 Subject: Re: How to get a glossy Brochure Click-->@{" 376 " link IML-376} MSG- 376 Subject: Re: How do I get out of here Click-->@{" 377 " link IML-377} MSG- 377 Subject: Re: How to get a glossy Brochure Click-->@{" 378 " link IML-378} MSG- 378 Subject: Re: How do I get out of here Click-->@{" 379 " link IML-379} MSG- 379 Subject: To see or not to see...... Click-->@{" 380 " link IML-380} MSG- 380 Subject: Imagine a CyberGraphs screen Click-->@{" 381 " link IML-381} MSG- 381 Subject: Re: Click-->@{" 382 " link IML-382} MSG- 382 Subject: Re: TestSpeed Click-->@{" 383 " link IML-383} MSG- 383 Subject: Re: TestSpeed Click-->@{" 384 " link IML-384} MSG- 384 Subject: My New Web Page Click-->@{" 385 " link IML-385} MSG- 385 Subject: TestSpeed Click-->@{" 386 " link IML-386} MSG- 386 Subject: Create IT!!! Click-->@{" 387 " link IML-387} MSG- 387 Subject: Re: Walker2 cycleobject on Aminet! Click-->@{" 388 " link IML-388} MSG- 388 Subject: E-Mail down Click-->@{" 389 " link IML-389} MSG- 389 Subject: Re: Single frame recording VCR Click-->@{" 390 " link IML-390} MSG- 390 ------=> Sorry NO Subject! Click-->@{" 391 " link IML-391} MSG- 391 ------=> Sorry NO Subject! Click-->@{" 392 " link IML-392} MSG- 392 Subject: WinImagine Click-->@{" 393 " link IML-393} MSG- 393 Subject: Re: DCTV RGB PassThru Click-->@{" 394 " link IML-394} MSG- 394 Subject: Re: IML (fwd) Click-->@{" 395 " link IML-395} MSG- 395 Subject: IMAGINEfp locks 3000 w. Retina Click-->@{" 396 " link IML-396} MSG- 396 Subject: Re:Glossy Brochure Click-->@{" 397 " link IML-397} MSG- 397 Subject: RE:WinImagine Click-->@{" 398 " link IML-398} MSG- 398 Subject: Re: Subcribe Click-->@{" 399 " link IML-399} MSG- 399 Subject: Re: Intuition Interface Click-->@{" 400 " link IML-400} MSG- 400 Subject: Re: TestSpeed Click-->@{" 401 " link IML-401} MSG- 401 Subject: Re: TestSpeed Click-->@{" 402 " link IML-402} MSG- 402 Subject: Re: Create IT!!! Click-->@{" 403 " link IML-403} MSG- 403 Subject: Wish List Click-->@{" 404 " link IML-404} MSG- 404 Subject: Imagine something hairy... Click-->@{" 405 " link IML-405} MSG- 405 Subject: Re:Glossy Brochure Click-->@{" 406 " link IML-406} MSG- 406 Subject: RE:WinImagine Click-->@{" 407 " link IML-407} MSG- 407 Subject: Re:Glossy Brochure Click-->@{" 408 " link IML-408} MSG- 408 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 409 " link IML-409} MSG- 409 Subject: What will happen? Click-->@{" 410 " link IML-410} MSG- 410 Subject: Re: DXF (Not about WinImagine) Click-->@{" 411 " link IML-411} MSG- 411 Subject: A pipe Click-->@{" 412 " link IML-412} MSG- 412 Subject: Re: A pipe Click-->@{" 413 " link IML-413} MSG- 413 Subject: Re: A pipe Click-->@{" 414 " link IML-414} MSG- 414 Subject: Re: To see or not to see...... Click-->@{" 415 " link IML-415} MSG- 415 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 416 " link IML-416} MSG- 416 Subject: RE:WinImagine Click-->@{" 417 " link IML-417} MSG- 417 Subject: Re: A pipe Click-->@{" 418 " link IML-418} MSG- 418 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 419 " link IML-419} MSG- 419 Subject: Re: A pipe Click-->@{" 420 " link IML-420} MSG- 420 Subject: Re: Intuition Interface, or something else? Click-->@{" 421 " link IML-421} MSG- 421 Subject: Re: A pipe Click-->@{" 422 " link IML-422} MSG- 422 Subject: Re: Re:Glossy Brochure Click-->@{" 423 " link IML-423} MSG- 423 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 424 " link IML-424} MSG- 424 Subject: Re: A pipe Click-->@{" 425 " link IML-425} MSG- 425 Subject: Imagine for SGI Click-->@{" 426 " link IML-426} MSG- 426 Subject: Speed Test Click-->@{" 427 " link IML-427} MSG- 427 Subject: WinImagine tidbits . . . Click-->@{" 428 " link IML-428} MSG- 428 Subject: Re: A pipe . . . Click-->@{" 429 " link IML-429} MSG- 429 Subject: Beta 4.0 Click-->@{" 430 " link IML-430} MSG- 430 Subject: Re:Glossy Brochure Click-->@{" 431 " link IML-431} MSG- 431 Subject: Re: A pipe Click-->@{" 432 " link IML-432} MSG- 432 Subject: Re: Pipe Click-->@{" 433 " link IML-433} MSG- 433 Subject: Re: Create IT!!! Click-->@{" 434 " link IML-434} MSG- 434 Subject: Re[2]: A pipe Click-->@{" 435 " link IML-435} MSG- 435 Subject: Re: A pipe Click-->@{" 436 " link IML-436} MSG- 436 Subject: Re: Beta 4.0 Click-->@{" 437 " link IML-437} MSG- 437 Subject: Re: No sniveling again Click-->@{" 438 " link IML-438} MSG- 438 Subject: No sniveling again Click-->@{" 439 " link IML-439} MSG- 439 Subject: RE:RE:Create It... Click-->@{" 440 " link IML-440} MSG- 440 Subject: Re: Create IT!!! Click-->@{" 441 " link IML-441} MSG- 441 Subject: Re: Re[2]: A pipe Click-->@{" 442 " link IML-442} MSG- 442 Subject: Re: Imagine for SGI Click-->@{" 443 " link IML-443} MSG- 443 Subject: Re: Bye, for now... Click-->@{" 444 " link IML-444} MSG- 444 Subject: You made that clock??? Click-->@{" 445 " link IML-445} MSG- 445 Subject: Star Wars objects Click-->@{" 446 " link IML-446} MSG- 446 Subject: Re: TestSpeed Click-->@{" 447 " link IML-447} MSG- 447 Subject: Draco Click-->@{" 448 " link IML-448} MSG- 448 Subject: Re: No sniveling again Click-->@{" 449 " link IML-449} MSG- 449 Subject: Re: Create IT!!! (fwd) Click-->@{" 450 " link IML-450} MSG- 450 Subject: Imagine musings Click-->@{" 451 " link IML-451} MSG- 451 Subject: Jaggies Click-->@{" 452 " link IML-452} MSG- 452 Subject: RE:Beta tester Click-->@{" 453 " link IML-453} MSG- 453 Subject: Re: Glass making . . . Click-->@{" 454 " link IML-454} MSG- 454 Subject: Re: Imagine musings Click-->@{" 455 " link IML-455} MSG- 455 Subject: What will happen? @endnode contents @node Index "IMAGINE MAILING LIST V66- CONTENTS" @toc contents Click-->@{" 1 " link IML-317} MSG- 317 Subject: $200 fee for registered users Click-->@{" 2 " link IML-67} MSG- 67 Subject: '040 optimising vs Pentium Click-->@{" 3 " link IML-24} MSG- 24 Subject: '040 optimising vs Pentium Click-->@{" 4 " link IML-51} MSG- 51 Subject: Re: '040 optimising vs Pentium Click-->@{" 5 " link IML-91} MSG- 91 Subject: Re: '040 optimising vs Pentium Click-->@{" 6 " link IML-88} MSG- 88 Subject: Re: '040 optimising vs Pentium Click-->@{" 7 " link IML-94} MSG- 94 Subject: Re: '040 optimising vs Pentium Click-->@{" 8 " link IML-1} MSG- 1 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Click-->@{" 9 " link IML-10} MSG- 10 Subject: Re: '040 Optimizations Click-->@{" 10 " link IML-369} MSG- 369 ------=> Sorry NO Subject! Click-->@{" 11 " link IML-318} MSG- 318 ------=> Sorry NO Subject! Click-->@{" 12 " link IML-321} MSG- 321 ------=> Sorry NO Subject! Click-->@{" 13 " link IML-293} MSG- 293 ------=> Sorry NO Subject! Click-->@{" 14 " link IML-390} MSG- 390 ------=> Sorry NO Subject! Click-->@{" 15 " link IML-391} MSG- 391 ------=> Sorry NO Subject! Click-->@{" 16 " link IML-158} MSG- 158 ------=> Sorry NO Subject! Click-->@{" 17 " link IML-148} MSG- 148 ------=> Sorry NO Subject! Click-->@{" 18 " link IML-319} MSG- 319 ------=> Sorry NO Subject! Click-->@{" 19 " link IML-8} MSG- 8 Subject: 040 Optimisations Click-->@{" 20 " link IML-338} MSG- 338 Subject: Re: Click-->@{" 21 " link IML-368} MSG- 368 Subject: Re: Click-->@{" 22 " link IML-381} MSG- 381 Subject: Re: Click-->@{" 23 " link IML-18} MSG- 18 Subject: A fuse Click-->@{" 24 " link IML-31} MSG- 31 Subject: Re: A fuse Click-->@{" 25 " link IML-53} MSG- 53 Subject: Re: A fuse Click-->@{" 26 " link IML-32} MSG- 32 Subject: Re: A fuse Click-->@{" 27 " link IML-42} MSG- 42 Subject: Re: A fuse Click-->@{" 28 " link IML-34} MSG- 34 Subject: Re: A fuse Click-->@{" 29 " link IML-49} MSG- 49 Subject: Re: A fuse Click-->@{" 30 " link IML-69} MSG- 69 Subject: Re: A fuse Click-->@{" 31 " link IML-22} MSG- 22 Subject: Re: A fuse Click-->@{" 32 " link IML-28} MSG- 28 Subject: Re: A fuse Click-->@{" 33 " link IML-411} MSG- 411 Subject: A pipe Click-->@{" 34 " link IML-428} MSG- 428 Subject: Re: A pipe . . . Click-->@{" 35 " link IML-431} MSG- 431 Subject: Re: A pipe Click-->@{" 36 " link IML-419} MSG- 419 Subject: Re: A pipe Click-->@{" 37 " link IML-424} MSG- 424 Subject: Re: A pipe Click-->@{" 38 " link IML-413} MSG- 413 Subject: Re: A pipe Click-->@{" 39 " link IML-435} MSG- 435 Subject: Re: A pipe Click-->@{" 40 " link IML-421} MSG- 421 Subject: Re: A pipe Click-->@{" 41 " link IML-417} MSG- 417 Subject: Re: A pipe Click-->@{" 42 " link IML-412} MSG- 412 Subject: Re: A pipe Click-->@{" 43 " link IML-75} MSG- 75 Subject: Re: A shadowless object Click-->@{" 44 " link IML-71} MSG- 71 Subject: Re: A shadowless object Click-->@{" 45 " link IML-64} MSG- 64 Subject: Re: A shadowless object Click-->@{" 46 " link IML-54} MSG- 54 Subject: Re: A shadowless object Click-->@{" 47 " link IML-56} MSG- 56 Subject: Re: A shadowless object Click-->@{" 48 " link IML-83} MSG- 83 Subject: Re: A shadowless object Click-->@{" 49 " link IML-121} MSG- 121 Subject: Re: A shadowless object Click-->@{" 50 " link IML-134} MSG- 134 Subject: Re: A shadowless object Click-->@{" 51 " link IML-199} MSG- 199 Subject: Re: A shadowless object Click-->@{" 52 " link IML-85} MSG- 85 Subject: Re: A shadowless object Click-->@{" 53 " link IML-46} MSG- 46 Subject: Address changed... Click-->@{" 54 " link IML-348} MSG- 348 Subject: Re: Amiga & Imagine Click-->@{" 55 " link IML-55} MSG- 55 Subject: Amiga, PC Click-->@{" 56 " link IML-137} MSG- 137 Subject: Re: Amiga, PC Click-->@{" 57 " link IML-138} MSG- 138 Subject: Re: Amiga, PC Click-->@{" 58 " link IML-144} MSG- 144 Subject: Re: Amiga, PC Click-->@{" 59 " link IML-142} MSG- 142 Subject: Re: Amiga, PC Click-->@{" 60 " link IML-123} MSG- 123 Subject: Re: Amiga, PC Click-->@{" 61 " link IML-122} MSG- 122 Subject: Re: Amiga, PC Click-->@{" 62 " link IML-92} MSG- 92 Subject: Re: Amiga, PC Click-->@{" 63 " link IML-124} MSG- 124 Subject: Re: Amiga, PC Click-->@{" 64 " link IML-133} MSG- 133 Subject: Re: Amiga, PC Click-->@{" 65 " link IML-129} MSG- 129 Subject: Re: Amiga, PC Click-->@{" 66 " link IML-127} MSG- 127 Subject: Re: Amiga, PC Click-->@{" 67 " link IML-65} MSG- 65 Subject: Re: Amiga, PC Click-->@{" 68 " link IML-132} MSG- 132 Subject: Amiga,PC Drive Access Click-->@{" 69 " link IML-335} MSG- 335 Subject: Another wishlist Click-->@{" 70 " link IML-139} MSG- 139 Subject: Are there any IML members around Vancouver or San Francisco? Click-->@{" 71 " link IML-240} MSG- 240 Subject: AutoPEG location correction Click-->@{" 72 " link IML-268} MSG- 268 Subject: Re: AutoPEG Click-->@{" 73 " link IML-262} MSG- 262 Subject: Re: AutoPEG Click-->@{" 74 " link IML-239} MSG- 239 Subject: Re: AutoPEG Click-->@{" 75 " link IML-59} MSG- 59 Subject: Axiom Software Click-->@{" 76 " link IML-80} MSG- 80 Subject: Re: Axiom Software Click-->@{" 77 " link IML-299} MSG- 299 Subject: Banding and 4.0 must haves Click-->@{" 78 " link IML-429} MSG- 429 Subject: Beta 4.0 Click-->@{" 79 " link IML-436} MSG- 436 Subject: Re: Beta 4.0 Click-->@{" 80 " link IML-152} MSG- 152 Subject: Brush Maps Click-->@{" 81 " link IML-157} MSG- 157 Subject: Re: Brush Maps Click-->@{" 82 " link IML-135} MSG- 135 Subject: Brush,Image map tip Click-->@{" 83 " link IML-147} MSG- 147 Subject: Re: Brush,Image map tip Click-->@{" 84 " link IML-320} MSG- 320 Subject: Bugs Impulse doesn't care about. (was Re: banding and 4.0 must Click-->@{" 85 " link IML-110} MSG- 110 Subject: Bye, for now... Click-->@{" 86 " link IML-443} MSG- 443 Subject: Re: Bye, for now... Click-->@{" 87 " link IML-111} MSG- 111 Subject: Re: Bye, for now... Click-->@{" 88 " link IML-26} MSG- 26 Subject: Re: CD-Blues Click-->@{" 89 " link IML-14} MSG- 14 Subject: Re: CD-Blues Click-->@{" 90 " link IML-16} MSG- 16 Subject: Re: CD-Blues Click-->@{" 91 " link IML-20} MSG- 20 Subject: Re: CD-Blues Click-->@{" 92 " link IML-17} MSG- 17 Subject: CD-ROM's Click-->@{" 93 " link IML-143} MSG- 143 Subject: Cloud Cover Annoyance Click-->@{" 94 " link IML-171} MSG- 171 Subject: Re: Cloud Cover Annoyance Click-->@{" 95 " link IML-339} MSG- 339 Subject: Confused about price Click-->@{" 96 " link IML-329} MSG- 329 Subject: Confused about price Click-->@{" 97 " link IML-336} MSG- 336 Subject: Re: Confused of Tenn Click-->@{" 98 " link IML-216} MSG- 216 Subject: Constant upgrade Amiga to PC Click-->@{" 99 " link IML-208} MSG- 208 Subject: Re: Constant upgrade Amiga to PC Click-->@{" 100 " link IML-386} MSG- 386 Subject: Create IT!!! Click-->@{" 101 " link IML-449} MSG- 449 Subject: Re: Create IT!!! (fwd) Click-->@{" 102 " link IML-433} MSG- 433 Subject: Re: Create IT!!! Click-->@{" 103 " link IML-402} MSG- 402 Subject: Re: Create IT!!! Click-->@{" 104 " link IML-440} MSG- 440 Subject: Re: Create IT!!! Click-->@{" 105 " link IML-72} MSG- 72 Subject: Creating Lanscapes Click-->@{" 106 " link IML-287} MSG- 287 Subject: DCTV RGB PassThru Click-->@{" 107 " link IML-393} MSG- 393 Subject: Re: DCTV RGB PassThru Click-->@{" 108 " link IML-247} MSG- 247 Subject: Decal mapping Click-->@{" 109 " link IML-250} MSG- 250 Subject: Re: Detail editor particles Click-->@{" 110 " link IML-244} MSG- 244 Subject: RE: Detail editor particles Click-->@{" 111 " link IML-447} MSG- 447 Subject: Draco Click-->@{" 112 " link IML-275} MSG- 275 Subject: DX4-100Mhz Click-->@{" 113 " link IML-337} MSG- 337 Subject: DXF (not about winImagine) Click-->@{" 114 " link IML-410} MSG- 410 Subject: Re: DXF (Not about WinImagine) Click-->@{" 115 " link IML-344} MSG- 344 Subject: Re: DXF (not about winImagine) Click-->@{" 116 " link IML-340} MSG- 340 Subject: Re: DXF (not about winImagine) Click-->@{" 117 " link IML-388} MSG- 388 Subject: E-Mail down Click-->@{" 118 " link IML-296} MSG- 296 Subject: Eurocheck Click-->@{" 119 " link IML-177} MSG- 177 Subject: Everything is white exept the background ! Click-->@{" 120 " link IML-194} MSG- 194 Subject: Re: Everything is white exept the background ! Click-->@{" 121 " link IML-189} MSG- 189 Subject: Re: Everything is white exept the background ! Click-->@{" 122 " link IML-191} MSG- 191 Subject: Re: Everything is white exept the background ! Click-->@{" 123 " link IML-360} MSG- 360 Subject: EYE FRY TV Click-->@{" 124 " link IML-159} MSG- 159 Subject: Failed send Click-->@{" 125 " link IML-169} MSG- 169 Subject: Re: Failed send Click-->@{" 126 " link IML-223} MSG- 223 Subject: Football (soccer) model Click-->@{" 127 " link IML-40} MSG- 40 Subject: Re: Geodesic Dome Click-->@{" 128 " link IML-7} MSG- 7 Subject: Re: Geodesic dome Click-->@{" 129 " link IML-13} MSG- 13 Subject: Re: Geodesic Dome Click-->@{" 130 " link IML-453} MSG- 453 Subject: Re: Glass making . . . Click-->@{" 131 " link IML-310} MSG- 310 Subject: Glossy Brochure Click-->@{" 132 " link IML-274} MSG- 274 Subject: Glossy Brochure Click-->@{" 133 " link IML-306} MSG- 306 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 134 " link IML-312} MSG- 312 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 135 " link IML-290} MSG- 290 Subject: Re: Glossy Brochure (From MikeH) Click-->@{" 136 " link IML-281} MSG- 281 Subject: Re: Glossy Brochure Click-->@{" 137 " link IML-316} MSG- 316 Subject: Re: Glossy brochure Click-->@{" 138 " link IML-291} MSG- 291 Subject: Re: Glossy Brochure Click-->@{" 139 " link IML-332} MSG- 332 Subject: Re: Glossy Brochure Click-->@{" 140 " link IML-294} MSG- 294 Subject: Re: Glossy Brochure Click-->@{" 141 " link IML-349} MSG- 349 Subject: Re: Glossy brochure Click-->@{" 142 " link IML-277} MSG- 277 Subject: Re: Glossy Brochure Click-->@{" 143 " link IML-272} MSG- 272 Subject: Re: Glossy Brochure Click-->@{" 144 " link IML-328} MSG- 328 Subject: Re: Glossy Brochure Click-->@{" 145 " link IML-308} MSG- 308 Subject: Re: Glossy Brochure Click-->@{" 146 " link IML-278} MSG- 278 Subject: Re: Glossy Brochure Click-->@{" 147 " link IML-331} MSG- 331 Subject: Good water Click-->@{" 148 " link IML-356} MSG- 356 Subject: Re: Good water Click-->@{" 149 " link IML-345} MSG- 345 Subject: Re: Good water Click-->@{" 150 " link IML-151} MSG- 151 Subject: HD Light Click-->@{" 151 " link IML-155} MSG- 155 Subject: Re: HD Light Click-->@{" 152 " link IML-315} MSG- 315 Subject: Home Page Click-->@{" 153 " link IML-376} MSG- 376 Subject: Re: How do I get out of here Click-->@{" 154 " link IML-378} MSG- 378 Subject: Re: How do I get out of here Click-->@{" 155 " link IML-372} MSG- 372 Subject: Re: How do I get out of here Click-->@{" 156 " link IML-343} MSG- 343 Subject: How to get a glossy Brochure Click-->@{" 157 " link IML-377} MSG- 377 Subject: Re: How to get a glossy Brochure Click-->@{" 158 " link IML-347} MSG- 347 Subject: Re: How to get a glossy Brochure Click-->@{" 159 " link IML-375} MSG- 375 Subject: Re: How to get a glossy Brochure Click-->@{" 160 " link IML-362} MSG- 362 Subject: Re: How to get a glossy B Click-->@{" 161 " link IML-181} MSG- 181 Subject: Huge iff-24 file - how to convert Click-->@{" 162 " link IML-197} MSG- 197 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 163 " link IML-185} MSG- 185 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 164 " link IML-183} MSG- 183 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 165 " link IML-192} MSG- 192 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 166 " link IML-186} MSG- 186 Subject: Re: Huge iff-24 file - how to convert Click-->@{" 167 " link IML-131} MSG- 131 Subject: IM30 and resolutions Click-->@{" 168 " link IML-130} MSG- 130 Subject: Re: IM30 and resolutions Click-->@{" 169 " link IML-314} MSG- 314 Subject: IM4.0 - please answer this. Click-->@{" 170 " link IML-326} MSG- 326 Subject: Re: IM4.0 - please answer this. Click-->@{" 171 " link IML-357} MSG- 357 Subject: Imagine 4.0 documentation Click-->@{" 172 " link IML-334} MSG- 334 Subject: Imagine a CyberGraphs screen Click-->@{" 173 " link IML-380} MSG- 380 Subject: Imagine a CyberGraphs screen Click-->@{" 174 " link IML-425} MSG- 425 Subject: Imagine for SGI Click-->@{" 175 " link IML-442} MSG- 442 Subject: Re: Imagine for SGI Click-->@{" 176 " link IML-298} MSG- 298 Subject: Imagine inertia Click-->@{" 177 " link IML-450} MSG- 450 Subject: Imagine musings Click-->@{" 178 " link IML-454} MSG- 454 Subject: Re: Imagine musings Click-->@{" 179 " link IML-327} MSG- 327 Subject: Imagine Registration Click-->@{" 180 " link IML-404} MSG- 404 Subject: Imagine something hairy... Click-->@{" 181 " link IML-5} MSG- 5 Subject: Re: Imagine Tutorials Click-->@{" 182 " link IML-3} MSG- 3 Subject: Re: Imagine Tutorials Click-->@{" 183 " link IML-175} MSG- 175 Subject: Imagine won't run!!! HELP!!!! Click-->@{" 184 " link IML-395} MSG- 395 Subject: IMAGINEfp locks 3000 w. Retina Click-->@{" 185 " link IML-394} MSG- 394 Subject: Re: IML (fwd) Click-->@{" 186 " link IML-154} MSG- 154 Subject: Impulse's metaball pic... Click-->@{" 187 " link IML-187} MSG- 187 Subject: Re: Impulse's metaball pic Click-->@{" 188 " link IML-193} MSG- 193 Subject: Re: Impulse's metaball pic Click-->@{" 189 " link IML-163} MSG- 163 Subject: Re: Impulse's metaball pic Click-->@{" 190 " link IML-108} MSG- 108 Subject: Increasing rendering speed Click-->@{" 191 " link IML-106} MSG- 106 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 192 " link IML-105} MSG- 105 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 193 " link IML-99} MSG- 99 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 194 " link IML-104} MSG- 104 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 195 " link IML-100} MSG- 100 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 196 " link IML-102} MSG- 102 Subject: Re: Increasing rendering speed on Amiga Click-->@{" 197 " link IML-346} MSG- 346 Subject: Intuition Interface Click-->@{" 198 " link IML-420} MSG- 420 Subject: Re: Intuition Interface, or something else? Click-->@{" 199 " link IML-350} MSG- 350 Subject: Re: Intuition Interface Click-->@{" 200 " link IML-352} MSG- 352 Subject: Re: Intuition Interface Click-->@{" 201 " link IML-353} MSG- 353 Subject: Re: Intuition Interface Click-->@{" 202 " link IML-399} MSG- 399 Subject: Re: Intuition Interface Click-->@{" 203 " link IML-116} MSG- 116 Subject: Inv kinematics ?? Click-->@{" 204 " link IML-118} MSG- 118 Subject: Re: Inv kinematics ?? Click-->@{" 205 " link IML-126} MSG- 126 Subject: Re: Inv kinematics ?? Click-->@{" 206 " link IML-128} MSG- 128 Subject: Re: Inv kinematics ?? Click-->@{" 207 " link IML-269} MSG- 269 Subject: Is DCTV Supported? Click-->@{" 208 " link IML-266} MSG- 266 Subject: Is Essence for PC shipping? Click-->@{" 209 " link IML-451} MSG- 451 Subject: Jaggies Click-->@{" 210 " link IML-297} MSG- 297 Subject: Kudos To Glossy Brochure! Click-->@{" 211 " link IML-330} MSG- 330 Subject: Re: Kudos To Glossy Brochure! Click-->@{" 212 " link IML-174} MSG- 174 Subject: Lightwave mail list Click-->@{" 213 " link IML-188} MSG- 188 Subject: Re: Locking brush to state Click-->@{" 214 " link IML-190} MSG- 190 Subject: Re: Locking brush to state Click-->@{" 215 " link IML-73} MSG- 73 Subject: Re: Merge Points Click-->@{" 216 " link IML-93} MSG- 93 Subject: Re: Merge Points Click-->@{" 217 " link IML-229} MSG- 229 Subject: MGA Millennium Click-->@{" 218 " link IML-254} MSG- 254 Subject: Re: MGA Millennium Click-->@{" 219 " link IML-165} MSG- 165 Subject: Minds Eye Click-->@{" 220 " link IML-222} MSG- 222 Subject: Minds Eye (again) Click-->@{" 221 " link IML-231} MSG- 231 Subject: Re: Minds Eye (again) Click-->@{" 222 " link IML-196} MSG- 196 Subject: Re: Minds Eye Click-->@{" 223 " link IML-167} MSG- 167 Subject: Re: Minds Eye Click-->@{" 224 " link IML-168} MSG- 168 Subject: Re: Minds Eye Click-->@{" 225 " link IML-172} MSG- 172 Subject: Re: Minds Eye Click-->@{" 226 " link IML-164} MSG- 164 Subject: Re: Minds Eye Click-->@{" 227 " link IML-184} MSG- 184 Subject: Mirroring bones objects Click-->@{" 228 " link IML-195} MSG- 195 Subject: Re: Mirroring bones objects Click-->@{" 229 " link IML-249} MSG- 249 Subject: Monitor Click-->@{" 230 " link IML-384} MSG- 384 Subject: My New Web Page Click-->@{" 231 " link IML-302} MSG- 302 Subject: My Soccerball.. the promised jpeg. Click-->@{" 232 " link IML-303} MSG- 303 Subject: New AutoPEG Click-->@{" 233 " link IML-323} MSG- 323 Subject: No sniveling Click-->@{" 234 " link IML-438} MSG- 438 Subject: No sniveling again Click-->@{" 235 " link IML-448} MSG- 448 Subject: Re: No sniveling again Click-->@{" 236 " link IML-437} MSG- 437 Subject: Re: No sniveling again Click-->@{" 237 " link IML-180} MSG- 180 Subject: Optimisation Click-->@{" 238 " link IML-225} MSG- 225 Subject: Re: Optimisation Click-->@{" 239 " link IML-232} MSG- 232 Subject: Re: Optimisation Click-->@{" 240 " link IML-212} MSG- 212 Subject: Re: Optimisation Click-->@{" 241 " link IML-226} MSG- 226 Subject: Re: Optimisation Click-->@{" 242 " link IML-200} MSG- 200 Subject: Re: Optimisation Click-->@{" 243 " link IML-220} MSG- 220 Subject: Re: Optimisation Click-->@{" 244 " link IML-224} MSG- 224 Subject: Re: Optimisation Click-->@{" 245 " link IML-264} MSG- 264 Subject: Optimise Click-->@{" 246 " link IML-270} MSG- 270 Subject: Re: Optimise Click-->@{" 247 " link IML-267} MSG- 267 Subject: Re: Optimise Click-->@{" 248 " link IML-257} MSG- 257 Subject: Re: Optimise Click-->@{" 249 " link IML-282} MSG- 282 Subject: Re: Optimise Click-->@{" 250 " link IML-9} MSG- 9 Subject: Panther resurrected! Click-->@{" 251 " link IML-146} MSG- 146 Subject: PC anims Click-->@{" 252 " link IML-150} MSG- 150 Subject: Re: PC anims Click-->@{" 253 " link IML-276} MSG- 276 Subject: Re: PC Essence Click-->@{" 254 " link IML-114} MSG- 114 Subject: PC Imagine 3.0 textures? Click-->@{" 255 " link IML-19} MSG- 19 Subject: Picasso & 256 Colors? Click-->@{" 256 " link IML-25} MSG- 25 Subject: Re: Picasso & 256 Colors? Click-->@{" 257 " link IML-27} MSG- 27 Subject: Re: Picasso & 256 Colors? Click-->@{" 258 " link IML-432} MSG- 432 Subject: Re: Pipe Click-->@{" 259 " link IML-45} MSG- 45 Subject: Povray preview address... Click-->@{" 260 " link IML-259} MSG- 259 Subject: Question about MPEG capture card . . . Click-->@{" 261 " link IML-242} MSG- 242 Subject: Quickrender rendering method s Click-->@{" 262 " link IML-215} MSG- 215 Subject: Quickrender rendering method selector Click-->@{" 263 " link IML-221} MSG- 221 Subject: Re: Quickrender rendering method selector Click-->@{" 264 " link IML-238} MSG- 238 Subject: Re: Quickrender rendering method selector Click-->@{" 265 " link IML-211} MSG- 211 Subject: Re: Quickrender rendering method selector Click-->@{" 266 " link IML-219} MSG- 219 Subject: Re: Quickrender rendering method selector Click-->@{" 267 " link IML-313} MSG- 313 Subject: Re: Quickrender rendering method selector Click-->@{" 268 " link IML-241} MSG- 241 Subject: Re: Quickrender rendering method selector Click-->@{" 269 " link IML-29} MSG- 29 Subject: Radiosity Click-->@{" 270 " link IML-156} MSG- 156 Subject: Re: Click-->@{" 271 " link IML-245} MSG- 245 Subject: Re: RE: detail editor particles Click-->@{" 272 " link IML-271} MSG- 271 Subject: Re: Re: RE: detail editor particles Click-->@{" 273 " link IML-265} MSG- 265 Subject: RE:BANDING & SFR-VCR Click-->@{" 274 " link IML-452} MSG- 452 Subject: RE:Beta tester Click-->@{" 275 " link IML-149} MSG- 149 Subject: Re:Brush map tip II Click-->@{" 276 " link IML-141} MSG- 141 Subject: RE:Brush,Image map tip Click-->@{" 277 " link IML-145} MSG- 145 Subject: RE:Brush/Image map tip Click-->@{" 278 " link IML-113} MSG- 113 Subject: Re:Bye, for now Click-->@{" 279 " link IML-52} MSG- 52 Subject: Re:CD BLue Click-->@{" 280 " link IML-112} MSG- 112 Subject: RE:Fotball Click-->@{" 281 " link IML-396} MSG- 396 Subject: Re:Glossy Brochure Click-->@{" 282 " link IML-430} MSG- 430 Subject: Re:Glossy Brochure Click-->@{" 283 " link IML-363} MSG- 363 Subject: Re:Glossy Brochure Click-->@{" 284 " link IML-407} MSG- 407 Subject: Re:Glossy Brochure Click-->@{" 285 " link IML-301} MSG- 301 Subject: Re:Glossy brochure Click-->@{" 286 " link IML-405} MSG- 405 Subject: Re:Glossy Brochure Click-->@{" 287 " link IML-295} MSG- 295 Subject: Re:Glossy Brochure Click-->@{" 288 " link IML-283} MSG- 283 Subject: Re:Glossy brochure Click-->@{" 289 " link IML-324} MSG- 324 Subject: Re:Glossy Brochure Click-->@{" 290 " link IML-305} MSG- 305 Subject: Re:glossy brochure Click-->@{" 291 " link IML-422} MSG- 422 Subject: Re: Re:Glossy Brochure Click-->@{" 292 " link IML-285} MSG- 285 Subject: RE:I dont get it? Click-->@{" 293 " link IML-307} MSG- 307 Subject: Re:Kudos glossy brochure Click-->@{" 294 " link IML-48} MSG- 48 Subject: Re:povray radiosity Click-->@{" 295 " link IML-439} MSG- 439 Subject: RE:RE:Create It... Click-->@{" 296 " link IML-103} MSG- 103 Subject: RE:Soccer ball Click-->@{" 297 " link IML-37} MSG- 37 Subject: Re:Texture etc.Previews, PC and Amiga Click-->@{" 298 " link IML-162} MSG- 162 Subject: Re:Which Display Board? Click-->@{" 299 " link IML-214} MSG- 214 Subject: RE:Why is HAM so ugly? Click-->@{" 300 " link IML-210} MSG- 210 Subject: Re:Why is HAM so ugly? Click-->@{" 301 " link IML-209} MSG- 209 Subject: Re:Why is HAM so ugly? Click-->@{" 302 " link IML-397} MSG- 397 Subject: RE:WinImagine Click-->@{" 303 " link IML-406} MSG- 406 Subject: RE:WinImagine Click-->@{" 304 " link IML-416} MSG- 416 Subject: RE:WinImagine Click-->@{" 305 " link IML-79} MSG- 79 Subject: Real-world perspective Click-->@{" 306 " link IML-90} MSG- 90 Subject: Revolving light done!! Click-->@{" 307 " link IML-434} MSG- 434 Subject: Re[2]: A pipe Click-->@{" 308 " link IML-441} MSG- 441 Subject: Re: Re[2]: A pipe Click-->@{" 309 " link IML-292} MSG- 292 Subject: Re[2]: Glossy Brochure Click-->@{" 310 " link IML-289} MSG- 289 Subject: Re: Re[2]: Glossy Brochure Click-->@{" 311 " link IML-227} MSG- 227 Subject: Re[2]: optimisation Click-->@{" 312 " link IML-109} MSG- 109 Subject: Re: Re[2]: Windows 95 Click-->@{" 313 " link IML-230} MSG- 230 Subject: Shading bands Click-->@{" 314 " link IML-237} MSG- 237 Subject: Shading Bands Click-->@{" 315 " link IML-273} MSG- 273 Subject: Shading Bands Click-->@{" 316 " link IML-201} MSG- 201 Subject: Shading bands - How do i get rid of them ? Click-->@{" 317 " link IML-204} MSG- 204 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 318 " link IML-206} MSG- 206 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 319 " link IML-203} MSG- 203 Subject: Re: Shading bands - How do i get rid of them ? Click-->@{" 320 " link IML-258} MSG- 258 Subject: Re: Shading Bands flame Click-->@{" 321 " link IML-333} MSG- 333 Subject: Re: Shading bands Click-->@{" 322 " link IML-358} MSG- 358 Subject: RE: Shading Bands Click-->@{" 323 " link IML-252} MSG- 252 Subject: Re: Shading Bands Click-->@{" 324 " link IML-256} MSG- 256 Subject: RE: Shading Bands Click-->@{" 325 " link IML-236} MSG- 236 Subject: Re: Shading bands Click-->@{" 326 " link IML-173} MSG- 173 Subject: RE: Shading Bands Click-->@{" 327 " link IML-198} MSG- 198 Subject: RE: Shading bands Click-->@{" 328 " link IML-263} MSG- 263 Subject: Re: Shading Bands Click-->@{" 329 " link IML-205} MSG- 205 Subject: Single frame recording VCR Click-->@{" 330 " link IML-260} MSG- 260 Subject: Single frame recording VCR Click-->@{" 331 " link IML-389} MSG- 389 Subject: Re: Single frame recording VCR Click-->@{" 332 " link IML-235} MSG- 235 Subject: Re: Single frame recording VCR Click-->@{" 333 " link IML-373} MSG- 373 Subject: Something cool Click-->@{" 334 " link IML-426} MSG- 426 Subject: Speed Test Click-->@{" 335 " link IML-218} MSG- 218 Subject: Standard Amiga? Click-->@{" 336 " link IML-217} MSG- 217 Subject: Re: Standard Amiga? Click-->@{" 337 " link IML-445} MSG- 445 Subject: Star Wars objects Click-->@{" 338 " link IML-361} MSG- 361 Subject: Stereoscopy etc. Click-->@{" 339 " link IML-115} MSG- 115 Subject: Stone Walls Click-->@{" 340 " link IML-140} MSG- 140 Subject: Stone Walls Click-->@{" 341 " link IML-136} MSG- 136 Subject: Re: Stone Walls Click-->@{" 342 " link IML-119} MSG- 119 Subject: Re: Stone Walls Click-->@{" 343 " link IML-125} MSG- 125 Subject: Re: Stone Walls Click-->@{" 344 " link IML-117} MSG- 117 Subject: Re: Stone Walls Click-->@{" 345 " link IML-398} MSG- 398 Subject: Re: Subcribe Click-->@{" 346 " link IML-286} MSG- 286 Subject: Subcription Request Click-->@{" 347 " link IML-371} MSG- 371 Subject: TestSpeed Click-->@{" 348 " link IML-385} MSG- 385 Subject: TestSpeed Click-->@{" 349 " link IML-383} MSG- 383 Subject: Re: TestSpeed Click-->@{" 350 " link IML-446} MSG- 446 Subject: Re: TestSpeed Click-->@{" 351 " link IML-382} MSG- 382 Subject: Re: TestSpeed Click-->@{" 352 " link IML-401} MSG- 401 Subject: Re: TestSpeed Click-->@{" 353 " link IML-400} MSG- 400 Subject: Re: TestSpeed Click-->@{" 354 " link IML-33} MSG- 33 Subject: Texture etc.Previews, PC and Amiga Click-->@{" 355 " link IML-50} MSG- 50 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 356 " link IML-74} MSG- 74 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 357 " link IML-35} MSG- 35 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 358 " link IML-47} MSG- 47 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 359 " link IML-36} MSG- 36 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 360 " link IML-44} MSG- 44 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 361 " link IML-41} MSG- 41 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 362 " link IML-39} MSG- 39 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 363 " link IML-38} MSG- 38 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 364 " link IML-70} MSG- 70 Subject: Re: Texture etc.Previews, PC and Amiga Click-->@{" 365 " link IML-61} MSG- 61 Subject: Texture Render Click-->@{" 366 " link IML-63} MSG- 63 Subject: Re: Texture Render Click-->@{" 367 " link IML-60} MSG- 60 Subject: Re: Texture Render Click-->@{" 368 " link IML-248} MSG- 248 Subject: Thanks for ugly ham responses Click-->@{" 369 " link IML-178} MSG- 178 Subject: The 3rd in the Minds Eye video series (was RE: Mind Eye) Click-->@{" 370 " link IML-182} MSG- 182 Subject: Re: The 3rd in the Minds Eye video series (was RE: Mind Eye) Click-->@{" 371 " link IML-58} MSG- 58 Subject: The Catch Click-->@{" 372 " link IML-66} MSG- 66 Subject: Re: The Catch Click-->@{" 373 " link IML-342} MSG- 342 Subject: The small utility that fixes Imagine. Click-->@{" 374 " link IML-107} MSG- 107 Subject: There's no slowdown on PC Imagine. Click-->@{" 375 " link IML-379} MSG- 379 Subject: To see or not to see...... Click-->@{" 376 " link IML-414} MSG- 414 Subject: Re: To see or not to see...... Click-->@{" 377 " link IML-213} MSG- 213 Subject: Ugly pork Click-->@{" 378 " link IML-234} MSG- 234 Subject: Re: Ugly pork Click-->@{" 379 " link IML-423} MSG- 423 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 380 " link IML-354} MSG- 354 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 381 " link IML-355} MSG- 355 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 382 " link IML-351} MSG- 351 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 383 " link IML-408} MSG- 408 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 384 " link IML-415} MSG- 415 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 385 " link IML-418} MSG- 418 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 386 " link IML-366} MSG- 366 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 387 " link IML-367} MSG- 367 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 388 " link IML-370} MSG- 370 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 389 " link IML-364} MSG- 364 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 390 " link IML-359} MSG- 359 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 391 " link IML-365} MSG- 365 Subject: Re: Unregistered user does not equal Piracy Click-->@{" 392 " link IML-374} MSG- 374 Subject: Unregistered users Click-->@{" 393 " link IML-176} MSG- 176 Subject: UNSUB Requests Click-->@{" 394 " link IML-279} MSG- 279 Subject: Re: Upgrading from Amiga to PC Imagine Click-->@{" 395 " link IML-253} MSG- 253 Subject: Re: Upgrading from Amiga to PC Imagine Click-->@{" 396 " link IML-228} MSG- 228 Subject: Re: Upgrading from Amiga to PC Click-->@{" 397 " link IML-284} MSG- 284 Subject: Using Pharlap to run Imagine Click-->@{" 398 " link IML-98} MSG- 98 Subject: Video board Click-->@{" 399 " link IML-120} MSG- 120 Subject: Re: Video board Click-->@{" 400 " link IML-43} MSG- 43 Subject: Videos Click-->@{" 401 " link IML-76} MSG- 76 Subject: Videos Click-->@{" 402 " link IML-86} MSG- 86 Subject: Re: Videos Click-->@{" 403 " link IML-87} MSG- 87 Subject: Re: Videos Click-->@{" 404 " link IML-57} MSG- 57 Subject: Re: Videos Click-->@{" 405 " link IML-84} MSG- 84 Subject: Re: Videos Click-->@{" 406 " link IML-81} MSG- 81 Subject: Re: Videos Click-->@{" 407 " link IML-62} MSG- 62 Subject: Re: Videos Click-->@{" 408 " link IML-82} MSG- 82 Subject: Re: Videos Click-->@{" 409 " link IML-243} MSG- 243 Subject: Walker2 cycleobject on Aminet! Click-->@{" 410 " link IML-387} MSG- 387 Subject: Re: Walker2 cycleobject on Aminet! Click-->@{" 411 " link IML-455} MSG- 455 Subject: What will happen? Click-->@{" 412 " link IML-409} MSG- 409 Subject: What will happen? Click-->@{" 413 " link IML-160} MSG- 160 Subject: What's cool about AlienArt.jpg Click-->@{" 414 " link IML-170} MSG- 170 Subject: Re: What's cool about AlienArt.jpg Click-->@{" 415 " link IML-95} MSG- 95 Subject: Where is 4.0? Click-->@{" 416 " link IML-96} MSG- 96 Subject: Re: Where is 4.0? Click-->@{" 417 " link IML-97} MSG- 97 Subject: Re: Where is 4.0? Click-->@{" 418 " link IML-179} MSG- 179 Subject: Where on the net can we find rendered pix? Click-->@{" 419 " link IML-153} MSG- 153 Subject: Which Display Board? Click-->@{" 420 " link IML-161} MSG- 161 Subject: Re: Which Display Board? Click-->@{" 421 " link IML-166} MSG- 166 Subject: RE: Which Display Board? Click-->@{" 422 " link IML-4} MSG- 4 Subject: Why have I been Un-subscribed ! Click-->@{" 423 " link IML-23} MSG- 23 Subject: Re: Why have I been Un-subscribed ! Click-->@{" 424 " link IML-202} MSG- 202 Subject: Why is HAM so ugly? Click-->@{" 425 " link IML-207} MSG- 207 Subject: Re: Why is HAM so ugly? Click-->@{" 426 " link IML-325} MSG- 325 Subject: Re: William Bogen's almost flaming me. Click-->@{" 427 " link IML-233} MSG- 233 Subject: Win95 and imagine??? Click-->@{" 428 " link IML-246} MSG- 246 Subject: Win95 and imagine??? Click-->@{" 429 " link IML-309} MSG- 309 Subject: Re: Win95 and imagine??? Click-->@{" 430 " link IML-300} MSG- 300 Subject: Re: Win95 and imagine??? Click-->@{" 431 " link IML-280} MSG- 280 Subject: Re: Win95 and imagine??? Click-->@{" 432 " link IML-255} MSG- 255 Subject: Re: Win95 and imagine??? Click-->@{" 433 " link IML-251} MSG- 251 Subject: Re: Win95 and imagine??? Click-->@{" 434 " link IML-261} MSG- 261 Subject: Re: Win95 and imagine??? Click-->@{" 435 " link IML-101} MSG- 101 Subject: Windows 95 Click-->@{" 436 " link IML-68} MSG- 68 Subject: Windoze availability Click-->@{" 437 " link IML-392} MSG- 392 Subject: WinImagine Click-->@{" 438 " link IML-322} MSG- 322 Subject: WinImagine Click-->@{" 439 " link IML-304} MSG- 304 Subject: WinImagine price Click-->@{" 440 " link IML-311} MSG- 311 Subject: WinImagine Price Click-->@{" 441 " link IML-427} MSG- 427 Subject: WinImagine tidbits . . . Click-->@{" 442 " link IML-341} MSG- 341 Subject: WinImagine Upgrade Click-->@{" 443 " link IML-403} MSG- 403 Subject: Wish List Click-->@{" 444 " link IML-12} MSG- 12 Subject: Re: Wish List Click-->@{" 445 " link IML-15} MSG- 15 Subject: Re: Wish List Click-->@{" 446 " link IML-2} MSG- 2 Subject: Re: Wish List Click-->@{" 447 " link IML-6} MSG- 6 Subject: RE: Wish List Click-->@{" 448 " link IML-11} MSG- 11 Subject: RE: Wish List Click-->@{" 449 " link IML-89} MSG- 89 Subject: Re: Wish List Click-->@{" 450 " link IML-78} MSG- 78 Subject: Re: Wish List Click-->@{" 451 " link IML-77} MSG- 77 Subject: Re: Wish List Click-->@{" 452 " link IML-30} MSG- 30 Subject: Re: Wish List Click-->@{" 453 " link IML-21} MSG- 21 Subject: Re: Wish List Click-->@{" 454 " link IML-288} MSG- 288 Subject: Wrong URL for bytebybyte Click-->@{" 455 " link IML-444} MSG- 444 Subject: You made that clock??? @endnode Index @node IML-1 " MSG-1 Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat @toc contents Subject: Re: '040 Optimizations (Re: 040 patch for Imagine? CyberPat Date: Wednesday, 09 August 1995 05:39:27 From: Duncan ---------------------------------------------------------------------------- > > How long has the '040 been out now? And how many Imagine users have anything > > less? We shouldn't have to ask! How hard would it be to include '030 and '04 0 > > versions? Isn't it just a compiler flag? > > > > > The rumor is that they use a hacked-up Manx C compiler (never had '040 > compiler capability) and aren't > willing/able to move to another compiler system. Since SAS/C is the only > remaining '040 compiler system left for the Amiga, I wouldn't hold my > breath for Impulse to switch development tools, especially this late in > the game. Guess we have to be happy that they are still developing for > the Amiga at all. > someone asked me if i knew any reason why his 1200 030 would render a texture on a plane in 25 mins and his 4000 040 would take 20 mins using imagine the same 'exercise' using forge the 1200 would do a texture in 20 mins and the 4000 would do it in 5 mins would this be the reason -lack of 040 optimisation (?) in imagine code (he uses imagine textures rendered on a plane in lightwave :) i have an 030 ;-) Duncan \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\ dunc@eraser.demon.co.uk \\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ @{" Thread 10" link IML-10} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-2 " MSG-2 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Wednesday, 09 August 1995 06:12:39 From: Duncan ---------------------------------------------------------------------------- > >>The current system of not knowing where textures, bitmaps, objects, etc.. > >>should be located because of Imagine hard-coding the path to them into > >>the project file is impossible to manage. An archive command (like what > >>3DStudio has) would clear this all up. > > What I do is to have the "projects"-, "objects"- and "textures"-directories > (and all other Imagine related directories) in the directory where Imagine > is located. Then all filerequests start from that directory, for example > "projects/yourname.imp/objects/ball" to get the object called "ball". > The blacky-way ;) would be "Imagine:projects/yourname.imp/objects/ball". hmmm i dont know if any one would agree but i would like to see Imagine default to certain directories eg: Textures -Imaginex.x/textures -if you have 'PD' textures you can either drop them in here or create a sub dir Brushes -to be set in the Preferences as QuickRender etc you get the idea What we really need (i think) is when a project is opened is for imagine to change to the directory where that project is created eg i have imagine in Dh1:Imagine3.3/ though i have all my projects in Dh3:Imagine/etc.imp/objects(whatever) instead of having to do it all manually Well it would make me very happy we're half way there with the Quick-Attributtes and things Duncan \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\ dunc@eraser.demon.co.uk \\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ @{" Thread 6" link IML-6} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-3 " MSG-3 Subject: Re: Imagine Tutorials @toc contents Subject: Re: Imagine Tutorials Date: Friday, 01 September 1995 00:25:05 From: Damon LaCaille ---------------------------------------------------------------------------- On Thu, 31 Aug 1995, Robert Buonincontro wrote: > > I think it would be a great idea if users starting sharing Imagine > Tutorial files. Users could create objects and release an archive with > step by step instructions on creating the object from scratch. Everyone > has a different approach at creating objects. Some are better then > others. Would be nice to see how some real experts create certain type > of objects. > > Anyone agree? > > robert.buonincontro&canrem.com I highly agree Robert. As I'm a beginner, I'm very enthusiastic about this idea, probably because it'll be less "give" than "take" on my part, at least for the beginning. By the way, I'm selling my 3000 and buying a DX4/100 or P75, and was wondering how much the IBM version of Imagine 3.0 or 3.3 is going for now? The Amiga 3.0 version was $309 in the latest Amazing Amiga if I remember correctly. Anybody know of a vendor for the PC version? Thanks! Damon (soon to have a really neat home page :) @{" Thread 175" link IML-175} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-4 " MSG-4 Subject: Why have I been Un-subscribed ! @toc contents Subject: Why have I been Un-subscribed ! Date: Friday, 01 September 1995 02:06:00 From: Andrew Herbert ---------------------------------------------------------------------------- Hey everyone, I'm not recieving the IML through my internet supplier, What's the deal here ?! I'm having to write messages through a BBS using Edit through DOS (arrghh !). Can someone tell me how to re-apply or if the powers-that-be are reading this please sort it out ! Anyway, I installed Windows 95 two days ago and I've got Imagine to the: Imagine will not run under DPMI host (Windows Enhanced Mode) Is there any way of turning DPMI off or has anyone successfully run Imagine through it ? BTW Beyond Imag and the Search Engine work through Win 95. Bye Bye All Herbert >> Author of Beyond Imagination << >> HTTP://uptown.turnpike.net/H/Herbert .... The last thing I saw was this Big Blue Wave! | | Internet: Andrew.Herbert@raytech.co.uk |-------------------------------------------------------------------| | Gated from RAYTECH BBS - free access raytracing support in the UK | |------------------------- call +44 1862 83 2020 modem - 24 hours ! | @{" Thread 23" link IML-23} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-5 " MSG-5 Subject: Re: Imagine Tutorials @toc contents Subject: Re: Imagine Tutorials Date: Friday, 01 September 1995 03:20:41 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Robert, on Aug 31 you wrote: > I think it would be a great idea if users starting sharing Imagine > Tutorial files. Users could create objects and release an archive with > step by step instructions on creating the object from scratch. Everyone > has a different approach at creating objects. Some are better then > others. Would be nice to see how some real experts create certain type > of objects. > > Anyone agree? A while back someone posted a tutorial on making a Derallieur gear for a bicycle. I found this very helpful when making my Pentax camera object with all its' cog style zoom and focus rings. However, it is very time consuming to document every procedure when building an object with any sought of complexity. I prefer to collect all the little tips that appear here and use them when developing a project, it's just a matter of finding the right process. One thing I've always tried to push is the use of the Forms Editor. I've nearly finished a Deep Space 9 type object, though the similarity leaves a lot to be desired, and used the Forms Ed extensively which made things very easy. The main pylons for example were done in the Forms Ed, then I used Conform to Cylinder and Path to get the arch shape. There are two basic things I have learned when modelling. If possible, get a model of the object to work off, it makes getting the proportions accurate very easy. Make the object in small sections and piece them together as sub-projects. -- Bob @{" Thread 3" link IML-3} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-6 " MSG-6 Subject: RE: Wish List @toc contents Subject: RE: Wish List Date: Friday, 01 September 1995 09:33:42 From: kkalnasy@eskimo.com (Kent Kalnasy) ---------------------------------------------------------------------------- At 4:13 PM 8/30/95, Charles Blaquiere wrote: >> From: Jeff Hanna >> >> Along with these text files I would like to see a command within Imagine >> which will archive (via LHA or a user-chooseable compressor) the entire >> project. This archive would retain all directories, textures, objects, >> etc... necessary to recreate the project on a different machine. >> >> The current system of not knowing where textures, bitmaps, objects, etc.. >> should be located because of Imagine hard-coding the path to them into >> the project file is impossible to manage. An archive command (like what >> 3DStudio has) would clear this all up. I would be happy with an Imagine-generated report listing all objects, textures, bitmaps, etc. used on a specific project, along with the pathnames that Imagine uses to find them. With that I could generate a script to round everything up for transfer. ------------------------------------------------------------------------------ Kent Kalnasy, Mac, UNIX and Amiga specialist! kkalnasy@eskimo.com "The best laid plans of mice and men..." Seattle, Washington ------------------------------------------------------------------------------ @{" Thread 11" link IML-11} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-7 " MSG-7 Subject: Re: Geodesic dome @toc contents Subject: Re: Geodesic dome Date: Friday, 01 September 1995 11:48:12 From: Fernando D'Andrea ---------------------------------------------------------------------------- > Received: from email.sp.paramax.com by aton.inf.ufrgs.br (Mercury 1.1); > Thu, 31 Aug 95 13:09:58 +3 > Received: by email.sp.paramax.com (4.1/SMI-4.1) > id AA25054; Thu, 31 Aug 95 07:54:49 CDT > Return-Path: > Received: from linknet.kitsap.lib.wa.us by email.sp.paramax.com (4.1/SMI-4.1) > id AA25050; Thu, 31 Aug 95 07:54:46 CDT > Received: (from tstethem@localhost) by linknet.kitsap.lib.wa.us (8.6.12/8.6.9) id FAA16893; Thu, 31 Aug 1995 05:53:52 -0700 > Date: Thu, 31 Aug 1995 05:53:52 -0700 (PDT) > From: Ted Stethem > To: ImagineMailingList > Subject: Re: Geodesic dome > In-Reply-To: > Message-Id: > Mime-Version: 1.0 > Content-Type: TEXT/PLAIN; charset=US-ASCII > X-PMFLAGS: 34078848 > > Have you tried using Latticize for the struts? Try a very small number > applied to your dome object and it will make it appear to be constructed > of struts. > As for the dome object itself, I seem to remember a program called > Polyhedra that produced the geometric solids needed. I remember it does > have the Platonic solids but can't remember if it allowed for the > 3-frequency or 5-frequency icosahedrons usually used for dome homes. The > icosahedron based dome is probably the most common but there are a myriad > of others including the dodecahedron, the rhombic triacontahedron, and > combinations of the various polyhedra. > The spheres that 3D programs produce are not geodesic (not derived > from the Platonic solids) so they aren't really accurate for this > application, if accuracy is important. > I've built a few domes including a 15 foot diameter 3-frequency > icosahedron hemisphere greenhouse and a 30-foot 5-frequency icosahedron > 3/4 sphere house. Those were fun projects. Don't know if I'll ever get > around to it but I always wanted to try a Spiral Bindu. > > On Wed, 30 Aug 1995, Imagine Users Mailing List wrote: > > > > > > > In a message dated 95-08-30 21:56:48 EDT, NEWKIRK@delphi.com writes: > > > > > > >I'm trying to create, or locate, a Geodesic Dome object (A La Bucky Fulle r) > > > >basically, I want to play with modelling a dome home, but would like to > > > avoid > > > >having to manually calculate all the points and angles involved. Any hel p? > > > >Joel > > > > > > Easy, cut a sphere in half. The number of polygons in your sphere shape w ill > > > make it look more or less geodesic. > > > > > > > > > > Funny - I have the same requirement (i.e. use a 3D Modelling package to mode l > > a dome home). The tricky thing about just cutting a sphere in half is that it > > doesn't necessary give you the strut effect you're looking for. I'm trying > > to address this in Caligari Truespace, but would appreciate any assistance > > someone might be able to give to use Imagine to achieve the same result. > > > > Basically, my approach consists of painting each FACE transparent, while > > painting the vertices opaque... can this same thing be done in Imagine? > > Admittedly, I prefer to complete the task in Truespace, but .. this is an > > Imagine mailing list after all. > > > > BTW, there is a program on the 'net somewhere that can be used to generate > > geodesic shapes for rendering with Renderman. I believe it's written in C, > > so if I can find it I'll try my hand at porting it to DOS/Windows. I have > > a big interest in geodesic geometry... > > > > > > j. > > > > Jay Vaughan > > jay@phxmedia.com > > > > > Very simple: make a sphere. Delete all points bellow the half. You will get an hemisphere. After, delete all FACES, and you will get the structure of the dome. The trouble is that imagine cannot render only edges, so, try to extrude, or even sweep it (MOLD requester in 2.0) just enough to create tiny faces: _________ / \ This is the dome edges only and its axis... / \ | * | _________ // \\ The same one, after a LITTLE extrusion... // \\ || * || ========== // \\ After this, make it extrude again a bit, but in // \\ another way. To do this, rotate the axis to the || || proper position. It is a bit hard to explain what is my idea, but I hope to help. You will need to extrude it in several directions, so, you can try to extrude the structure using a SMALL closed path, circular. First use it horizontally, and after, use the same close path vertically. It should transform the edges in tubes, but will generate several superfluous faces. The length of the extrusion will depend from the size of the hemispheric structure. The larger the length gets, larger will be the diameter of the tubes generated. Sorry the poor English. Hope that helps. Fernando D'Andrea. dandrea@aton.inf.ufrgs.br Universidade Federal do Rio Grande do Sul, Porto Alegre, Brasil. ********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 13" link IML-13} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-8 " MSG-8 Subject: 040 Optimisations @toc contents Subject: 040 Optimisations Date: Friday, 01 September 1995 15:19:50 From: Steve@mg-plc.demon.co.uk (Steve Gardiner) ---------------------------------------------------------------------------- Ted Stetham wrote: > > The rumor is that they use a hacked-up Manx C compiler (never had '040 >compiler capability) and aren't >willing/able to move to another compiler system. Since SAS/C is the only >remaining '040 compiler system left for the Amiga, I wouldn't hold my >breath for Impulse to switch development tools, especially this late in >the game. Guess we have to be happy that they are still developing for >the Amiga at all. > Ted, Mike Halvorson mailed me a while ago 'cos I asked him directly about this and he said that they use the latest tools for the job. From reading the texture and object format docs for Imagine 3.0, Scott Kirvan says that they were com- piled using SAS/C 6.50, so I think Mike H. is telling us the truth and we are doing Impulse a diservice by reviving the rumour. Still, I agree that there should be an '040 specific version of Imagine and the textures... who wants a integer version anyway ?? Cheers -- +-----------------==============+================-----------------+ | Steve Gardiner | Paying my debt to society... | | Steve@mg-plc.demon.co.uk | Working in Business Publishing !| +-----------------==============+================-----------------+ @{" Thread 338" link IML-338} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-9 " MSG-9 Subject: Panther resurrected! @toc contents Subject: Panther resurrected! Date: Friday, 01 September 1995 15:23:05 From: Martin Keitel ---------------------------------------------------------------------------- Thanks again for everybody who offered their help with my corrupted Panther object. I've managed to rescue it, although I finally did have to figure out the way to do it myself. Anyway the instructions I received guided me to the right direction. So, if you ever get a "Bad chunk size"-error when loading a states object (or the file is corrupted due to disk error, or something else), here's the way to get back the states data. First, load the object into Imagine 2.0 (or PixelPro, Vertex etc.) and save it as a new file. If this can't be done, there might be another way to recover the shape and grouping. In my case Imagine2.0 loaded the shape and the bone axis' - not the attributes (except color and maybe specularity), subgroups, bone definitions or states. I remembered what states I had in the walking object (WALK1, WALK1B, WALK2 etc.), but even if I hadn't remembered, they could be easilly found with FileX (thanks Joop). I made a 'dummy' state to the new object called WALK1 (jus twisted a leg or too) and duplicated it as many times as needed, naming the copies WALK1B, WALK2 and so on. Then I went to FileX and loaded both object files in it (the original corrupted file and the new one with the shape, grouping and the dummy states). I used FileX's Find-function to spot each part, where there was the text WALK1 and then marked a section covering all the states (after the states data is the bones data, but this I didn't need) and copied it into the corresponding location in the new file. The states data is scattered all over the file, so I had to do this very many times (I didn't count to the end but at least some 70 or 80 times), but it was 'just' routine. Anyway, all the states were correct after this procedure. So, I had to remake the subgroups, textures (though I had the brushmap files of course) and bone definitions to the default state. These took not more than some half an hour. Luckily I did not have bones for each joint in each finger, like I have in my human object :-) I sent the object to couple of fellows, that helped me the most. Possibly I'll place it in the Aminet, when I'm quite pleased with it. Anyone who want's to see an image of the cat, can take a look at my home page in http://www.ppoy.fi/~mk-tel All the text is for the time being in Finnish only. Click the 'Animaatio'-linktext to see my animation page. There are many other images too in the various pages, made with Imagine and DeluxePaint. And if you're interested in stereoscopy, there are some stereograms under the link 'Steroskopia' (or something like that). I'll translate the text to english when I have the time and energy. If you have any comments, e-mail me. I'm still not on the list (I'll send a new subscription). That's all folks! Marty K @{" Thread 146" link IML-146} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-10 " MSG-10 Subject: Re: '040 Optimizations @toc contents Subject: Re: '040 Optimizations Date: Friday, 01 September 1995 18:27:30 From: jbk4@email.psu.edu (The Prophet) ---------------------------------------------------------------------------- >I've done a comparison of Essence 2 textures on an '040 and the optimised >versions are at least 30% faster. A substantial increase when applying >multiple textures. > >-- Bob Add that speed increase to what Imagine could be like if it were compiler optimized for 040 & 060 and we'd be pleased with the speed. Well, never actually pleased because it could never be fast enough but how about happier. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 369" link IML-369} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-11 " MSG-11 Subject: RE: Wish List @toc contents Subject: RE: Wish List Date: Friday, 01 September 1995 20:28:29 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 1 Sep 1995, Kent Kalnasy wrote: > > I would be happy with an Imagine-generated report listing all objects, > textures, bitmaps, etc. used on a specific project, along with the > pathnames that Imagine uses to find them. With that I could generate > a script to round everything up for transfer. > For the Amiga, which I see below that you use =^), there is a package by Ian Smith, who also frequents this list, called IIUtilities. Included is an ARexx script to read the staging file and tell you exactly what brushmaps, textures, objects, etc., and the total # of points, edges, faces, and pixels in all brushmaps applied. To get an ASCII "printout," you could type `rx ShowStage Imagine:Projects/MyProject.imp/staging >ram: MyProjectList.txt'. Pretty handy. You could include this in the readme file of any projects you upload to AmiNet or elsewhere. > ------------------------------------------------------------------------------ > Kent Kalnasy, Mac, UNIX and Amiga specialist! kkalnasy@eskimo.com > "The best laid plans of mice and men..." Seattle, Washington > ------------------------------------------------------------------------------ > > > See ya, Roger @{" Thread 89" link IML-89} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-12 " MSG-12 Subject: Re: Geodesic Dome @toc contents Subject: Re: Geodesic Dome Date: Saturday, 02 September 1995 00:37:05 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-31 20:56:26 EDT, you write: >I'm interested in modelling a dome home, accurately, with the goal of >creating an accurate model of a potential construction project. Angles >and sizes of the pentagonal/hexagonal components would be critical. >Somewhere in the back of one of my filing cabinets I have a complete >construction manual for (I think) an Oregon Dome 3/5 dome. I'm gonna >dig it out and work this out the hard way. Of course, that's usually Should you have access to AcadR13 (and Designer would be really nice here as well) then you can work with the solids modeler and accuaratly create exactly what you are looking to do then exporting to 3ds format utilizing new object for each layer. There is a shareware program that will then bring the 3ds objects into Imagine for texturing and rendering written by Andrey Zmievskiy. If your work requires accurate detailing this is an excellent route and I have utilized it. You of course would have to do this quite often as AcadR13 and for that matter Designer are not cheap. They are however for certain modeling tasks hands down better than Imagine. For everyone on the list, I repeat "for certain tasks" as I would choose Imagines modeler if I were restricted to just one. Bob.......... @{" Thread 15" link IML-15} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-13 " MSG-13 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Saturday, 02 September 1995 00:37:05 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-08-31 18:52:37 EDT, you write: >A lot of users keep programs (imagine) on one partition, and data on another >(objects etc), to facilitate easy backups, among other things. What we need >is >a Project mover, which interrogates a staging file and shifts everthing as >needed, say into one directory, then modifies the scene file and objects >in it to reflect the new path. Any keen PD writers out there?? You know something like that would be an excellent idea. I'm not sure if anyone is bothering to write for the Amiga anymore (please I loved my Amiga's but it was time to move on) but with the windoze version of Imagine on the horizon I think we may see more utilities being pumped out for the program. I'd like to hope so anyway. I read on CIS the other day Mike Halvorson saying to someone that PC upgrades to 4.0 outnumbered Amiga upgrades something like 20:1 even though there are many more Amiga Imagine user's. I suspect this could be one of the reasons that Impulse might be reluctant to pump anymore effort into what is probably a dead platform. @{" Thread 453" link IML-453} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-14 " MSG-14 Subject: Re: CD-Blues @toc contents Subject: Re: CD-Blues Date: Saturday, 02 September 1995 00:37:08 From: RobSampson@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-01 02:56:53 EDT, you write: >My question is...since Win95 supposedly lifted that 8 character >limitation will I be able to have full use of my CEE DEE, >even If I was to run Imagine from it's (Win95) dos? ... did >anybody have the same situation? Win"95" lifts the filename restriction only if working with win95 compliant software. I.E. older software must still use the 8x3 limitation. There is a program out there that claims to work around this for all software but I have not seen any reviews of it. @{" Thread 16" link IML-16} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-15 " MSG-15 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Saturday, 02 September 1995 00:41:41 From: Torgeir Holm ---------------------------------------------------------------------------- On 31-Aug-95 12:20:23, cjo wrote: >What I do is to have the "projects"-, "objects"- and "textures"-directories >(and all other Imagine related directories) in the directory where Imagine >is located. Then all filerequests start from that directory, for example >"projects/yourname.imp/objects/ball" to get the object called "ball". >The blacky-way ;) would be "Imagine:projects/yourname.imp/objects/ball". The problem with this, for me, is that I don't like putting the objects inside the project dir. I might want to use the object for another project, and don't want to make multiple copies. I have an assign to "objs:", which is located on a different partition from Imagine. I have all my executable programs on one partition, and all the Data they produce goes to another. All the projects, textures, maps, efects, and stuff is placed on the same partition as the objects as well. I use toolmanager to set the path to this partition, so the requester still pops up there.. Why do I do it this way? Who knows... I guess it was practical when I only had an 80MB and a 120 disk way back when I started using Imagine on my (then new) 4000. Ok, enough mindless babble Torge!r @{" Thread 2" link IML-2} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-16 " MSG-16 Subject: Re: CD-Blues @toc contents Subject: Re: CD-Blues Date: Saturday, 02 September 1995 01:22:01 From: Paul Townend ---------------------------------------------------------------------------- -=> Quoting augioh4b@ibmmail.com to All <=- au> I haven't got Win95 ... well not yet ... but I purchased this CD au> called Weird Science and it has about 2500 objects for Imagine au> and some nifty other things. Now before I bought it I knew it au> was written for the Amiga, however the format of the disk is au> ISO 3990 (or is it 6990)...anyway it was supposed to be au> readable by the PC also. On trying so only about 60%of the au> objects were readable...yesss its that 8 character limitation au> on the PC. Damn]]]... au> My question is...since Win95 supposedly lifted that 8 character au> limitation will I be able to have full use of my CEE DEE, au> even If I was to run Imagine from it's (Win95) dos? ... did au> anybody have the same situation? I have a PC and borrowed the same CD from an Amiga mate. All names with more than 8 characters show up with the squiggly line in them. They still load OK here though. Windows 95 does support long filenames, however this is no relief to Your problem as it only works while the GUI is running. Imagine still has to run from dos mode only - until we get the windows version that is. au> Thank you. You're quite welcome. .... Escom are to computing what "Hello" magazine is to engrossing text. | | Internet: Paul.Townend@raytech.co.uk |-------------------------------------------------------------------| | Gated from RAYTECH BBS - free access raytracing support in the UK | |------------------------- call +44 1862 83 2020 modem - 24 hours ! | @{" Thread 20" link IML-20} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-17 " MSG-17 Subject: CD-ROM's @toc contents Subject: CD-ROM's Date: Saturday, 02 September 1995 01:49:09 From: mikael@pip.dknet.dk ---------------------------------------------------------------------------- >ml> 3D STUDIO =FA19.99 >ml>=20 >ml> TEXTURES =FA39.99 > >Do you own these CD-Roms or is the description you gave from the >ad? > >If you own the CD-Roms, could you perhaps send me one of the >index pictures from the Textures-CD as JPEG? > >Greetings, > Hendrik Sorry, Hendrik. It's the description from the ads. I was just informing you guys. And hopping that someone would purchase either one, and tell if there are any good. Are you listening guys. Please tell us if it's any good. bye Mikael @{" Thread 143" link IML-143} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-18 " MSG-18 Subject: A fuse @toc contents Subject: A fuse Date: Saturday, 02 September 1995 03:59:59 From: ALorence@aol.com ---------------------------------------------------------------------------- Hi. I'm trying to do a simple animation of a burning fuse. I'm using the grow effect to make the fuse from a disk, then I make a separate disk as a particle source using rain. The particle disk follows the fuse object path to simulate sparks. If I 'reverse time' the grow so the fuse shrinks, is there any way to 'reverse time' the motion of the particle object along the path? I can't seem to get it to work. If I don't use any reverse timing, I can make it work exactly how I want it too in the stage editor by making the animation in reverse: use 60,1,-1 as the 'make animation' frame parameters. Is there any way to do the same thing in the project editor? No frames will select if I use 60,1,-1 as the range for the subproject. Any ideas? Thanks. Alan. @{" Thread 31" link IML-31} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-19 " MSG-19 Subject: Picasso & 256 Colors? @toc contents Subject: Picasso & 256 Colors? Date: Saturday, 02 September 1995 04:51:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- With Imagine 3.3 I just realized that I could easily shift my screen resolution to 800 x 600 via Imagine preferences and my Picasso. Pretty cool! I also tried to get 256 colors, but couldn't turn that trick. Earlier, Cedric Chang had posted that he had been able to do so via Cybergraphics on a Piccolo, which requires OS 3.1. Has anyone pulled this off with a Picasso, and preferably w/o switching to Cybergraphics? I'm debating whether to upgrade to 3.1. Also, is there a version of the Picasso software more recent than 2.51? Floater @{" Thread 25" link IML-25} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-20 " MSG-20 Subject: Re: CD-Blues @toc contents Subject: Re: CD-Blues Date: Saturday, 02 September 1995 05:39:50 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-01 20:26:59 EDT, RobSampson@aol.com writes: >Win"95" lifts the filename restriction only if working with win95 compliant >software. I.E. older software must still use the 8x3 limitation. There is a >program out there that claims to work around this for all software but I have >not seen any reviews of it. Actuall you can name any file names as long as you want in Win95, with the Explorer, or what used to be filemanager. However, when opening a long file name under older 16bit apps. The files are truncated. s.g. @{" Thread 17" link IML-17} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-21 " MSG-21 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Saturday, 02 September 1995 05:44:45 From: SGiff68285@aol.com ---------------------------------------------------------------------------- Here is one I know has been wished for before but would be very very useful: When you go to delete an object a message could ask you if you want to delete from disk, that way you could get rid of the multiple objects laying around on your disk that you swear you are going to clean out someday. Stephen. @{" Thread 288" link IML-288} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-22 " MSG-22 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Saturday, 02 September 1995 08:11:57 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Hi. > >I'm trying to do a simple animation of a burning fuse. I'm using the grow >effect to make the fuse from a disk, then I make a separate disk as a >particle source using rain. The particle disk follows the fuse object path >to simulate sparks. If I 'reverse time' the grow so the fuse shrinks, is >there any way to 'reverse time' the motion of the particle object along the >path? I can't seem to get it to work. > >If I don't use any reverse timing, I can make it work exactly how I want it >too in the stage editor by making the animation in reverse: use 60,1,-1 as >the 'make animation' frame parameters. Is there any way to do the same thing >in the project editor? No frames will select if I use 60,1,-1 as the range >for the subproject. > >Any ideas? > >Thanks. > >Alan. > Create a movie pick list (it's just a text file) using a good editor of some sort, which will let you reverse a selection. Render forwards, animation backwards, if you see what I mean. @{" Thread 28" link IML-28} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-23 " MSG-23 Subject: Re: Why have I been Un-subscribed ! @toc contents Subject: Re: Why have I been Un-subscribed ! Date: Saturday, 02 September 1995 08:15:27 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > >Hey everyone, I'm not recieving the IML through my internet supplier, > >What's the deal here ?! > >I'm having to write messages through a BBS using Edit through DOS (arrghh !). >Can someone tell me how to re-apply or if the powers-that-be are reading this >please sort it out ! > >Anyway, I installed Windows 95 two days ago and I've got Imagine to the: > >Imagine will not run under DPMI host (Windows Enhanced Mode) > >Is there any way of turning DPMI off or has anyone successfully run Imagine >through it ? BTW Beyond Imag and the Search Engine work through Win 95. It will run from Win95 - only as a Dos only program or whatever, i.e. it will reboot and won't multitask. Gotta love PC's ... @{" Thread 202" link IML-202} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-24 " MSG-24 Subject: '040 optimising vs Pentium @toc contents Subject: '040 optimising vs Pentium Date: Saturday, 02 September 1995 08:52:35 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- I'll start a new thread for this. I finally recieved my PC Imagine cross grade and got over to my friends Pentium 90. Wheee ... A scene of 7 swaying sphere, non CSG, with different Imagine textures on each (in light of the '040 discussion I should have tried Essence. (Which I don't have for PC (Duh - stick to the topic, Bill))) over a raindrop reflective plane. O.K so no points for Imagination. I was in a hurry at the time. Anyway, read 'em and weep : Amiga 4000, '040 40MHz Lores Overscan 5m31s Pentium 90, Lores Overscan 1m02s Hires Lace Overscan 2m05s Wow. What an eye-opener. Pentium here I come! @{" Thread 51" link IML-51} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-25 " MSG-25 Subject: Re: Picasso & 256 Colors? @toc contents Subject: Re: Picasso & 256 Colors? Date: Saturday, 02 September 1995 09:19:52 From: Bob Pleatman ---------------------------------------------------------------------------- On Sat, 2 Sep 1995 m.rubin9@genie.geis.com wrote: > > With Imagine 3.3 I just realized that I could easily shift my screen > resolution to 800 x 600 via Imagine preferences and my Picasso. > Pretty cool! > > I also tried to get 256 colors, but couldn't turn that trick. Earlier, > Cedric Chang had posted that he had been able to do so via > Cybergraphics on a Piccolo, which requires OS 3.1. > > Has anyone pulled this off with a Picasso, and preferably w/o > switching to Cybergraphics? I'm debating whether to upgrade to 3.1. > > Also, is there a version of the Picasso software more recent than > 2.51? > > Floater > I'm using the cv64 board with cybergraphics. I have promoted the imagine screens to 776x600 in 256 colors. When I got 3.0 it crashed all the time whenever it ended doing a render. I upgraded to 3.3 and have not had one crash yet. Not a single one. I am very happy as far as that goes. The only thing I have seen that does not work as it does in the amiga modes, at least as far as I have noticed are when objects need to be redrawn in the detail editor, they do not. Hitting redraw corrects this problem. You may want to give the cybergraphic stuff a try. bob @{" Thread 27" link IML-27} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-26 " MSG-26 Subject: Re: CD-Blues @toc contents Subject: Re: CD-Blues Date: Saturday, 02 September 1995 11:13:05 From: Falko@aol.com ---------------------------------------------------------------------------- au> limitation will I be able to have full use of my CEE DEE, au> even If I was to run Imagine from it's (Win95) dos? ... did au> anybody have the same situation? Paul> I have a PC and borrowed the same CD from an Amiga mate. All Paul> names with more than 8 characters show up with the squiggly line Paul> in them. They still load OK here though. Windows 95 does support Paul> long filenames, however this is no relief to Your problem as Paul> it only works while the GUI is running. Paul> Imagine still has to run from dos mode only - until we get the windows Paul> version that is. au> Thank you. But you can copy the objects to the hard disk and rename them to 8.3 filenames with win95. So It may alleviate the problem if not elliminate it. Falko @{" Thread 14" link IML-14} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-27 " MSG-27 Subject: Re: Picasso & 256 Colors? @toc contents Subject: Re: Picasso & 256 Colors? Date: Saturday, 02 September 1995 14:45:42 From: Udo K Schuermann ---------------------------------------------------------------------------- m.rubin9@genie.geis.com wrote: > With Imagine 3.3 I just realized that I could easily shift my screen > resolution to 800 x 600 via Imagine preferences and my Picasso. > Pretty cool! Hmm, I was under the impression that they only supported the Retina and not the Picasso or any other board. If they actually to support the Picasso II then I wish Impulse had not just talked only about the Retina... :-7 > Also, is there a version of the Picasso software more recent than > 2.51? 2.51 is the last *official* release from Village Tronic; the programmers, in particular Frank Mariak (who is now workiing for the CyberVision folks) continued to upgrade the software on his own: 2.56 is the latest of these inofficial releases and you can find it on "terrapin-station.umd.edu" via anonymous ftp in "monit256.lha" |._.|_ Udo Schuermann "The future's not what it used to be!" |(:)| ) walrus@wam.umd.edu -- Narn Ambassador G'Kar |_:_|/ http://www.wam.umd.edu/~walrus/ Babylon 5, "The Long Dark" @{" Thread 432" link IML-432} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-28 " MSG-28 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Saturday, 02 September 1995 15:00:46 From: Roger Straub ---------------------------------------------------------------------------- On Sat, 2 Sep 1995, Bill Boyce wrote: > Create a movie pick list (it's just a text file) using a good editor of some > sort, > which will let you reverse a selection. Render forwards, animation backwards, if > you see what I mean. > > I don't think this will work. If you view a video of a person walking in reverse, that is, a normal video played in reverse, the motion doesn't look realistic. Weight is shifted the wrong way, etc. If you render a particle animation backwards, all the sparks from the fuse will fly INTO the end of the fuse instead of out of it. Am I missing something? See ya, Roger @{" Thread 411" link IML-411} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-29 " MSG-29 Subject: Radiosity @toc contents Subject: Radiosity Date: Saturday, 02 September 1995 21:19:48 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Anyone interested, and with FTP and .TGA image capability, POV-Ray 3.0, still under development, includes a radiosity option. There is a sample with/without image pair, 24 bit .tga images, at the following: ftp.povray.org/pub/povray3-preview/radtest.zip The radiosity version is impressive, amazingly realistic. I'm going to keep my eye on that directory, I'm interested in seeing the extent of POV-Ray 3's capabilities. Joel @{" Thread 156" link IML-156} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-30 " MSG-30 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Sunday, 03 September 1995 03:42:08 From: greggh@dialup03.odyssey.apana.org.au (Gregory Helleren) ---------------------------------------------------------------------------- > >> Ken Worley wrote > >> I thought of something I would like to see in a future version of > >> Imagine. I would like a text file that you could save with a project > >> file. It would have a menu item that would bring up a simple text editor > >> that you could jot down notes about any aspect of a project. I often work > >> on something for a while then come back to it later and it would be nice > >> to have notes about what I was doing saved with the projects file. > > Gregg Helleren wrote > >You mean like pressing + and having an editor window popup? Guess > >what, that's what I already do! It would, however, be nice if Imagine had > >a rexx interface so I could put such a feature on the menu, or on a button. > >I'm not too keen on the idea of providing (and paying for) features in a > >product that are already available and accessible in existing utilities. > John Prusinski wrote > Unless I'm mistaken, I believe what is needed here (i.e., what I would want > :>)) is a text file which is attached by internal code to the Imagine > project in question. In my case at least, saving notes in an external > editor is an invitation to (months later) spending hours looking for where I > saved (and what I called) the associated text file so as to avoid spending > hours trying to figure out what I was doing in the project itself! Unless > my comments are loaded automatically with the Imagine project, I might as > well write them down on Post-It notes and stick them to my head... It might sound a tad straightforward, but why not store the text file in the relevant project directory? I have "docs" directories just about everywhere - for objects, textures, projects etc. I never have a problem subsequently locating any notes that I need. For example, if I have an object of a teddy bear (I don't BTW) in the directory "projects:teddy.imp/objects/" I might have some notes about the object in "projects:teddy.imp/objects/docs/" and notes about the project in which I use the teddy in "projects:teddy.imp/docs" Creating these docs directories really requires very little effort. Of course it would be nice if imagine did it for me, or if I could tell imagine (via rexx) to do it for me :) Cheese Gregg -- +------------------------------------------///\/\/\_Amiga Technologies_/\/\+ Gregory Helleren AMIGA is REBORN /// Lecturer Information Technology Developer - LaseRage /// SEMC TAFE Western Australia Ferndale W.A. Australia ___/\___/\\\/// greggh@odyssey.apana.org.au CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au +--------------------------------------------------------------------------+ @{" Thread 21" link IML-21} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-31 " MSG-31 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Sunday, 03 September 1995 07:02:42 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > > >On Sat, 2 Sep 1995, Bill Boyce wrote: > >> Create a movie pick list (it's just a text file) using a good editor of some >> sort, >> which will let you reverse a selection. Render forwards, animation backwards, if >> you see what I mean. >> >> > >I don't think this will work. If you view a video of a person walking in >reverse, that is, a normal video played in reverse, the motion doesn't >look realistic. Weight is shifted the wrong way, etc. If you render a >particle animation backwards, all the sparks from the fuse will fly INTO >the end of the fuse instead of out of it. Am I missing something? > >See ya, > Roger Blush Bill @{" Thread 53" link IML-53} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-32 " MSG-32 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Sunday, 03 September 1995 09:35:26 From: "needs a finger name." ---------------------------------------------------------------------------- On Sat, 2 Sep 1995, Roger Straub wrote: > > > On Sat, 2 Sep 1995, Bill Boyce wrote: > > > Create a movie pick list (it's just a text file) using a good editor of some > > sort, > > which will let you reverse a selection. Render forwards, animation backwards , if > > you see what I mean. > > > > > > I don't think this will work. If you view a video of a person walking in > reverse, that is, a normal video played in reverse, the motion doesn't > look realistic. Weight is shifted the wrong way, etc. If you render a > particle animation backwards, all the sparks from the fuse will fly INTO > the end of the fuse instead of out of it. Am I missing something? > > See ya, > Roger > This is how I would make a fuse. 1. Use grow to increase the area of the fust that has burnt. 2. Use reverse grow to soften the unburnt fuse. I am not sure about reverse grow. 3. Have the sparks travel along a path as the fuse burns. Use the same path that use used to define the grow effects. Jim Rix @{" Thread 42" link IML-42} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-33 " MSG-33 Subject: Texture etc.Previews, PC and Amiga @toc contents Subject: Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 12:52:40 From: Old_Man ---------------------------------------------------------------------------- I have 3.3 installed in a Pentium75 and a Amiga 3000. The Pentium has 8 megs (5 plus when Imagine is running). The Amiga has 10 megs. The Preview section of Texture etc. is ghosted out on both machines, I suspect memory but how much do you need?. A notice that "requested screen mode not available................is probably a clue but after 3 days of fooling with Preferences I admit defeat. Any ideas gratefully and humbly accepted. Bill @{" Thread 50" link IML-50} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-34 " MSG-34 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Sunday, 03 September 1995 14:57:07 From: ALorence@aol.com ---------------------------------------------------------------------------- >>I don't think this will work. If you view a video of a person walking in >>reverse, that is, a normal video played in reverse, the motion doesn't >>look realistic. Weight is shifted the wrong way, etc. If you render a >>particle animation backwards, all the sparks from the fuse will fly INTO >>the end of the fuse instead of out of it. Am I missing something? >> >>See ya, >> Roger It WILL work if the particles are done with 'reverse timing' on -- which will make the particles fly INTO the fuse, which results in the correct motion (sparks emitting) when the animation is reversed. But how do you reverse the animation? I'd like to generate a FLC, and I can't seem to find any reference to the movie pick list in the docs. Alan. @{" Thread 49" link IML-49} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-35 " MSG-35 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 15:28:51 From: quarters@muddy.kesmai.com (Jeff Hanna) ---------------------------------------------------------------------------- > I have 3.3 installed in a Pentium75 and a Amiga 3000. The Pentium has 8 > megs (5 plus when Imagine is running). The Amiga has 10 megs. The Preview > section of Texture etc. is ghosted out on both machines, I suspect memory > but how much do you need?. A notice that "requested screen mode not > available................is probably a clue but after 3 days of fooling > with Preferences I admit defeat. Any ideas gratefully and humbly accepted. It's not a memory problem...at least not on your Amiga. 3.3 will not show you the texture preview unless you have a 256 color (or greater) screen. Obviously to do this on your 3000 you will need to purchase a 3rd party graphics board, like the Retina or CyberVision. I don't know what the problem is on the PC, unless you are running in a 16 color VGA mode instead of a 256 color one... -- ------------------------------------------------------------------------------- Jeff Hanna | "Albert Einstein nailed space-time, but the quarters@kesmai.com | Wild Thing had him stumped." -Thomas Dolby ------------------------------------------------------------------------------- @{" Thread 47" link IML-47} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-36 " MSG-36 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 17:06:12 From: Bush Doktor ---------------------------------------------------------------------------- On Sun, 3 Sep 1995, Jeff Hanna wrote: > It's not a memory problem...at least not on your Amiga. 3.3 will not show you > the texture preview unless you have a 256 color (or greater) screen. Obviously > to do this on your 3000 you will need to purchase a 3rd party graphics board, > like the Retina or CyberVision. Would a Firecracker board work also? @{" Thread 44" link IML-44} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-37 " MSG-37 Subject: Re:Texture etc.Previews, PC and Amiga @toc contents Subject: Re:Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 19:00:27 From: gregory denby ---------------------------------------------------------------------------- Bill writes: >The Preview section of Texture etc. is ghosted out on both machines. I >suspect memory but how much do you need? I don't think memory is the problem. I can't comment on the Amiga, since mu recently deceased A500 only did 16 colors, but my PC runs it just fine. In Preferences I just set to true the "Use 620x480 and 256 colors if available." (that's how I remember the Prefs line, actual wording may be slightly different.). Hope this helps, Greg Denby @{" Thread 162" link IML-162} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-38 " MSG-38 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 23:45:48 From: quarters@muddy.kesmai.com (Jeff Hanna) ---------------------------------------------------------------------------- Greetings, Bush. > On Sun, 3 Sep 1995, Jeff Hanna wrote: > > > It's not a memory problem...at least not on your Amiga. 3.3 will not show yo u > > the texture preview unless you have a 256 color (or greater) screen. Obvious ly > > to do this on your 3000 you will need to purchase a 3rd party graphics board , > > like the Retina or CyberVision. > > Would a Firecracker board work also? The description text for the RTNA and REMU flags in the Preferences editor make mention of the Firecracker and Opal boards, so I would assume so. Wouldn't hurt to try :) I would HOPE the Firecracker board would be supported, since Impules made the dang thing! -- ------------------------------------------------------------------------------- Jeff Hanna | "Albert Einstein nailed space-time, but the quarters@kesmai.com | Wild Thing had him stumped." -Thomas Dolby ------------------------------------------------------------------------------- @{" Thread 70" link IML-70} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-39 " MSG-39 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Sunday, 03 September 1995 23:48:04 From: quarters@muddy.kesmai.com (Jeff Hanna) ---------------------------------------------------------------------------- > > first you need to be able to run the amiga in 256 colours -i think that > unless you have a GFX card then this is not possible on the 3000 (though > with WB3.1 you might be able to) OS3.1 or not, you can NOT get an Amiga 3000 (or any OCS/ECS Amiga) to display 8bit or higher color without the use of a 3rd party GFX card. (Notice I say 8bit and not 256, since OCS/ECS Amigas can do 6bit HAM displays of 4096 colors). -- ------------------------------------------------------------------------------- Jeff Hanna | "Albert Einstein nailed space-time, but the quarters@kesmai.com | Wild Thing had him stumped." -Thomas Dolby ------------------------------------------------------------------------------- @{" Thread 38" link IML-38} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-40 " MSG-40 Subject: Re: Geodesic Dome @toc contents Subject: Re: Geodesic Dome Date: Sunday, 03 September 1995 23:57:35 From: Ted Stethem ---------------------------------------------------------------------------- This subject really sparked some long-buried interests but I am in the middle of several other things right now, so I can't thoroughly investigate a completely satisfactory method of producing the proper Geodesic geometries you need. But, I was fiddling around and I found a partially workable method to get at least a 4-frequency icosahedron hemisphere. Add a Primitive Disk, any diameter, with 5 sections. This makes a Pentagon. Pick all the faces, fracture twice. This gives you the 4-frequency. Now, at this point I started having difficulties, trying to get it to a sperical shape. One method that almost works is to start from the outside edge, pick all the edges that form the circumference, and apply the Smooth Edge with the 3rd-order polynomial. This turns it almost into a circle. Do this succesively until you reach the inner-most pentagon (leave that a pentagon). Go into Magnetism setup, pick a radius of influence large enough to encompass the entire diameter, pick 0 percent at maximum radius and pick Dome magnetism. Go into Drag Points, pick the center point, use the Shift Key-Hold Point trick, and pull the plane out into a dome. This only approximates a Geodesic dome but looks pretty close to the actual thing. The real solution would be to develop a nice little program to produce the proper shapes. Would be a really fun, interesting project but it's not something I can do now. Anyone else? On Thu, 31 Aug 1995 NEWKIRK@delphi.com wrote: > Ted Stethem is the only person who picked up the part I didn't clarify: > I'm interested in modelling a dome home, accurately, with the goal of > creating an accurate model of a potential construction project. Angles > and sizes of the pentagonal/hexagonal components would be critical. > Somewhere in the back of one of my filing cabinets I have a complete > construction manual for (I think) an Oregon Dome 3/5 dome. I'm gonna > dig it out and work this out the hard way. Of course, that's usually > the most effective approach anyway, but I hoped to find a shortcut. > Thanks for the suggestions, everybody. > Joel > @{" Thread 7" link IML-7} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-41 " MSG-41 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Monday, 04 September 1995 01:03:30 From: Duncan ---------------------------------------------------------------------------- Hi Old_Man, > I have 3.3 installed in a Pentium75 and a Amiga 3000. The Pentium has 8 > megs (5 plus when Imagine is running). The Amiga has 10 megs. The Preview > section of Texture etc. is ghosted out on both machines, I suspect memory > but how much do you need?. A notice that "requested screen mode not > available................is probably a clue but after 3 days of fooling > with Preferences I admit defeat. Any ideas gratefully and humbly accepted. i dont know about the pentium but first you need to be able to run the amiga in 256 colours -i think that unless you have a GFX card then this is not possible on the 3000 (though with WB3.1 you might be able to) once you get 256 clour display there is an option in the imagine prefs editor that needs to be turned to T and its something like 'run Imagine in 256 mode' save and quit restart Duncan \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\ dunc@eraser.demon.co.uk \\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ @{" Thread 39" link IML-39} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-42 " MSG-42 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Monday, 04 September 1995 02:24:09 From: Paul Thompson ---------------------------------------------------------------------------- > This is how I would make a fuse. > > 1. Use grow to increase the area of the fust that has burnt. > > 2. Use reverse grow to soften the unburnt fuse. I am not sure about > reverse grow. > > 3. Have the sparks travel along a path as the fuse burns. Use the same > path that use used to define the grow effects. Unfortunately, having the sparks travel along the path causes the ones that are in the air to also follow the path, resulting in a lousy effect. An alternate method, if I remember correctly, is to "un-grow" the fuse, using the reverse timing for the grow effect(?). Also, create a smaller disk and extrude it along the path. Put the axis at the very beginning of the path, then use the Particle FX to explode this "inner fuse". Be sure to turn on DELAY; thus, the inner fuse will explode from one end to the other. NOTE: This doesn't work at all for a fuse that meanders, only for straight and relatively straight fuses :^( Paul @{" Thread 34" link IML-34} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-43 " MSG-43 Subject: Videos @toc contents Subject: Videos Date: Monday, 04 September 1995 06:43:06 From: helmy@voyager.com ---------------------------------------------------------------------------- Has Imagine ever been used in any MAJOR productions, like Lightwave has? I was also wondering why Imagine does not get much media coverage? Are there any videos out there showing off Imagine's abilities? such as an animation video? E-Mail: Helmy@Voyager.Com @{" Thread 76" link IML-76} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-44 " MSG-44 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Monday, 04 September 1995 08:36:25 From: SGiff68285@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-03 12:57:16 EDT, sea_dog@yrkpa.kias.com (Old_Man) writes: >I have 3.3 installed in a Pentium75 and a Amiga 3000. The Pentium has 8 megs (5 plus when Imagine is running). The Amiga has 10 megs. The Preview section of Texture etc. is ghosted out on both machines, I suspect memory but how much do you need?. A notice that "requested screen mode not available................is probably a clue but after 3 days of fooling with Preferences I admit defeat. Any ideas gratefully and humbly accepted. Your video card must not be vesa compatible. You can download univesa from many online services and this may solve your problem. Not with your Amiga though. s.g. @{" Thread 41" link IML-41} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-45 " MSG-45 Subject: Povray preview address... @toc contents Subject: Povray preview address... Date: Monday, 04 September 1995 11:08:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Actually, the address for the povray preview is ftp.povray.org/pub/povray/povray3-preview There are several files (I'm currently dl'ing the 356k radtest.zip... should be here in 8 minutes). There is also a www address, http://www.povray.org/ \KenR (Yah, but what are the render times?) @{" Thread 259" link IML-259} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-46 " MSG-46 Subject: Address changed... @toc contents Subject: Address changed... Date: Monday, 04 September 1995 12:53:19 From: milan@Estoril.hku.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, - I am back after an address change and a holiday. I hope the change of address didn't cause to many bounces, my account was gone without a warning, so I couldn't send the new address to the list. My new address is milan@bmt.hku.nl If anybody has sent me something that bounced back, please send it again. Has there been some interesting news about imagine, or some new textures sent over the list? Please let me know. Is imagine3.3 already there? If so, what are the new features? Is the bumpmapping bug finally removed? - Glad to be back (oh yeah, I didn't do any (texture)programming during my holiday as it was way too hot over here to be able to think clearly. I'm afraid Holland is going to be a tropical place very soon (without oxygen, that is; 100%+ humidity). - Okay enough of me, - L8ER, Milan - @{" Thread 348" link IML-348} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-47 " MSG-47 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Monday, 04 September 1995 18:10:37 From: Angus Carson ---------------------------------------------------------------------------- On Sun, 3 Sep 1995, Jeff Hanna wrote: > > On Sun, 3 Sep 1995, Jeff Hanna wrote: > > > > > It's not a memory problem...at least not on your Amiga. 3.3 will not show you > > > the texture preview unless you have a 256 color (or greater) screen. Obvio usly > > > to do this on your 3000 you will need to purchase a 3rd party graphics boa rd, > > > like the Retina or CyberVision. > > > > Would a Firecracker board work also? > > > The description text for the RTNA and REMU flags in the Preferences editor >make mention of the Firecracker and Opal boards, so I would assume so. >Wouldn't hurt to try :) Whoops, firecracker is only a framebuffer, Imagine doesn't work with it's own impulse product. :-) > I would HOPE the Firecracker board would be supported, since Impules made the > dang thing! Made by and supported don't always go hand in hand... I'm still trying to find out how to get the update to the firecracker Light 24 paint program, if they ever made one. Depends on who you talk to at impulse. @{" Thread 36" link IML-36} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-48 " MSG-48 Subject: Re:povray radiosity @toc contents Subject: Re:povray radiosity Date: Monday, 04 September 1995 21:08:39 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- to Ken Robertson, regarding radiosity render times: I think it's one of those cases of, "If you have to ask, you don't want to know? Joel @{" Thread 439" link IML-439} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-49 " MSG-49 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Monday, 04 September 1995 21:38:01 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > >>>I don't think this will work. If you view a video of a person walking in >>>reverse, that is, a normal video played in reverse, the motion doesn't >>>look realistic. Weight is shifted the wrong way, etc. If you render a >>>particle animation backwards, all the sparks from the fuse will fly INTO >>>the end of the fuse instead of out of it. Am I missing something? >>> >>>See ya, >>> Roger > >It WILL work if the particles are done with 'reverse timing' on -- which will >make the particles fly INTO the fuse, which results in the correct motion >(sparks emitting) when the animation is reversed. But how do you reverse the >animation? I'd like to generate a FLC, and I can't seem to find any >reference to the movie pick list in the docs. > >Alan. Sorry Alan, my fault. I did chase that up. It's no longer a text file. Nuts. You may have to use another FLC compiler to compile in reverse. Anyone know of a good PD one? Bill Boyce @{" Thread 69" link IML-69} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-50 " MSG-50 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Monday, 04 September 1995 21:43:10 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Greetings, Bush. > >> On Sun, 3 Sep 1995, Jeff Hanna wrote: >> >> > It's not a memory problem...at least not on your Amiga. 3.3 will not show you >> > the texture preview unless you have a 256 color (or greater) screen. Obviously >> > to do this on your 3000 you will need to purchase a 3rd party graphics board, >> > like the Retina or CyberVision. >> >> Would a Firecracker board work also? > > >The description text for the RTNA and REMU flags in the Preferences editor make >mention of the Firecracker and Opal boards, so I would assume so. Wouldn't hurt >to try :) > >I would HOPE the Firecracker board would be supported, since Impules made the >dang thing! > You will need a graphics card with retargetable graphics - the opal and firecracker are framebuffers, so can't be used as interfaces (well the Opal can sort of). So with a Retina you can do it, and I've heard of others through mode promotion etc. On the PC you need to run Univesa. Available from many PD sites. Bill Boyce @{" Thread 74" link IML-74} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-51 " MSG-51 Subject: Re: '040 optimising vs Pentium @toc contents Subject: Re: '040 optimising vs Pentium Date: Monday, 04 September 1995 21:45:42 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Hello Bill, on Sep 2 you wrote: > >> I finally recieved my PC Imagine cross grade and got over to my friends >> Pentium 90. >> Wheee ... > >I'm using Amiga V3.0 and have'nt joined the constant upgrade plan yet. >After seeing the CompuServe rendering results I'm selling my system (A3000) >and getting a Pentium. Your test renders confirm my decision. > >How much did the cross upgrade cost? $200 US. $100 for Imagine 3.0 PC, $100 to go on the Update program (well worth being on). Oh, and a small amount for shipping. Bill Boyce > >> Wow. What an eye-opener. Pentium here I come! > >Same here! > >Thanks, Bob @{" Thread 91" link IML-91} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-52 " MSG-52 Subject: Re:CD BLue @toc contents Subject: Re:CD BLue Date: Monday, 04 September 1995 21:57:39 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 4523 05SEP95 10.54 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM Hi all, I would like to thank everyone that resopnded to my Query relatingto Amiga cd and Win95. I guess I will eventually find out coz I will be upgrading to Win95 someday. ___ Cheers Big ears d + b ~ Vems @{" Thread 112" link IML-112} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-53 " MSG-53 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Monday, 04 September 1995 22:55:30 From: ALorence@aol.com ---------------------------------------------------------------------------- I've figured out another way to get the effect I wanted. The main problem was that I was trying to use the same path for reverse grow (the fuse) and as a motion path for the particles source (sparks). Imagine will not let you reverse motion along a path, as far as I can tell. Anyway, the solution was to create a 2nd path that was nearly identical to the 1st, but have it's start point at the other end. Now the particle source follows the shrinking fuse end, as desired! If the path were very complex, it would be difficult to use this method, unless there is a way to reorder the points in a path. Is there? Thanks to everyone who responded. Alan. @{" Thread 32" link IML-32} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-54 " MSG-54 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Monday, 04 September 1995 22:58:06 From: Roger Straub ---------------------------------------------------------------------------- On Mon, 4 Sep 1995 ALorence@aol.com wrote: > Is it possible to make an object that doesn't cast shadows (without making it > transparent)? > > Of course It'll be Traced, and the light will be set to cast shadows since I > want other objects to cast shadows. You could always make it a fog object, since those don't cast shadows. But you'll probably want it shaded, so never mind. > > Alan. > See ya, Roger @{" Thread 56" link IML-56} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-55 " MSG-55 Subject: Amiga, PC @toc contents Subject: Amiga, PC Date: Monday, 04 September 1995 23:13:00 From: Thomas Ross ---------------------------------------------------------------------------- At least one person has noted that the downside of PCs is that they slow down in the middle of rendering a series of frames, ie an animation: some- thing to do with how they allocate memory. "slow to much slower than my Amiga." Anyone else notice this? @{" Thread 137" link IML-137} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-56 " MSG-56 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Tuesday, 05 September 1995 02:33:51 From: ALorence@aol.com ---------------------------------------------------------------------------- Is it possible to make an object that doesn't cast shadows (without making it transparent)? Of course It'll be Traced, and the light will be set to cast shadows since I want other objects to cast shadows. Alan. @{" Thread 83" link IML-83} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-57 " MSG-57 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Tuesday, 05 September 1995 04:05:58 From: lumbient@superlink.net (!LuM!) ---------------------------------------------------------------------------- >Has Imagine ever been used in any MAJOR productions, like Lightwave has? >I was also wondering why Imagine does not get much media coverage? Are >there any videos out there showing off Imagine's abilities? such as an >animation video? > > E-Mail: Helmy@Voyager.Com > I don't think so, I think most of it is the result of poor managment of Impulse. Autodesk spend as much money on advertising as it does on R+D, I'm not sure about LW but I'm sure that companies use LW mainly because it comes with the Toaster. Also it is faster (since it doesn't trace) and does have "pretty lensflares (hehehe)... !LuM! |------------------------------------------------\ |"World Class Complaining" Lumbient@superlink.net\ |Soon to have a Web page. (I wish :) !NIN! \ | / |Superlink: NJ's Largest Internet Access Provider./ |------------------------------------------------/ @{" Thread 84" link IML-84} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-58 " MSG-58 Subject: The Catch @toc contents Subject: The Catch Date: Tuesday, 05 September 1995 08:57:27 From: Tom Ross ---------------------------------------------------------------------------- I'd like to expand on my recent question about the two platforms. Best to quote what one user called "the catch": "Rendering and modeling speeds aren't always an indication of superiority. For example, when I'm halfway through an animation using the IBM, it starts paging for VMEM (WinNT), then slows down to about half speed as compared to the Amiga. Also, it does this with image processing. I feel that this has to do with the way the IBM handles memory, as it uses a segmented model, rather than a flat model, so it fragments the memory into at least 3 chunks right from the beginning. Then there's the paging of the hard drive to consider, which happens with Imagine as well as other 3D programs. . . Good luck, and try using a Bridgeboard first, to experiment with netting without the headaches of a LAN." Yes? Baby Shoeless @{" Thread 66" link IML-66} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-59 " MSG-59 Subject: Axiom Software @toc contents Subject: Axiom Software Date: Tuesday, 05 September 1995 09:49:43 From: Carsten Bach ---------------------------------------------------------------------------- I have tried to send a fax to Axiom Software (Pixel 3D Professional). But the number has been disconnected. The last address i have is Axiom Software 1668 E Cliff Road Burnsville, MN 55337 612 894 0596 Fax 612 894 1127 Does anybody know if they are still around. And if yes what there fax number is Arne Voigt Copenhagen Denmark @{" Thread 80" link IML-80} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-60 " MSG-60 Subject: Re: Texture Render @toc contents Subject: Re: Texture Render Date: Tuesday, 05 September 1995 11:05:59 From: Old_Man ---------------------------------------------------------------------------- I have just been through the same problem - thanks to some replies here my Amiga and PC are now both showing textures. For the PC you need a program called univesa (available from servius.waikato.ac.nz - pub/pc/drivers/video); then change your Preferences ( in either Amiga or PC )to SMOD=0; and S256 to T Hope this works for you On Tue, 5 Sep 1995, Red Hawk wrote: > I have a problem with Imagine 3.3 ....... > I'm not able to preview texture in ATTRIBUTES > > Can someone Help ME !!!!!!!!!!! > > .---------------------------------------------------------. > ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// ! > ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ ! > | Home Page: ! > ! http://cdc715_0.cdc.polimi.it/~qua1397/ ! > `---------------------------------------------------------' > @{" Thread 248" link IML-248} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-61 " MSG-61 Subject: Texture Render @toc contents Subject: Texture Render Date: Tuesday, 05 September 1995 11:40:11 From: Red Hawk ---------------------------------------------------------------------------- I have a problem with Imagine 3.3 ....... I'm not able to preview texture in ATTRIBUTES Can someone Help ME !!!!!!!!!!! .---------------------------------------------------------. ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// ! ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ ! | Home Page: ! ! http://cdc715_0.cdc.polimi.it/~qua1397/ ! `---------------------------------------------------------' @{" Thread 63" link IML-63} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-62 " MSG-62 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Tuesday, 05 September 1995 12:00:34 From: gregory denby ---------------------------------------------------------------------------- Helmy asks: >Has Imagine ever been used in any MAJOR productions, like Lightwave has? >I was also wondering why Imagine does not get much media coverage? Are >there any videos out there showing off Imagine's abilities? such as an >animation video? As far as I know, Imagine has not been used for "MAJOR" productions, altho the last newsletter mentioned that it is being used for a monster flick now being made. It know it has been used for commercial work for some time. Carmen "Enterprise" Rizzolo was using it some years ago for logo fly-bys. Rick Rodriguez, who runs a TV station, uses it for logo work. Impulse put out a tape called "Video Noise," which had logo flys amid various snips of robot anims, etc. One of the fellows on the list mentioned that he had an anim of the Jupiter comet crash shown on network T.V. So I would guess that a lot of shorter work has been done with Imagine. Obviously, the Toaster proved to be a great launch pad for LightWave, as well as a great dongle. Impulse does occassionaly advertise in Computer Graphics World, and Imagine has been reviewed a couple of times as a low end alternative. Hoping v4. is in the mail any day now Greg Denby @{" Thread 82" link IML-82} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-63 " MSG-63 Subject: Re: Texture Render @toc contents Subject: Re: Texture Render Date: Tuesday, 05 September 1995 13:10:27 From: James Cheseborough ---------------------------------------------------------------------------- Must have AGA or GFX card for the AMiga. AND must look in preferences and change two settings (like use 256 colors if possible). Also RTFM, it's F in there. :-) On Tue, 5 Sep 1995, Red Hawk wrote: > I have a problem with Imagine 3.3 ....... > I'm not able to preview texture in ATTRIBUTES > > Can someone Help ME !!!!!!!!!!! > > .---------------------------------------------------------. > ! E-Mail: qua1397@cdc700.cdc.polimi.it __/// ! > ! Amiga 4000/40 25Mhz 18Mb 2.0GbSCSI \XX/ ! > | Home Page: ! > ! http://cdc715_0.cdc.polimi.it/~qua1397/ ! > `---------------------------------------------------------' > @{" Thread 60" link IML-60} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-64 " MSG-64 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Tuesday, 05 September 1995 13:58:12 From: "needs a finger name." ---------------------------------------------------------------------------- On Mon, 4 Sep 1995 ALorence@aol.com wrote: > Is it possible to make an object that doesn't cast shadows (without making it > transparent)? > > Of course It'll be Traced, and the light will be set to cast shadows since I > want other objects to cast shadows. > > Alan. > To not have an object not cast a shadow you need to toggle to 'Do not cast shoadows' button on for the lightsource. Unfortunately all you objects will then not cast any shadows. What you really need is Lightwave. I guess this is a ting to add to future Imagines. Jim Rix @{" Thread 54" link IML-54} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-65 " MSG-65 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 05 September 1995 13:59:27 From: "needs a finger name." ---------------------------------------------------------------------------- On Mon, 4 Sep 1995, Thomas Ross wrote: > At least one person has noted that the downside of PCs is that they slow > down in the middle of rendering a series of frames, ie an animation: some- > thing to do with how they allocate memory. "slow to much slower than my > Amiga." Anyone else notice this? > You should know that memory maanagement on PC is not very good. @{" Thread 132" link IML-132} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-66 " MSG-66 Subject: Re: The Catch @toc contents Subject: Re: The Catch Date: Tuesday, 05 September 1995 16:38:14 From: lumbient@superlink.net (!LuM!) ---------------------------------------------------------------------------- >"Rendering and modeling speeds aren't always an indication of >superiority. For example, when I'm halfway through an animation using the >IBM, it starts paging for VMEM (WinNT), then slows down to about half >speed as compared to the Amiga. Also, it does this with image processing. >I feel that this has to do with the way the IBM handles memory, as it >uses a segmented model, rather than a flat model, so it fragments the >memory into at least 3 chunks right from the beginning. Hmmmm, in a 32-bit enviornment the memory is flat, where as in 16-bit it is segmented. I think the speed decrease has to do with Imagine. From what i've seen its is just a 32-bit program accessing memory using page-swapping (EMS), now if Impulse would give it a good dos extender like dos/4G or pharlap then yes it could access a flat memory pool. EMS is the slow, think about it...you can only move 64k at a time... !LuM! |------------------------------------------------\ |"World Class Complaining" Lumbient@superlink.net\ |Soon to have a Web page. (I wish :) !NIN! \ | / |Superlink: NJ's Largest Internet Access Provider./ |------------------------------------------------/ @{" Thread 342" link IML-342} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-67 " MSG-67 Subject: '040 optimising vs Pentium @toc contents Subject: '040 optimising vs Pentium Date: Tuesday, 05 September 1995 16:59:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Bill Boyce > > Amiga 4000, '040 40MHz Lores Overscan 5m31s > Pentium 90, Lores Overscan 1m02s > Hires Lace Overscan 2m05s > > Wow. What an eye-opener. Pentium here I come! I'll say! Last night, I was rendering on the new Pentium 120, and doing online stuff on the 3000/25. Gord walked in, and I managed to keep him in the room while I opened the same project on both machines. I then launched a Quickrender, and told him to watch how quickly the new computer would fill the screen compared to the old. Well, it never happened. The PC finished the 640x480 Quickrender before the Amiga even left the "initializing..." phase. Now THAT'S impressive. @{" Thread 24" link IML-24} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-68 " MSG-68 Subject: Windoze availability @toc contents Subject: Windoze availability Date: Tuesday, 05 September 1995 17:00:20 From: web@cvsd.cv.com (William Bogan) ---------------------------------------------------------------------------- TO whomever knows.... I have been away from the mailing list for some time. (Volume overwhelmed/impaired). Would someone please bring me up to date on the Windows proposed version. Status? Beta timeframe? Thank you. Bill @{" Thread 392" link IML-392} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-69 " MSG-69 Subject: Re: A fuse @toc contents Subject: Re: A fuse Date: Tuesday, 05 September 1995 17:09:11 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: ALorence@aol.com > > Anyway, the solution was to create a 2nd path that was nearly identical to > the 1st, but have it's start point at the other end. Good. That's what I was about to suggest. > Now the particle source follows the shrinking fuse end, as desired! > If the path were very complex, it would be difficult to use this > method, unless there is a way to reorder the points in a path. Is there? The only thing that comes to mind would be to write down the coordinates for each control point, then in Edit Path mode, swap the coordinates for each pair of points, starting with the ends. You'd end up with the exact same path, but being drawn the in opposite manner. Anyone have a more direct way? @{" Thread 22" link IML-22} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-70 " MSG-70 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Tuesday, 05 September 1995 17:13:20 From: Steven M Powell ---------------------------------------------------------------------------- If anyone finds out more about the firecraker board, let me know. I think my version of light24 is 1.1 . Cool board but old software. Render on!! Steven Powell afn27231@freenet.ufl.edu @{" Thread 61" link IML-61} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-71 " MSG-71 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Tuesday, 05 September 1995 17:14:50 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: ALorence@aol.com > > Is it possible to make an object that doesn't cast shadows (without > making it transparent)? > > Of course It'll be Traced, and the light will be set to cast shadows > since I want other objects to cast shadows. Fortunately, YES! Just give your object a Fog Length of, say, 0.001. Imagine (up to 3.3, anyway) has a bug/feature whereby Fog objects do not cast shadows; if you set the Fog Length to a very small value, the foggy object will not look any different from a solid one. @{" Thread 64" link IML-64} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-72 " MSG-72 Subject: Creating Lanscapes @toc contents Subject: Creating Lanscapes Date: Tuesday, 05 September 1995 17:27:49 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Charles Blaquiere > > > From: mikael@pip.dknet.dk > > > > > > It does require you have the Essence textures. Does anyone knows if the > > Essence textures is available for the PC. > > No it doesn't. Reread my message; I mention that you can use Imagine's > Dirt texture if you don't have Essence. As a followup, I read that Essence/PC had to be retooled due to the changes brought on by Imagine 3.3, which meant a new round of testing, and the accompanying delays. The good news is, when they do come out, Essence/PC textures will be fully compatible with 3.3. P.S. in reworking an Amiga project for use on my new PC, I realized that Impulse's Dirt texture seems quite different from Essence's Blobc noise. Blobc looks like cloudy formations, while Dirt seems to have a more structured "reflections off water" look to it, with the definite patterns one would associate with it. So, Dirt might not be a perfect substitute for Blobc. @{" Thread 287" link IML-287} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-73 " MSG-73 Subject: Re: Merge Points @toc contents Subject: Re: Merge Points Date: Tuesday, 05 September 1995 17:33:31 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Dave Rhodes > > Hi Charles etc.. (..and welcome back..) Thanks Dave! > If you pick a load of points, for example drag a box around the front > third of a default primitive sphere, then using the Translate requester, > Scale the points to -0.0001 on the required axis, (in this case, Y ) the > points will all be put onto ALMOST the same Y pos, and could then be > easily moved to the exact required place, as one. Actually Dave, you _are_ allowed to enter zero, you know. As far as I know, using the Transformations requester, you can Scale all selected points by a factor of zero, along the desired axis, e.g. Y, and OK. This places all the selected points at the exact same Y coordinate. You can then enter Transformations again, this time using Translate or Position, and entering a value in the Y field only. If this doesn't work for you, please report back. @{" Thread 93" link IML-93} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-74 " MSG-74 Subject: Re: Texture etc.Previews, PC and Amiga @toc contents Subject: Re: Texture etc.Previews, PC and Amiga Date: Tuesday, 05 September 1995 17:39:07 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: Bush Doktor > > Would a Firecracker board work also? Impulse did include Firecracker (and, I assume, Opalvision) support in the new Texture Explorer, but wasn't able to debug it in time for 3.3's release, so they disabled it. Small price to pay if you ask me, compared with delaying 3.3. Mike says they're working on it. @{" Thread 35" link IML-35} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-75 " MSG-75 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Tuesday, 05 September 1995 17:54:09 From: Louis Sinclair ---------------------------------------------------------------------------- Someone wrote: "Is it possible to make an object that doesn't cast shadows (without making it transparent)?" The easiest way I know is to render everything but the non-shadow- casting-object, then render those objects alone without shadows using the previously rendered frame(s) as a backdrop. This gets difficult if the object must move behind shadow-casting objects. You have to put additional objects in the second render, or use post-production with a mask (more complicated, but more flexible) to get the no-shadow object to be obscured by foreground objects. @{" Thread 71" link IML-71} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-76 " MSG-76 Subject: Videos @toc contents Subject: Videos Date: Tuesday, 05 September 1995 17:54:16 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: helmy@voyager.com > > Has Imagine ever been used in any MAJOR productions, like Lightwave has? Apart from what has been posted in another message, I don't know. See next question for an explanation. > I was also wondering why Imagine does not get much media coverage? First off, they don't advertise as much as NewTek. It's a sad fact of life, but advertising keeps a product present in your mind, making it seem to be part of the landscape. This means that an editor, when assigning work, would tend to include that product, since it appears mainstream, more often than some forgotten package only seen in an ad or two. Secondly, Impulse don't seem to actively pursue high visibility as a goal the way NewTek and Autodesk do, so of course they get less exposure that way. Mike says that commercials, TV shows, etc. use Imagine, but doesn't want to spread it around for all to see. Some of you may feel he's bullshitting us and really hasn't got much up his sleeve, and that would explain why he's so discreet about the whole thing. (A clever quote from Edmond Rostand? comes to mind: "Modest people often have good reasons to be so") B^) Others may believe Mike; his company is small, and doesn't have the resources to be all things to all people. They have demonstrated through the years their emphasis on building features into Imagine. "Frills" like good PR might not be high on their agenda. You choose what to believe. > Are there any videos out there showing off Imagine's abilities? such as > an animation video? Well, umm, yes, but I wouldn't recommend them. Impulse produced a tape called "A little video noise", and I eagerly ordered it, but was quite disappointed. It's not Impulse's fault, really, but the material they had available was quite amateurish, with jerky camera and object moves that made Imagine look as bad as a bargain $69 3-D keyframe-only animator. There was also a great training tape from Rick Rodriguez of VRS Media, called "Imagine: the possibilities", but that 1991 offering only covered the basics of version 2.0; nothing worth your trouble in 1995, really. @{" Thread 86" link IML-86} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-77 " MSG-77 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Tuesday, 05 September 1995 17:58:45 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: John Prusinski > > In my case at least, saving notes in an external editor is an invitation > to (months later) spending hours looking for where I saved (and what I > called) the associated text file so as to avoid spending hours trying to > figure out what I was doing in the project itself! Here's what I do; perhaps it can help you. In the .IMP project directory, I keep a file called "Notes", where I type up any particularly devious trick I might he using, and we know that happens all the time. For an individual object, if not in the "Notes" file, I might use ".TXT", stored in the same directory as the object. Sounds sensible to me, no? (And yes, a NOTE IFF chunk would be a great idea) @{" Thread 30" link IML-30} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-78 " MSG-78 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Tuesday, 05 September 1995 18:01:40 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: RobSampson@aol.com > > I read on CIS the other day Mike Halvorson saying to someone that PC > upgrades to 4.0 outnumbered Amiga upgrades something like 20:1 even > though there are many more Amiga Imagine user's. Just for the record, total sales run 4:1 in favor of Amiga owners, but Constant Upgrade subscribers run 10:1 for the PC. Quite a staggering difference in activity, if you ask me. @{" Thread 77" link IML-77} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-79 " MSG-79 Subject: Real-world perspective @toc contents Subject: Real-world perspective Date: Tuesday, 05 September 1995 18:15:21 From: Charles Blaquiere ---------------------------------------------------------------------------- Here's a copy of an incredible message I found on CompuServe. Tim Wilson is the esteemed creator of Humanoid and Kinemodelz. ------------------------------------------------------------ #: 10500 S3/Impulse 04-Sep-95 00:37:54 Sb: #10457-Human Perspective Fm: Tim Wilson [Crestline] 76432,1122 @{" Thread 90" link IML-90} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-80 " MSG-80 Subject: Re: Axiom Software @toc contents Subject: Re: Axiom Software Date: Tuesday, 05 September 1995 22:16:13 From: Scott F Tracy ---------------------------------------------------------------------------- > > I have tried to send a fax to Axiom Software (Pixel 3D Professional). > But the number has been disconnected. > > The last address i have is > Axiom Software > 1668 E Cliff Road > Burnsville, MN 55337 > 612 894 0596 > Fax 612 894 1127 New voice number 612 688 8611 > > Does anybody know if they are still around. And if yes what there fax > number is There still around, I called the voice line today and got there machine it answers "Vived Technology Axiom Software". I left a message asking if they could get back to me with a Fax number or E-mail address, havent heard back from them yet. I'll let you know if I do. > > > Arne Voigt > Copenhagen Denmark > > Scott F Tracy sftracy@winternet.com @{" Thread 299" link IML-299} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-81 " MSG-81 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Wednesday, 06 September 1995 00:24:28 From: James Alex Brooks ---------------------------------------------------------------------------- On Tue, 5 Sep 1995, Charles Blaquiere wrote: > > Are there any videos out there showing off Imagine's abilities? such as > > an animation video? > > Well, umm, yes, but I wouldn't recommend them. Impulse produced a tape > called "A little video noise", and I eagerly ordered it, but was quite > disappointed. It's not Impulse's fault, really, but the material they had > available was quite amateurish, with jerky camera and object moves that > made Imagine look as bad as a bargain $69 3-D keyframe-only animator. Hmm, I ordered that tape over a 1 1/2 years ago and would you believe there was NOTHING but video noise! Serious. I really thought it was just that. I was thinking, why the hell would they say video noise for $20! I was overseas at the time and it could have gone thru strong x-rays or something. :( Alex --------------------------------------------------------------- James "Alex" Brooks Amiga 4000/040/28MHz 22MB RAM VideoToaster 4000 3.1/3.5 Emplant Deluxe / MAC / DOS Imagine 3.0 -- Syquest 270MB Bernoulli 90Pro NEC 3xp Triple Speed CDROM Warp Engine 4028 Epson ES-600C Scanner E-Mail: jamesb@clark.net -------------------------------------------------------------- @{" Thread 62" link IML-62} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-82 " MSG-82 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Wednesday, 06 September 1995 01:10:28 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Helmy, on Sep 4 you wrote: > Has Imagine ever been used in any MAJOR productions, like Lightwave has? > I was also wondering why Imagine does not get much media coverage? Are > there any videos out there showing off Imagine's abilities? such as an > animation video? Here's a message I received from a BBS last year regarding a video done with Imagine, not sure what version though. ====================================================================== From: John Campbell Conference: 130 , Imagine Support To: All Message: 2588 Reply To: 0 Subj: Imagine Demo tape Date: 07-04-94 Time: 00:22 ====================================================================== Just wanted to tell everyone about a stunning new videotape highlighting what Imagine is REALLY capable of, if enough effort is put into using the program. It's called "The Imagine Video Collection 1", from a talented 3D Artist by the name of Craig. A. Collins. It starts off with some early stuff done in Imagine, and looks pretty, but has little in the way of content. Things start improving however, when "the ad", and "last stand on hoth" are shown. Here, there are some very interesting shots of character animation and rack focus shots. The tape REALLY shifts into high gear though, when Craig does some "movie trailers". Soldier X features a high-tech battlesuit beng stolen from a top secret complex, and has some excellent camera angles when the suit is in action! Suffice to say, there are some pretty intense moments as Soldier X tries to escape the complex, as an explosion is triggered and threatens to wipe out the suit. The whole story is complemented by an excellent sound track, and sound effects. Tigris features the inevitable space shots, and has some superbly detailed spacecraft which woudn't look out of place on Babylon 5. Of particular interest is the simulated radiosity effects as the tigris spacecraft leave the docking bay. This brings us to almost the final segment of the tape, a sequence featuring everyone's favorite xenomorphs! This segment is shown as if YOU are the marine, wandering around a deserted space colony. As you patrol the corridors, cutaway shots reveal that you are not alone in the complex... . APC vehicles patrol the perimiter of the colony complex, and you expect support from them at the exit lock. Suddenly, the motion detector in yor hand activates, and the next thing you know is that the plasma rifle in your other hand is firing at the lone aliens attacking you. The visuals are complemented by sensible use of background sound FX. Superb camerawork, and use of motion blur techniques make "Aliens 4", a must-see. I honestly thought that some of the effects were not capable outside of Lightwave, but Craig has done a superlative job given the limited resources available..an Amiga 2000, 040 accelerator, and a 52Mb hard drive. The video is available from 17 bit software, 2/8 Market Street, Wakefield. Tel: +44-(0)924-366982, at around 12.99. ======================= -- Bob : Robert Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 243" link IML-243} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-83 " MSG-83 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Wednesday, 06 September 1995 05:03:13 From: Martin Keitel ---------------------------------------------------------------------------- On Tue, 5 Sep 1995, Charles Blaquiere wrote: > > From: ALorence@aol.com > > > > Is it possible to make an object that doesn't cast shadows (without > > making it transparent)? > > > Fortunately, YES! Just give your object a Fog Length of, say, 0.001. > Imagine (up to 3.3, anyway) has a bug/feature whereby Fog objects do not > cast shadows; if you set the Fog Length to a very small value, the foggy > object will not look any different from a solid one. > Unfortunately, NO! No cast shadow but no shading either. No reflections, no specularity... not solid but brihgt! Any other suggestions? Marty K p.s. I wellcome myself to the list again! @{" Thread 121" link IML-121} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-84 " MSG-84 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Wednesday, 06 September 1995 05:13:34 From: Martin Keitel ---------------------------------------------------------------------------- On Tue, 5 Sep 1995, Charles Blaquiere wrote: > > Are there any videos out there showing off Imagine's abilities? such as > > an animation video? > > Well, umm, yes, but I wouldn't recommend them. Impulse produced a tape > called "A little video noise", and I eagerly ordered it, but was quite > disappointed. It's not Impulse's fault, really, but the material they had > available was quite amateurish, with jerky camera and object moves that > made Imagine look as bad as a bargain $69 3-D keyframe-only animator. > There was also a great training tape from Rick Rodriguez of VRS Media, > called "Imagine: the possibilities", but that 1991 offering only covered > the basics of version 2.0; nothing worth your trouble in 1995, really. > Why not collect the best animations from the Imagine users and make a terrific demonstration video of them? I'm sure there are some pretty neat animations done by many IML readers and other Imagine users that can be contacted through the net. It could be a contest of a kind. People would send their best animations (on video tape or as digital animations or even projects) to Impulse and they would select -say 20 of them into the video. Everyone included would get a prize (not a very high one, so that the total cost could be minimized) and the possibility to make his/her work known. Marty K @{" Thread 81" link IML-81} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-85 " MSG-85 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Wednesday, 06 September 1995 08:32:26 From: jbk4@ap.spa.psu.edu (The Prophet) ---------------------------------------------------------------------------- Use a fill-light to eliminate the shadow. It will take some experimentation with intensities and controlled fall-off, but it can work. Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 46" link IML-46} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-86 " MSG-86 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Wednesday, 06 September 1995 10:03:56 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >> From: helmy@voyager.com >> >> Has Imagine ever been used in any MAJOR productions, like Lightwave has? > >Apart from what has been posted in another message, I don't know. See >next question for an explanation. > >> I was also wondering why Imagine does not get much media coverage? > I've produced several TV commercials using Imagine, for national broadcast here in New Zealand, as well as the Alphabrek animation in The Magic Box, which has (still is??) shown nationally (PBS?) in the States (my first big job! Done in 6Mb of RAM, before you criticise!) One reason for all the Lightwave stuff is it's a huge jump in ease of use for animation, even if it isn't as feature rich in many areas. @{" Thread 87" link IML-87} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-87 " MSG-87 Subject: Re: Videos @toc contents Subject: Re: Videos Date: Wednesday, 06 September 1995 13:23:14 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Martin Keitel wrote; >Why not collect the best animations from the Imagine users and make a=20 >terrific demonstration video of them? I'm sure there are some pretty neat=20 >animations done by many IML readers and other Imagine users that can be=20 >contacted through the net. >It could be a contest of a kind. People would send their best animations=20 >(on video tape or as digital animations or even projects) to Impulse and=20 >they would select -say 20 of them into the video. Everyone included would=20 >get a prize (not a very high one, so that the total cost could be=20 >minimized) and the possibility to make his/her work known. This came up on the IML a few months back, sort of like doing the IML=20 contest from 2 or 3 years back all over again. But somehow that thread just= =20 died... I for one would _love_ such a contest, since I wasn't around the IML by=20 that time. In fact I don't suppose I even knew what raytracing was... Who organized that contest back then? Could we persude him/her/them to do=20 it again? What categories should be contested? Where should contestants send their contributions? What format should they be in? (stills, anim, flic, mpeg, video, pal or=20 ntsc, and so on) Minimum / maximum animation length? Who's to judge what's good and what's not, and on what basis? Timeframe? (Should it be over and done with by christmas?) More? *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 57" link IML-57} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-88 " MSG-88 Subject: Re: '040 optimising vs Pentium @toc contents Subject: Re: '040 optimising vs Pentium Date: Wednesday, 06 September 1995 14:52:12 From: Fernando D'Andrea ---------------------------------------------------------------------------- > > From: Bill Boyce > > > > Amiga 4000, '040 40MHz Lores Overscan 5m31s > > Pentium 90, Lores Overscan 1m02s > > Hires Lace Overscan 2m05s > > > > Wow. What an eye-opener. Pentium here I come! > > I'll say! Last night, I was rendering on the new Pentium 120, and doing > online stuff on the 3000/25. Gord walked in, and I managed to keep him > in the room while I opened the same project on both machines. I then > launched a Quickrender, and told him to watch how quickly the new computer > would fill the screen compared to the old. > > Well, it never happened. The PC finished the 640x480 Quickrender before > the Amiga even left the "initializing..." phase. Now THAT'S impressive. > > > Hard comparission. I just use a Cyrix DX2 80mhz and a 2Mg A 1200 020 14 Mhz. I just use Imagine in the Amiga, so I cannot compare both machines. But if someone can, try to compare a Pentium with a Cyberstorm 060 equipped Amiga. ********************************* Fernando Pena D'Andrea. E-Mail: dandrea@aton.inf.ufrgs.br ********************************* @{" Thread 94" link IML-94} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-89 " MSG-89 Subject: Re: Wish List @toc contents Subject: Re: Wish List Date: Wednesday, 06 September 1995 16:59:54 From: jprusins@cybergrafix.com (John Prusinski) ---------------------------------------------------------------------------- >> From: John Prusinski >> >> In my case at least, saving notes in an external editor is an invitation >> to (months later) spending hours looking for where I saved (and what I >> called) the associated text file so as to avoid spending hours trying to >> figure out what I was doing in the project itself! > >Here's what I do; perhaps it can help you. In the .IMP project >directory, I keep a file called "Notes", where I type up any >particularly devious trick I might he using, and we know that happens >all the time. For an individual object, if not in the "Notes" file, >I might use ".TXT", stored in the same directory as the >object. Sounds sensible to me, no? > >(And yes, a NOTE IFF chunk would be a great idea) > All of the above (and similar suggestions from others) make sense, but don't take into account one key factor: my laziness and tendency to never be more organized than I absolutely have to! Having an external file for my notes requires that I (1) Set it up ahead of time; (2) Either quit Imagine when I want to add to the note file, or write the stuff down on paper and transcribe it later. (the cross to bear for having crossed over to a faster-but-non-multitasking-platform, no platform wars please). About the only way I'm likely to go to the effort of keeping project notes any longer than the duration of the project would be if the extent of the effort required to do it was to drop-down the "File" menu, and click on an item labelled "Notes" which would open a simple text editor. Not that I by any means think this should be an Impulse priority, say vs. updating/revamping the interface, adding new modelling/animation features, etc. Someone just suggested the idea, and it seemed like a useful one to me. :-}|= John. @{" Thread 78" link IML-78} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-90 " MSG-90 Subject: Revolving light done!! @toc contents Subject: Revolving light done!! Date: Wednesday, 06 September 1995 20:23:48 From: Peter Borcherds ---------------------------------------------------------------------------- Hi there I finally got my revolving light figured out. For those who are interested here's how I did it: In the detail editor I made a reflector object (colored black), and moved the axis to the bottom as a pivot point. I added an axis, which I made a light (point, round shape, R=400 G=0 B=0). / / x <- light (x) | reflector | \ \ (something like that....) I grouped these two objects to enable them to revolve together. I made a glass cover, and a bulb (R=255 G=0 B=0, set to Bright). In the action editor I added the Revolve effect to the reflector (revolve around Z axis) and then traced. In effect, the black reflector object revolves with the light around the bright bulb object, shining the light onto the walls of the room, and hiding parts of the bulb as it revolves, creating a realistic (at least I think so) warning light. I haven't added lensflares yet, as Imagine's lensflare effect adds multiple flares, instead of just one when the light is shining directly at the camera. I'll probably use Imagemaster (Amiga) or WinImages (PC) to add flares. Not really a detailed description, but it should at least give you an idea how I achieved the effect. I might post a jpeg to show you what it looks like. Many thanks to Bill Boyce, David Nix, Rob Sampson and Robert Byrne for their tips. Also to Hendrik Kueck for replying, but unfortunately I can't understand German - thanks anyway. By the way, I'm finally back on the IML.....third time lucky!! Till later.... Cheers.... Peter Peter Borcherds e-mail: prb@iafrica.com =================================================================== Greetings from the Southern Hemisphere Amiga 4000/030 68882/40mhz 10mb Ram 540mb HD =================================================================== @{" Thread 434" link IML-434} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-91 " MSG-91 Subject: Re: '040 optimising vs Pentium @toc contents Subject: Re: '040 optimising vs Pentium Date: Wednesday, 06 September 1995 23:36:57 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- > Hard comparission. I just use a Cyrix DX2 80mhz and a 2Mg A 1200 >020 14 Mhz. I just use Imagine in the Amiga, so I cannot compare both >machines. But if someone can, try to compare a Pentium with a >Cyberstorm 060 equipped Amiga. On the same level. I saw a comparison between a Pentium90 and a 68040@25Mhz and the Pentium was faster *until* you multiplied the 90/25 difference in clock speed to the times quoted. You can prove anything you want with numbers. Problem one with Imagine on M68K machines is that it is not optimised for 040 despite the statements from M.H. The Fire.itx is using multiple fsin/fcos instructions, the reason why mouse cursors get jerky when using that texture. Same goes probably for the main program. :( The IML archives of August are coming, I'm a bit busy these days. Joop @{" Thread 88" link IML-88} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-92 " MSG-92 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Thursday, 07 September 1995 03:21:14 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- On Sep 5 "needs"?? wrote: > Thomas Ross wrote: > > At least one person has noted that the downside of PCs is that they slow > > down in the middle of rendering a series of frames, ie an animation: some- > > thing to do with how they allocate memory. "slow to much slower than my > > Amiga." Anyone else notice this? > > > You should know that memory maanagement on PC is not very good. As soon as I sell my A3000 :(, I'm upgrading? to a P90 for obvious reasons, speed. Would large amounts of RAM help overcome this "slow down" problem? I'll have 16Mb to start with. -- Bob : Robert Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 124" link IML-124} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-93 " MSG-93 Subject: Re: Merge Points @toc contents Subject: Re: Merge Points Date: Thursday, 07 September 1995 04:06:01 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Charles, on Sep 5 you wrote: > Actually Dave, you _are_ allowed to enter zero, you know. As far as I > know, using the Transformations requester, you can Scale all selected > points by a factor of zero, along the desired axis, e.g. Y, and OK. This > places all the selected points at the exact same Y coordinate. You can > then enter Transformations again, this time using Translate or Position, > and entering a value in the Y field only. If this doesn't work for you, > please report back. Thanks for that, I did'nt realise you could scale by 0. I scaled the top third points of a Prim Sphere in Y and did a Merge and the point count went from 266 to 254. Scaling by 0.0001 left the count at 266 after a Merge. Pity you can't Replicate to a length of 0 while rotating around the Y axis, it would enable Merge to work but I tried setting the grid to a very small value and snapped the points, that works very well. -- Bob @{" Thread 229" link IML-229} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-94 " MSG-94 Subject: Re: '040 optimising vs Pentium @toc contents Subject: Re: '040 optimising vs Pentium Date: Thursday, 07 September 1995 07:11:58 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >> Hard comparission. I just use a Cyrix DX2 80mhz and a 2Mg A 1200 >>020 14 Mhz. I just use Imagine in the Amiga, so I cannot compare both >>machines. But if someone can, try to compare a Pentium with a >>Cyberstorm 060 equipped Amiga. >On the same level. I saw a comparison between a Pentium90 and a 68040@25Mhz >and the Pentium was faster *until* you multiplied the 90/25 difference in >clock speed to the times quoted. but does it cost 90/25 times as much?? >You can prove anything you want with numbers. up to a point - in this case you'd be hard pushed to prove an amiga can run Imagine faster than a Pentium 90 - any Amiga. Just don't make me do anything else on the Pentium than render! Not after a platform war, I love my Amiga and respect the PC's raw speed (though little else) There, I've insulted both machines - everybody happy ;) >Problem one with Imagine on M68K machines is that it is not optimised for 040 >despite the statements from M.H. >The Fire.itx is using multiple fsin/fcos instructions, the reason why mouse >cursors get jerky when using that texture. Same goes probably for the main >program. :( C'mon Impulse - optimize that sucker! >The IML archives of August are coming, I'm a bit busy these days. > >Joop Keep up the good work ... @{" Thread 1" link IML-1} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-95 " MSG-95 Subject: Where is 4.0? @toc contents Subject: Where is 4.0? Date: Thursday, 07 September 1995 23:39:50 From: lumbient@superlink.net (!LuM!) ---------------------------------------------------------------------------- This sounds really nieve but...wasn't it supposed to come out arpound the end of august? I'm already back in school...I need imagine 4.0!!!! Geeezzz, I don't think I'll be able to stand the wait for winImagine! Maybe It'll be another 2 years... !LuM! |------------------------------------------------\ |"World Class Complaining" Lumbient@superlink.net\ |Soon to have a Web page. (I wish :) !NIN! \ | / |Superlink: NJ's Largest Internet Access Provider./ |------------------------------------------------/ @{" Thread 96" link IML-96} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-96 " MSG-96 Subject: Re: Where is 4.0? @toc contents Subject: Re: Where is 4.0? Date: Friday, 08 September 1995 01:11:02 From: Steven M Powell ---------------------------------------------------------------------------- On Thu, 7 Sep 1995, !LuM! wrote: > This sounds really nieve but...wasn't it supposed to come out arpound the > end of august? I'm already back in school...I need imagine 4.0!!!! > Geeezzz, I don't think I'll be able to stand the wait for winImagine! Maybe > It'll be another 2 years... > !LuM! > > |------------------------------------------------\ > |"World Class Complaining" Lumbient@superlink.net\ > |Soon to have a Web page. (I wish :) !NIN! \ > | / > |Superlink: NJ's Largest Internet Access Provider./ > |------------------------------------------------/ > > I wouldn't hold my breath. I paid for features back in 1993 that was supposed to be in 3.0, That I paid for agian in the 4.0 upgrade. 3.0 was supposed to be out in aug-sept and it shipped in march the following year. Impulse sent out 2.9 to hold you over, I think it was around december. Anyway I dont know if I can handle all the new bugs that will be in 4.0 ! Everytime I figure out a feature, it stops working or changes in the upgrade. Dont get me wrong, I love my amigas and Imagine. It's just getting old being the underdog. I have been on the bandwagon since Silver 1.0 and I think Impulse will probably let the amiga development drop in favor of the pentiams like Newtek did. Mike if you read this, I have a request. Please fix all the bugs before you drop the amiga. It's been a good program, and I'm sure I will still use it as long as I have an amiga (forever). Render on Phoenix P.S. My A1000 will be ten in december, I'm still glad I bought it , and all the ones that followed. @{" Thread 97" link IML-97} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-97 " MSG-97 Subject: Re: Where is 4.0? @toc contents Subject: Re: Where is 4.0? Date: Friday, 08 September 1995 06:37:33 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- > > >On Thu, 7 Sep 1995, !LuM! wrote: > -Snip- >Everytime I figure out a feature, it stops working or changes in the upgrade. >Dont get me wrong, I love my amigas and Imagine. It's just getting old >being the underdog. I have been on the bandwagon since Silver 1.0 and I >think Impulse will probably let the amiga development drop in favor of >the pentiams like Newtek did. They have ?? Haven't they just gone 'cross-platform' (at this stage - wouldn't suprise me if they did drop Amiga) like Imagine? @{" Thread 179" link IML-179} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-98 " MSG-98 Subject: Video board @toc contents Subject: Video board Date: Saturday, 09 September 1995 03:08:09 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Can anyone recommend a #9 GXI PCI 64 bit Gfx card for use with Imagine on a Pentium. A dealer mentioned it as an alternative. -- Bob : Robert Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 120" link IML-120} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-99 " MSG-99 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Saturday, 09 September 1995 09:16:56 From: Damon LaCaille ---------------------------------------------------------------------------- On Fri, 8 Sep 1995, Drift Dennis wrote: > I have used a utility program called XOPER, to change the task > priority o of imagine from the +5, I think, to +125. One result of this was > that my r rendering time dropped dramatically, also the mouse wouldn't move > well, and m multitasking was a joke. But my main interest is usually to > render as fast as p possible. Well, so much for Amigas advantages then if you can't multi-task, heh... I'd gladly give up a bit of rendering time so I could do something in the mean time, unless of course I had another computer or was working on an animation or something... > Xoper apparently doesn't like DOS 3.1, and won't run. Can anyone tell me > how to change the task priority? I am sure that it is a fairly simple thing, > but I can't find the info to do it. > Once I can do that I will run a comparison between my 4000/40/40mhz, and > the 486dx2-66. > Thanks for any assistance....Drift > Well, you might want to try ARTM, which is Amiga Real Time Monitor. It will let you kill processes, and I think it will let you set their priority as well. I don't suppose the "changetaskpri" command (or whatever it is close to) is included with AmigaDOS anymore? Sorry I can't be of more help Damon @{" Thread 104" link IML-104} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-100 " MSG-100 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Saturday, 09 September 1995 14:02:39 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- > I have used a utility program called XOPER, to change the task >priority o of imagine from the +5, I think, to +125. One result of this was >that my r rendering time dropped dramatically, also the mouse wouldn't move >well, and m multitasking was a joke. But my main interest is usually to >render as fast as p possible. I doubt that statement about 'dramatically', for one thing raising the priority above 5 is not a good idea since your device-handlers run at +5 and the filesystem handlers run at +10 and you might lock one or both out. If you indeed get a dramatic improvement in speed then start looking for the program that eats all your cpu time. If you don't move the mouse and no other program (screenblankers are notorius for this) is busy using the cpu except Imagine then Imagine will use all available time. Raising the priority of Imagine to +1 or +2 from the standard 0 is enough to let it have all cpu cycles it will ever need. I'm using with 3.1 on my A3000: Xoper2.4, ARTM, Scout etc, all available from Aminet. ^^^^^^^^ Joop @{" Thread 102" link IML-102} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-101 " MSG-101 Subject: Windows 95 @toc contents Subject: Windows 95 Date: Saturday, 09 September 1995 16:20:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: Old_Man -> Do you find that Windows 95 is worth it? . My impression so far is= th-> it is not only buggy but slower for program s not written for it.-> BillIMHO Win '95 has gotten a bum rap. It is definately worth it! If it'sbuggy, it's certainly less buggy than Win 3.11. It handles prog ramcrashes better....you no longer get lock out of Windows, you just kil=lthe ap p. It's much easier to navigate and launch programs.I find no apparent slowdown in any 16-bit app. If anything, they runa little snappier. And if you are used t o the Amiga OS, you'll feelright at home. It does make you wonder how those Wiza rds at Los Gatosactually got Amiga OS to run from 4 (880k) floppies when Win '95 take=sup 50 megs, however. :) /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mik e.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in the day" \_____________________ ________________________________________--- =FE InterNet - GraFX Haus BBS - Sant a Barbara, Ca - (805) 683-1388 @{" Thread 68" link IML-68} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-102 " MSG-102 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Saturday, 09 September 1995 18:11:14 From: "needs a finger name." ---------------------------------------------------------------------------- > Well, you might want to try ARTM, which is Amiga Real Time Monitor. It > will let you kill processes, and I think it will let you set their > priority as well. I don't suppose the "changetaskpri" command (or > whatever it is close to) is included with AmigaDOS anymore? Sorry I > can't be of more help > > Damon > Unfortunately, changetaskpri will only change the priority of programs launched from the shell. It is included in Amigados 3.1. Jim Rix @{" Thread 346" link IML-346} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-103 " MSG-103 Subject: RE:Soccer ball @toc contents Subject: RE:Soccer ball Date: Saturday, 09 September 1995 22:53:29 From: yrod@ozemail.com.au ---------------------------------------------------------------------------- On 30 Aug 1995, Granberg Tom wrote: > Hi there! > > Rod Macey wrote: > I saw a quite believable soccer ball on Tom G's home page. I'm sure he > may be persuaded to reveal his secrets to all. > > It's true that this ball looks cool, but that is not my fault since it is a re al > polygon modeled soocer ball made by Veiwpoint, so I'm sorry I cant give it awa y. > I tried to model one by myself, but after 4 days of constant hope crushing due > to the mix of the two shapes involved. I gave up and made my employer buy one > instead. > > Later. > > Tom Renderbrandt. > > Renderbrandt reveals his modelling secrets 8-) Rod Macey: yrod@ozemail.com.au - Pre-press/Graphic Designer Home: A2000/30 FPU 4MB RAM [soon to be 12 8-)] Imagine 3.0 Work: Power Macs, Sun Sparc & Pee Cees too. "Sometimes the hard way is the only way!" @{" Thread 37" link IML-37} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-104 " MSG-104 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Sunday, 10 September 1995 03:32:28 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, needs a finger name. wrote: } } > Well, you might want to try ARTM, which is Amiga Real Time Monitor. It } > will let you kill processes, and I think it will let you set their } > priority as well. I don't suppose the "changetaskpri" command (or } > whatever it is close to) is included with AmigaDOS anymore? Sorry I } > can't be of more help } > } > Damon } > } Unfortunately, changetaskpri will only change the priority of programs } launched from the shell. It is included in Amigados 3.1. } As of AmigaDOS 2.04, Changetaskpri will allow you to alter any task started from any shell. To control priorities of tasks -not- started from a shell (ie, workbench), I use "TaskX" (which you will find on AmiNet). Aside from priority control, you can send any task any of the standard break signals (^C|^D|^E|^F). Personally, I use IconX to start up Imagine. I have one script which is called "Imagine.Nice" which sets the priority to -3. I then use TaskX to increase or lower the priority depending on what other projects I'm working on at the same time (ie, web browsing, word processing, reading my email. :-) I can also bring everything else down (ie, kill the workbench) and let Imagine have the full machine if I want it to. } Jim Rix } -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 100" link IML-100} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-105 " MSG-105 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Sunday, 10 September 1995 03:50:38 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >> Well, you might want to try ARTM, which is Amiga Real Time Monitor. It >> will let you kill processes, and I think it will let you set their >> priority as well. I don't suppose the "changetaskpri" command (or >> whatever it is close to) is included with AmigaDOS anymore? Sorry I >> can't be of more help >> >> Damon >> >Unfortunately, changetaskpri will only change the priority of programs >launched from the shell. It is included in Amigados 3.1. > >Jim Rix > Think it's called settaskpri now (or not). Either way, you could set up a script with iconx which sets the priority, then a decent stack size, then launches Imagine. No problem. You could call this ImagineFast or something and only use it when you want to render. Anyone want to comment on running something at a priority of +125? Doesn't that exceed the recommended limit and risk conflicting with OS functions like SCSI access and suchlike? @{" Thread 99" link IML-99} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-106 " MSG-106 Subject: Re: Increasing rendering speed on Amiga @toc contents Subject: Re: Increasing rendering speed on Amiga Date: Sunday, 10 September 1995 05:12:16 From: greggh@dialup03.odyssey.apana.org.au (Gregory Helleren) ---------------------------------------------------------------------------- Hi Drift (Drift Dennis), in on Sep 8 you wrote : > I have used a utility program called XOPER, to change the task > priority o of imagine from the +5, I think, to +125. One result of this was > that my r rendering time dropped dramatically, also the mouse wouldn't move > well, and m multitasking was a joke. But my main interest is usually to > render as fast as p possible. > Xoper apparently doesn't like DOS 3.1, and won't run. Can anyone tell me > how to change the task priority? I am sure that it is a fairly simple thing, > but I can't find the info to do it. > Once I can do that I will run a comparison between my 4000/40/40mhz, and > the 486dx2-66. The latest version of xoper does run on an A4000/040 under 3.1 - also you might like to try ARTM (Amiga Real Time Monitor) or, better still, Scout (needs MUI). Cheese Gregg -- +-----------------------------------------///\/\/\_Amiga Technologies_/\/\+ Gregg Helleren AMIGA is REBORN /// Lecturer Information Technology Developer - LaseRage /// SEMC TAFE Western Australia Ferndale W.A. Australia ____/\___/\\\/// greggh@odyssey.apana.org.au CBMNET:greggh@laserage.adsp.sub.org\XX/ greggh@laserage.DIALix.oz.au +--------------------------------------------------------------------------+ @{" Thread 105" link IML-105} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-107 " MSG-107 Subject: There's no slowdown on PC Imagine. @toc contents Subject: There's no slowdown on PC Imagine. Date: Sunday, 10 September 1995 05:24:26 From: Tom Ellard ---------------------------------------------------------------------------- Down stuff.... I have imagine on a DX2-66 here, and have just finished a long render (2 days). I have inspected the time to render the frames and there is no evidence of any slowdown in the middle of the rendering project. I have no idea where this particular myth started but it should stop. Right next to the DX2 is an A4000 with a Warp Engine in it. It renders the same scenes slower than the DX2. There's no need to muck around with maths. One is slower. It's not a drama. Up stuff.... To be more constructive in this forum I'd like to mention that there's a new parallel link program for PC's to Amigas up on Aminet called Easylink - the share version is badly crippled and crashes a lot but it looks hopeful. Also worth looking at is a CDROM title called GADGET that's just arrived in this country - obviously rendered with something like 3D Studio but it's really beautifully done, especially the people. @{" Thread 379" link IML-379} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-108 " MSG-108 Subject: Increasing rendering speed @toc contents Subject: Increasing rendering speed Date: Sunday, 10 September 1995 05:43:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- I've always used a small utility called TaskY to control priorities. Its simple and works great. Whenever I'm rendering with Imagine I lower the priority to -1 so that I can use DPaint, write or whatever w/o slowdown. I really have a hard time believing that increasing the priority above 5 will make ANY difference, unless you have a screensaver or other process running. Floater >>Unfortunately, changetaskpri will only change the priority of programs >>launched from the shell. It is included in Amigados 3.1. >> >>Jim Rix >> >Think it's called settaskpri now (or not). Either way, you could set up >a script with iconx which sets the priority, then a decent stack size, then >launches Imagine. No problem. You could call this ImagineFast or something >and only use it when you want to render. Anyone want to comment on running >something at a priority of +125? Doesn't that exceed the recommended limit >and risk conflicting with OS functions like SCSI access and suchlike? @{" Thread 106" link IML-106} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-109 " MSG-109 Subject: Re: Re[2]: Windows 95 @toc contents Subject: Re: Re[2]: Windows 95 Date: Sunday, 10 September 1995 15:07:49 From: phair@ozemail.com.au ---------------------------------------------------------------------------- Thank you to all those people that replyed to my request. I will give the suggestion a try when i log off the net. Once again thank you all very much Regards Phillip @{" Thread 230" link IML-230} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-110 " MSG-110 Subject: Bye, for now... @toc contents Subject: Bye, for now... Date: Sunday, 10 September 1995 19:55:55 From: Torgeir Holm ---------------------------------------------------------------------------- I'm leaving for the air force tonight (mandatory military service in Norway), so I won't be reading this list much the next year or so... It's been nice, and I hope you'll all be here when I'm back :) Torge!r @{" Thread 443" link IML-443} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-111 " MSG-111 Subject: Re: Bye, for now... @toc contents Subject: Re: Bye, for now... Date: Sunday, 10 September 1995 21:03:58 From: Perry Lucas ---------------------------------------------------------------------------- You do know that the Air Force is connected to the Net? You can probably get your email forwarded to a military email address... --Perry Lucas At 07:55 PM 9/10/95 +0100, Torgeir Holm wrote: >I'm leaving for the air force tonight (mandatory military service in Norway), >so I won't be reading this list much the next year or so... > >It's been nice, and I hope you'll all be here when I'm back :) > > >Torge!r > @{" Thread 26" link IML-26} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-112 " MSG-112 Subject: RE:Fotball @toc contents Subject: RE:Fotball Date: Sunday, 10 September 1995 21:14:37 From: Granberg Tom ---------------------------------------------------------------------------- Rod Macey wrote: Renderbrandt reveals his modelling secrets 8-) Yepp that's how I made all my objects.......I buy them....NOT. Nice joke Rod.......Realy! Bend my ear anytime. Tom Renderbrandt @{" Thread 396" link IML-396} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-113 " MSG-113 Subject: Re:Bye, for now @toc contents Subject: Re:Bye, for now Date: Sunday, 10 September 1995 21:16:38 From: Granberg Tom ---------------------------------------------------------------------------- Hey Torgeir, we will, that is, if you dont shot us first with your jet. Good luck! Tom Renderbrandt @{" Thread 52" link IML-52} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-114 " MSG-114 Subject: PC Imagine 3.0 textures? @toc contents Subject: PC Imagine 3.0 textures? Date: Monday, 11 September 1995 00:08:04 From: jacob@altair.csustan.edu (Dave Jacob) ---------------------------------------------------------------------------- HI-- Anyone know if there are any proceedural textures available as shareware for PC Imagine 3.0? Thanks. @{" Thread 19" link IML-19} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-115 " MSG-115 Subject: Stone Walls @toc contents Subject: Stone Walls Date: Monday, 11 September 1995 00:57:40 From: "John Leipold (FA)" ---------------------------------------------------------------------------- Hello All, I am using Imagine 3.1 for the PC and I can't seem to get any procedural texture to work for me in this case. I am trying to make a rough hewn (sp?) stone wall. What I want is to have many different sized rectanguler stones making up a wall. Much like a castle from the Middle Ages or the South American temples. I would even go for ovid stones like in many Colonial or Shaker chimneys. I have tried messing with all sorts of 3D textures from Monster to Pebbeled, but they all have a common problem; every one is based on horizontal/vertical/diagonal lines. These lines are basically continuous, proceeding from one side of the object to the other. All of the textures do not seem to be made up of masses but mathematical squiggly lines with bumps made from those areas defined by those lines. I have also noticed this with the Peened texture on another project. Is there any texture, or combanation of textures, that will give me the effect I want? Or is it best I go with an altituted map of a self drawn pattern? Obviously the altitude map will work, but eat a lot more processor time once combined with the proper coloring. (I am aready working with a clyndrical object that has to be mapped and look random, so already I have a problem with mapping with ONE XYZ axis defining the whole object, I understand that I might have to break the object into many sections to altitude map it correctly. That's another problem, and that's why a 3D procedural texture would be another advantage.) Anyway I ramble too far, but all suggestions would be appreciated. Thanks, Malignant @{" Thread 140" link IML-140} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-116 " MSG-116 Subject: Inv kinematics ?? @toc contents Subject: Inv kinematics ?? Date: Monday, 11 September 1995 01:42:28 From: Scott Krehbiel ---------------------------------------------------------------------------- Hi Everybody! I've been off the list for a long time and have probably missed monstrous discussions of this, but: How the heck do you get the inverse kinematics to work?? I tried the example listed in the on-disk docs that came with 3.3, and when I went into select object mode and tried moving the tip of the finger, the whole hand moved. I can't seem to move just that one part with any constraints on. Am I making a stupid error, or is the documentation for constraints just a tad bit vague?? Thanks for any help! Scott Krehbiel scotkre@beacon.regent.edu @{" Thread 118" link IML-118} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-117 " MSG-117 Subject: Re: Stone Walls @toc contents Subject: Re: Stone Walls Date: Monday, 11 September 1995 06:27:10 From: bilboyce@iconz.co.nz (Bill Boyce) ---------------------------------------------------------------------------- >Hello All, > >I am using Imagine 3.1 for the PC and I can't seem to get any procedural >texture to work for me in this case. I am trying to make a rough hewn >(sp?) stone wall. What I want is to have many different sized >rectanguler stones making up a wall. Much like a castle from the Middle -SNIP- >project. Is there any texture, or combanation of textures, that will >give me the effect I want? Or is it best I go with an altituted map of a Anyone know if PC Essence is out? I've had some great stone walls from that. >self drawn pattern? Obviously the altitude map will work, but eat a lot >more processor time once combined with the proper coloring. (I am aready Err, a bump map should be considerable quicker than an algorithmic texture... @{" Thread 398" link IML-398} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-118 " MSG-118 Subject: Re: Inv kinematics ?? @toc contents Subject: Re: Inv kinematics ?? Date: Monday, 11 September 1995 07:46:00 From: sgiff@airmail.net (Stephen Gifford) ---------------------------------------------------------------------------- > >Hi Everybody! > >I've been off the list for a long time and have probably missed >monstrous discussions of this, but: > >How the heck do you get the inverse kinematics to work?? > >I tried the example listed in the on-disk docs that came with >3.3, and when I went into select object mode and tried moving >the tip of the finger, the whole hand moved. I can't seem to >move just that one part with any constraints on. > >Am I making a stupid error, or is the documentation for constraints >just a tad bit vague?? > >Thanks for any help! >Scott Krehbiel >scotkre@beacon.regent.edu > > Imagine uses kinematics not inverse kinematics. But there have been several bones tutorials in previous IML faqs. Also I think there is one on C-Serve. You might try the Aminet. s.g. @{" Thread 126" link IML-126} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-119 " MSG-119 Subject: Re: Stone Walls @toc contents Subject: Re: Stone Walls Date: Monday, 11 September 1995 11:53:14 From: gregory denby ---------------------------------------------------------------------------- John Leipold writes: >What I want is to have many different sized rectanguler stones making up a wall.... and >I have tried messing with all sorts of 3D textures from Monster to >Pebbeled, but they all have a common problem; every one is based on horizontal/ >vertical/diagonal lines... Since I'm PC single tasking just now, I can't check, but I seem to recall that "Bathtile" allows block staggering, and "Shingles" can be made to have various sizes, and staggers. An altitude map would work fairly well. Of course, you could model then all :-> Greg Denby @{" Thread 125" link IML-125} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-120 " MSG-120 Subject: Re: Video board @toc contents Subject: Re: Video board Date: Monday, 11 September 1995 12:49:28 From: Ayalon Hermony ---------------------------------------------------------------------------- Hello, Should be fine for Imagine. Saw a post a few weeks ago, about a user and this card with Imagine. Made some searching myself, before buying two Pentiums lately. Personally, I'm for the Matrox Millenuim, it gets good reviews on many areas, and should be in the same price range as #9. It supports OpenGL, which some 3D programs will support (WinImagine ?...) The #9 is considered very good too, compare it with Matrox at your dealer. I ended with two Tseng 4000w32p cards (2M) for now, untill I can have a good mail-order info for the Matrox. (and can afford the PAR first...) How do you come back from 3D ? Ayalon M. Hermony, Internet: ila2024@datasrv.co.il On Sat, 9 Sep 1995, Robert Byrne wrote: > Can anyone recommend a #9 GXI PCI 64 bit Gfx card for use with Imagine on a > Pentium. A dealer mentioned it as an alternative. > > -- Bob > > > : Robert Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > > @{" Thread 43" link IML-43} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-121 " MSG-121 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Monday, 11 September 1995 17:14:20 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Tue, 5 Sep 1995, needs a finger name. wrote: > > > On Mon, 4 Sep 1995 ALorence@aol.com wrote: > > > Is it possible to make an object that doesn't cast shadows (without making i t > > transparent)? > > > > Of course It'll be Traced, and the light will be set to cast shadows since I > > want other objects to cast shadows. > > > > Alan. > > > To not have an object not cast a shadow you need to toggle to 'Do not > cast shoadows' button on for the lightsource. Unfortunately all you > objects will then not cast any shadows. What you really need is > Lightwave. I guess this is a ting to add to future Imagines. > > Jim Rix > you could render the object separtly then composite into the final picture using a 24bit paint program. I guess this would be a lot of work if you are making an animation. Kent Worley @{" Thread 134" link IML-134} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-122 " MSG-122 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Monday, 11 September 1995 17:43:38 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Thu, 7 Sep 1995, Robert Byrne wrote: > On Sep 5 "needs"?? wrote: > > > Thomas Ross wrote: > > > > At least one person has noted that the downside of PCs is that they slow > > > down in the middle of rendering a series of frames, ie an animation: some- > > > thing to do with how they allocate memory. "slow to much slower than my > > > Amiga." Anyone else notice this? > > > > > > You should know that memory maanagement on PC is not very good. > > As soon as I sell my A3000 :(, I'm upgrading? to a P90 for obvious reasons, > speed. Would large amounts of RAM help overcome this "slow down" problem? > I'll have 16Mb to start with. > > -- Bob > > : Robert Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > > I have not notice a slow down on a 486 or a pentium. I have noticed that the 486 I render on that has 8meg of ram is constantly hitting the hard drive and the 486 with 16 meg of ram does not and renders faster. I think ram is what you need. The slow down in the middle of an animation might be the result of more things going on in those frames. They may have more textures and brushmaps or the frames may be more full than the earlier frames. Kent Worley @{" Thread 92" link IML-92} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-123 " MSG-123 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Monday, 11 September 1995 18:15:45 From: Damon LaCaille ---------------------------------------------------------------------------- On Mon, 11 Sep 1995 Valleyview@aol.com wrote: > > Your answer brings a question to my mind. As I understand it: the PC does > not support virtual memory. Therefore there is no reason for either of your > machines to "hit the hard drive" until the rendering is done. The only > differance the amount of memory should make is the number of objects and > textures you can have in you scene. > Well, on my Amiga 3000 or the 486, it seems to always do something to the disk drive, even when rendering a small 320x200 pic with minimal objects/textures etc. I believe it actually does save a little bit of the picture at a time, don't know why, but I think it might. However, this of course has no relevance to the virtual memory topic if it is true... but it might be an explanation for "hitting the drive" :) Damon @{" Thread 122" link IML-122} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-124 " MSG-124 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Monday, 11 September 1995 19:01:15 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, Valleyview@aol.com wrote: } } In a message dated 95-09-11 16:57:16 EDT, mumu@america.net (Kent Marshall } Worley) writes: } } >hitting the hard drive } } Your answer brings a question to my mind. As I understand it: the PC does } not support virtual memory. Therefore there is no reason for either of your } machines to "hit the hard drive" until the rendering is done. The only } differance the amount of memory should make is the number of objects and } textures you can have in you scene. } } Again, this is my understanding and I look forward to others either } confirming, or correcting me. } For the Amiga, this is incorrect (as I'm sure a flood of corrections will follow). On my Amiga, when I click on "generate" it begins to gobbleup memory (more memory if it's a scanline, less if it's a trace). Once the initialization has finished, it begins the actual render and the hard-drive light begins flickering (and clicking) as it's writing completed portions of the frame to disk. No virtual memory involved. Now, if I run a virtual memory manager, you can rest assured it's swapping pages in and out of memory! } Rick } -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 133" link IML-133} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-125 " MSG-125 Subject: Re: Stone Walls @toc contents Subject: Re: Stone Walls Date: Monday, 11 September 1995 19:55:08 From: Roger Straub ---------------------------------------------------------------------------- On Sun, 10 Sep 1995, John Leipold (FA) wrote: > Hello All, > > I am using Imagine 3.1 for the PC and I can't seem to get any procedural > texture to work for me in this case. I am trying to make a rough hewn > (sp?) stone wall. What I want is to have many different sized > rectanguler stones making up a wall. Much like a castle from the Middle > Ages or the South American temples. I would even go for ovid stones The Essence texture FlagStones would work. Are you on a PC? > > Thanks, > > Malignant > > > See ya, Roger @{" Thread 117" link IML-117} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-126 " MSG-126 Subject: Re: Inv kinematics ?? @toc contents Subject: Re: Inv kinematics ?? Date: Monday, 11 September 1995 20:54:56 From: lumbient@superlink.net (!LuM!) ---------------------------------------------------------------------------- >Imagine uses kinematics not inverse kinematics. But there have been several >bones tutorials in previous IML faqs. Also I think there is one on C-Serve. >You might try the Aminet. > >s.g. > Whats the difference? Geezz I'd like to know... !LuM! |------------------------------------------------\ |"World Class Complaining" Lumbient@superlink.net\ |Soon to have a Web page. (I wish :) !NIN! \ | / |Superlink: NJ's Largest Internet Access Provider./ |------------------------------------------------/ @{" Thread 128" link IML-128} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-127 " MSG-127 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Monday, 11 September 1995 22:31:02 From: knappg@gate.net ---------------------------------------------------------------------------- Forwarded message: > From: Valleyview@aol.com > Subject: Re: Amiga, PC > > In a message dated 95-09-11 16:57:16 EDT, mumu@america.net (Kent Marshall > Worley) writes: > > >hitting the hard drive > > Your answer brings a question to my mind. As I understand it: the PC does > not support virtual memory. Therefore there is no reason for either of your > machines to "hit the hard drive" until the rendering is done. The only > differance the amount of memory should make is the number of objects and > textures you can have in you scene. > > The hard drive activity is possible if rendering an animation as the > individual rendered frames are saved to disk, and then at the end compiled > into an animation file. But this should be the same for both machines, > irregardless of memory. > > Again, this is my understanding and I look forward to others either > confirming, or correcting me. > > Rick > The IBM pc version does hit the HD while rendering quite extensively, the amiga too (but it puts the file in the ram: drive so no HD light flashes) Greg Knapp (delurked) ..sig tba (actually its gone! lost it from my ~/ dir :( ill make another :) @{" Thread 65" link IML-65} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-128 " MSG-128 Subject: Re: Inv kinematics ?? @toc contents Subject: Re: Inv kinematics ?? Date: Monday, 11 September 1995 23:07:16 From: Valleyview@aol.com ---------------------------------------------------------------------------- Without getting into all of the details of IK, here's a short version. I assume you are using the hand.bon object that came with Imagine. In order for IK to be useable, some part of the object must be anchored or frozen. Visualize your bones as a family, parent, children, grandchildren, etc.. The tips of your fingers are the great, great, ..., grandchildren. The palm of the hand, most-likely is the parent. In direct kinematics you manipulate the parents - affecting the children. In inverse kinematics you manipulate the children - affecting the parents. So in IK if you move the tip of a finger, it will affect all bones up the family tree until you find a bone that has been frozen. ( It may still have some affects, depending on the type of freeze) In select object mode pick the bone in the upper palm of the hand. Click "Freeze". Click all 6 world boxes. Click "Constrain". This turns on IK. Select the bone in the tip of a finger. Move it and see that the palm isn't affected. Play some more. I find that this model doesn't respond to IK as well as some I have made, might be the shortness of the fingers. You do get an idea of how useful this would be if you wanted to place the tip of a finger on a button or other object. If you notice the finger bending in strange directions at certain bones, pick those bones and freeze them in the proper object axis. Turning off "Constrain" puts you back in direct mode. Note: Freezing the parent axis, if not an object bone, will not allow you to use IK to any extent as all the bones and faces move. You must freeze an object bone. Rick @{" Thread 269" link IML-269} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-129 " MSG-129 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Monday, 11 September 1995 23:25:14 From: Valleyview@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-11 16:57:16 EDT, mumu@america.net (Kent Marshall Worley) writes: >hitting the hard drive Your answer brings a question to my mind. As I understand it: the PC does not support virtual memory. Therefore there is no reason for either of your machines to "hit the hard drive" until the rendering is done. The only differance the amount of memory should make is the number of objects and textures you can have in you scene. The hard drive activity is possible if rendering an animation as the individual rendered frames are saved to disk, and then at the end compiled into an animation file. But this should be the same for both machines, irregardless of memory. Again, this is my understanding and I look forward to others either confirming, or correcting me. Rick @{" Thread 127" link IML-127} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-130 " MSG-130 Subject: Re: IM30 and resolutions @toc contents Subject: Re: IM30 and resolutions Date: Tuesday, 12 September 1995 01:06:52 From: Vance Schowalter ---------------------------------------------------------------------------- On Mon, 11 Sep 1995, Randy Auschrat wrote: > Is there a way to set the working resolution of Imagine 3.0 for the IBM? > Or was it a > feature introduced in the Update program (version 3.1 +)? > > Any help would be greatly appreciated. > > Randy. > > I couldn't say for the IBM, but I have Imagine 3.0 running in 800x480 on my Amiga Retina card. I could have it at other resolutions, such as 800x600 or much higher, but I don't really need it any higher, right now. ******************************************* * Vance Schowalter >>Image Master<< * * * * Internet: viking@freenet.edmonton.ab.ca * * * * "Affable little snow creature." * ******************************************* @{" Thread 314" link IML-314} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-131 " MSG-131 Subject: IM30 and resolutions @toc contents Subject: IM30 and resolutions Date: Tuesday, 12 September 1995 01:18:47 From: auschrat@tibalt.supernet.ab.ca (Randy Auschrat) ---------------------------------------------------------------------------- Is there a way to set the working resolution of Imagine 3.0 for the IBM? Or was it a feature introduced in the Update program (version 3.1 +)? Any help would be greatly appreciated. Randy. @{" Thread 130" link IML-130} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-132 " MSG-132 Subject: Amiga,PC Drive Access @toc contents Subject: Amiga,PC Drive Access Date: Tuesday, 12 September 1995 02:22:18 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- On Amiga, at least, I know for certain that intetrmittent drive access is Imagine storing scanlines as they are completed, as I have been able to recover patrial images when Imagine or the whole shebang crashes on me. Probably a safe bet that the PC version does the same. As far as middle frames of an animation rendering slower, I'll bet that either an object(s) in motion or a camera in motion causes more of the image to consist of defined objects, rather than background, or that an object passes 'in front of' another, causing more and longer calcualtions to be necessary in order to determine the correct color at a given pixel. JN @{" Thread 335" link IML-335} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-133 " MSG-133 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 12 September 1995 06:09:18 From: Bill Boyce ---------------------------------------------------------------------------- At 05:15 PM 11/9/95 -1000, you wrote: > > >On Mon, 11 Sep 1995 Valleyview@aol.com wrote: > >> >> Your answer brings a question to my mind. As I understand it: the PC does >> not support virtual memory. Therefore there is no reason for either of your >> machines to "hit the hard drive" until the rendering is done. The only >> differance the amount of memory should make is the number of objects and >> textures you can have in you scene. >> > >Well, on my Amiga 3000 or the 486, it seems to always do something to the >disk drive, even when rendering a small 320x200 pic with minimal >objects/textures etc. I believe it actually does save a little bit of >the picture at a time, don't know why, but I think it might. However, >this of course has no relevance to the virtual memory topic if it is >true... but it might be an explanation for "hitting the drive" :) > >Damon > Ok, as I understand it Imagine functions similarly on Pc and Amiga, with one difference, quickrenders. Imagine accesses the hard disk for the following files *while* it renders, rather than pre-loading : 1. The generated image is written to disk in chunks as it is rendered, except for quickrenders which are often sent to RAM on the Amiga (depending on the path setting in your config file) 2. The global backdrop (not the global map) is loaded bit by bit during the render. 3. When field rendering, Imagine writes the first field into it's program directory, then the second field (sperate file), then interleaves them as it writes the final file to the subproject destination path. So make sure you have enough space on your program partition for slightly more than one full image when you are field rendering. 4. Err, that's it actually. There is no 4. Go back to 1 if you haven't had enough! Please let us know if I've missed anything. Everything else - brushmaps, texture algorithms, objects, reflection maps etc etc is loaded into ram before "generating" begins - then dumped after- wards and reloaded usually for the next frame in the project, one of my pet hates with the way Imagine renders, and ditto for the stage editor (quickstage just doesn't cut it!) Presumable in V4, when we get autosizing of backdrop images (sigh), these too will be preloaded (ie, you'll need more RAM. But it'll be worth it!) Bill Boyce @{" Thread 129" link IML-129} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-134 " MSG-134 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Tuesday, 12 September 1995 10:12:19 From: sauvp@citi.doc.ca (Patrick Sauvageau) ---------------------------------------------------------------------------- >On Tue, 5 Sep 1995, needs a finger name. wrote: >> On Mon, 4 Sep 1995 ALorence@aol.com wrote: >> >> > Is it possible to make an object that doesn't cast shadows (without making it >> > transparent)? >> > >> > Of course It'll be Traced, and the light will be set to cast shadows since I >> > want other objects to cast shadows. >> > >> > Alan. >> > >> To not have an object not cast a shadow you need to toggle to 'Do not >> cast shoadows' button on for the lightsource. Unfortunately all you >> objects will then not cast any shadows. What you really need is >> Lightwave. I guess this is a ting to add to future Imagines. >> >> Jim Rix >> >you could render the object separtly then composite into the final >picture using a 24bit paint program. I guess this would be a lot of work >if you are making an animation. > Kent Worley If you have to compositing in an animation, you can save yourself a lot of work by using previously rendered frame as backdrop. example: you make a 30 frame anim of a bee flying in a room. 1- make the staging as usual. 2- when ready for the final render, change the number of frames to 60, and change all "BAR" for the bee from 1-30 to 31-60 and add a "global" actor in the range 31-60, specifing as backdrop image ".../BeeProject.imp/final.pix/pic" and 30 as "max frame count (or some thing like that" Do not forget to make a copy all your light setting from 1-30 to 31-60. copy also the ambient lighting and the global fog. now, you just have to render, the machine will do all the work for you (ie: compositing the frame 1 with th frame 31, 2 with 32 etc. This also have the advantage of using a lot less memory and not much more rendering time. (but it take a LOT of HD space) ----- Patrick Sauvageau (sauvp@citi.doc.ca) @{" Thread 199" link IML-199} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-135 " MSG-135 Subject: Brush,Image map tip @toc contents Subject: Brush,Image map tip Date: Tuesday, 12 September 1995 11:20:45 From: Granberg Tom ---------------------------------------------------------------------------- Hello guys I've used 3.3/3.4beta for a while now, and I have discovered something that would speed up intialiasing the rendering and the attribute redraw. Since I use both the Pc version as well as the Amiga, I tought that using a pc file format for my brushes/pictures was a good idea, it is not........ Targa/tiff takes very long time to load, so by using the Amiga native file format .iff, it speeds up the redraw time and rendering intialiasing by a factor of ca. 3 to 1, that is 3 times faster than the targa or tiff format. The only downside with .iff and Imagine is that you cant use very large image maps, the limit seems to be around 750X600.But in these cases you can mix and match file formats. Most image prossesors on pc's can export iff. Tom Renderbrandt @{" Thread 147" link IML-147} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-136 " MSG-136 Subject: Re: Stone Walls @toc contents Subject: Re: Stone Walls Date: Tuesday, 12 September 1995 15:09:11 From: Marty K ---------------------------------------------------------------------------- On Sun, 10 Sep 1995, John Leipold (FA) wrote: > Hello All, > > I am using Imagine 3.1 for the PC and I can't seem to get any procedural > texture to work for me in this case. I am trying to make a rough hewn > (sp?) stone wall. What I want is to have many different sized > rectanguler stones making up a wall. Much like a castle from the Middle > Ages or the South American temples. Doesn't Imagine PC have the Old bricks procedural texture? It is very slow (maybe the slowest of them all), but it produces very nice irregular bricks. Of course you can use bathtile, but it might be too 'perfect' for your project. > project. Is there any texture, or combanation of textures, that will > give me the effect I want? If the regularity of Bathtile doesn't bother you, try using Bumpnoise or even Concrete with it. Or is it best I go with an altituted map of a > self drawn pattern? Obviously the altitude map will work, but eat a lot > more processor time once combined with the proper coloring. Brushmaps are rendered much faster than procedural textures - at least on the Amiga. The trouble with altitude mapping is that there is a bug in repeat mode. You get these thin borders between each copy of the altitude map. In case of bricks, this is no trouble, though. Anyone know if this bug will be fixed in 4.0? Also, repeat function doesn't work with cylinder mapping. Yet another bug with altitude mapping: It doesn't work with lock states. Impulse, please correct these! __ __ __ _ __ ___ _____ __ __ _ __ __ "Nothing is real" '=\/T/=' I|\/| //\ I| )/ I| \\_/ I|/ '=\T\/=' mk-tel.sik.ppoy.fi /^^ * I| |//~~\I|~\ I| I| I|\ * ^^\ Pori, FINLAND ~~ ~~~ ~~~ ~ ~~ ~~ ~~ ~ http://www.ppoy.fi/~mk-tel @{" Thread 119" link IML-119} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-137 " MSG-137 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 12 September 1995 15:10:43 From: Valleyview@aol.com ---------------------------------------------------------------------------- I read the initial post about "hitting the hard drive during rendering" on a bright, sunny morning. As is my habit, I went to Imagine to double check my answer before my reply. I rendered a simple scene and saw no flickering of hard drive activity. Hence my answer. Later that evening, I retrieved my mail, and upon reading about my "incorrectness" I returned to Imagine. I rendered a scene of about 20 simple objects, a textured object and high resolution. With no other lights in the room on, I noticed some dim flickering of the hard drive light and no noticable noise. Not exactly "hitting the hard drive hard" but none the less there is hard drive activity. I stand corrected. The differance WAS night and day. Thank all for their knowledge. Rick @{" Thread 138" link IML-138} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-138 " MSG-138 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 12 September 1995 15:20:24 From: Marty K ---------------------------------------------------------------------------- On Mon, 11 Sep 1995, Edward Chadez wrote: > For the Amiga, this is incorrect (as I'm sure a flood of corrections will > follow). On my Amiga, when I click on "generate" it begins to gobbleup > memory (more memory if it's a scanline, less if it's a trace). Once the > initialization has finished, it begins the actual render and the hard-drive > light begins flickering (and clicking) as it's writing completed portions of > the frame to disk. No virtual memory involved. > This is true. Except that my Imagine on my Amiga eats lots more RAM when initializing a trace than when initializing a scanline render. Sometimes the amount of memory that is consumed when initializing is many times greater than the amount of memory that is needed to load the objects and textures. This is somewhat annoying. For example, I can only render some five 300 Kb trees (using a simple particle for leaves) with 18 megs of RAM! Even without particles I can only trace a scene with some 3 Mb of object data. Marty __ __ __ _ __ ___ _____ __ __ _ __ __ "Nothing is real" '=\/T/=' I|\/| //\ I| )/ I| \\_/ I|/ '=\T\/=' mk-tel.sik.ppoy.fi /^^ * I| |//~~\I|~\ I| I| I|\ * ^^\ Pori, FINLAND ~~ ~~~ ~~~ ~ ~~ ~~ ~~ ~ http://www.ppoy.fi/~mk-tel @{" Thread 144" link IML-144} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-139 " MSG-139 Subject: Are there any IML members around Vancouver or San Francisco? @toc contents Subject: Are there any IML members around Vancouver or San Francisco? Date: Tuesday, 12 September 1995 15:50:03 From: Charles Blaquiere ---------------------------------------------------------------------------- The subject line says it all. Please reply through e-mail at blaq@io.org, to avoid cluttering up the IML. Thanks. P.S. I'm away until Wed. Sep. 27. After a bit of brouhaha last time, I figured it was better NOT to create a separate message for this little fact. @{" Thread 240" link IML-240} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-140 " MSG-140 Subject: Stone Walls @toc contents Subject: Stone Walls Date: Tuesday, 12 September 1995 16:19:51 From: Charles Blaquiere ---------------------------------------------------------------------------- > From: John Leipold (FA) > > Obviously the altitude map will work, but eat a lot more processor time > once combined with the proper coloring. I believe that apart from the simplest textures, a brushmap will always be faster, since the effect is precalculated, and all Imagine has to do is take a weighted average of 4 brushmap pixels (anti-aliasing, ya know) to come up with the desired result. Most texture algorithms will need much more processing to determine the value of an object pixel. @{" Thread 136" link IML-136} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-141 " MSG-141 Subject: RE:Brush,Image map tip @toc contents Subject: RE:Brush,Image map tip Date: Tuesday, 12 September 1995 17:09:59 From: jbk4@ap.spa.psu.edu (The Prophet) ---------------------------------------------------------------------------- I always convert the brushmaps to 24bit Impulse format. Doesn't Imagine have to convert the Targa/TIFF/IFF to its own format anyway? Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 145" link IML-145} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-142 " MSG-142 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 12 September 1995 18:21:08 From: Roger Straub ---------------------------------------------------------------------------- On Mon, 11 Sep 1995, Damon LaCaille wrote: > > > > Well, on my Amiga 3000 or the 486, it seems to always do something to the > disk drive, even when rendering a small 320x200 pic with minimal > objects/textures etc. I believe it actually does save a little bit of > the picture at a time, don't know why, but I think it might. However, > this of course has no relevance to the virtual memory topic if it is > true... but it might be an explanation for "hitting the drive" :) When Imagine makes an image, it creates each line separately, and then saves them all into the same file as it goes along, to free as much memory as possible for the objects, textures, brushmaps, particles, etc., etc., on ad infinitum... > > Damon > > See ya, Roger @{" Thread 123" link IML-123} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-143 " MSG-143 Subject: Cloud Cover Annoyance @toc contents Subject: Cloud Cover Annoyance Date: Tuesday, 12 September 1995 19:50:49 From: dvwilson@tibalt.supernet.ab.ca ---------------------------------------------------------------------------- Hello everyone. I'm working on a space scene right now (I know, "Wow! That's an original Idea Dave!"). Anyway the problem I'm having is with the cloud cover on my planet. I have two spheres, one for the planet and one for the cloud cover the planet renders fine and with certain settings my cloud cover renders fine isn't what I'm after in appearance. The clouds are just not real enough. Now, when I get the clouds to a setting where they should be how I want them something strange happens. It seems that when rendered the area of the sphere DIRECTLY facing the lightsource (I only have one) vanishes and the rest of the sphere is white and faceted. I have phong shading on and my sphere has a fractal noise cylindrical map with genlock on so that the black in my image is invisible. The only thing I am changing is the fog length of the object so that I can get the thinning atmosphere look. Otherwise the edge of my atmosphere just stops dead (which looks really bad). If any one has something to suggest please do so. I've been playing with this for over a week now. Thanks. @{" Thread 171" link IML-171} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-144 " MSG-144 Subject: Re: Amiga, PC @toc contents Subject: Re: Amiga, PC Date: Tuesday, 12 September 1995 23:12:38 From: Mike McCool ---------------------------------------------------------------------------- > > When Imagine makes an image, it creates each line separately, and then > saves them all into the same file as it goes along, to free as much > memory as possible for the objects, textures, brushmaps, particles, etc., > etc., on ad infinitum... > Which equals drive-thrashing. Just watch your HD light, if you don't believe me. My 3000 runs all night rendering, and it used to wake us up, flashing like a strobe light. My poor HD. Fix? Render to a recoverable ram drive, and have an image processor laying in wait to save out the frames in toto as they're rendered. Your HD will love you for it. @{" Thread 142" link IML-142} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-145 " MSG-145 Subject: RE:Brush/Image map tip @toc contents Subject: RE:Brush/Image map tip Date: Wednesday, 13 September 1995 00:16:31 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- There is a proggie out for Amiga I've been toying around with, called "AutoPeg.lha" which converts any JPEG image accessed into an IFF 24, then sends the IFF 24 to the task trying to read the file. I've had moderate success with it so far, and will note my final opinion of it out here in a week or so. A 100% JPEG is a serious space gain over a 24 IFF, and, for single frame use, the 10-30 seconds in conversion are a tolerable trade-off for a 20-60% savings of space. (I have over 12 megs of maps in my "WRAPS:" directory, and am thrilled with the possibility of crushing them all, instead of just the 4 megs or so that are fully inactive) Toodle-ooh Joel @{" Thread 113" link IML-113} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-146 " MSG-146 Subject: PC anims @toc contents Subject: PC anims Date: Wednesday, 13 September 1995 01:50:14 From: Duncan ---------------------------------------------------------------------------- Could anyone suggest a FLC player for the PC -preferably free/pd etc that i could use to play looping anims from a batch file i have done some anims for someone and i converted them to mpeg -as the bloke has an mpeg card on his PC but it will not play a loop with out 'stuttering' at the end/loop i have recompiled the anim as an .FLC but i cannot find my way round FTP PC archives to get a suitable player also is there a way to convert imagine/animation files to use in some kind of PC screen blanker afterdark or similar or is it just a matter of converting to the correct format ?? as you might have guessed i use an amiga TIA Duncan \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\ dunc@eraser.demon.co.uk \\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ @{" Thread 150" link IML-150} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-147 " MSG-147 Subject: Re: Brush,Image map tip @toc contents Subject: Re: Brush,Image map tip Date: Wednesday, 13 September 1995 09:55:22 From: "needs a finger name." ---------------------------------------------------------------------------- On Tue, 12 Sep 1995, Granberg Tom wrote: > Hello guys > > I've used 3.3/3.4beta for a while now, and I have discovered something that > would speed up intialiasing the rendering and the attribute redraw. > Since I use both the Pc version as well as the Amiga, I tought that using a pc > file format for my brushes/pictures was a good idea, it is not........ > Targa/tiff takes very long time to load, so by using the Amiga native file > format .iff, it speeds up the redraw time and rendering intialiasing by a fact or > of ca. 3 to 1, that is 3 times faster than the targa or tiff format. The only > downside with .iff and Imagine is that you cant use very large image maps, the > limit seems to be around 750X600.But in these cases you can mix and match file > formats. Most image prossesors on pc's can export iff. > > Tom Renderbrandt > I have successfully used 2880x1440 iffs on my Amiga 4000. Of course it has 36 mb of memory. Jim Rix @{" Thread 320" link IML-320} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-148 " MSG-148 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 13 September 1995 10:55:17 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- >Subject: HD light Hi light watcher, I'm pleased to see. that so many people watch the HD acces indicator. But my suggestion would be to read some good books, go walking and watch the birds, etc while rendering. On some platforms you do have enough time for that. Re.: > When Imagine makes an image, Attila montvai@achilles.rijnh.nl ============================================================== |-00000-------| |0-------000-0| |---0000------| 1.2 Hz(!) ABACUS, 11 rows, 13 spheres |---------0000| of different colors on each | | | | --- --- =============================================================== @{" Thread 319" link IML-319} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-149 " MSG-149 Subject: Re:Brush map tip II @toc contents Subject: Re:Brush map tip II Date: Wednesday, 13 September 1995 14:23:31 From: Granberg Tom ---------------------------------------------------------------------------- Jim Rix wrote: I have successfully used 2880x1440 iffs on my Amiga 4000. Of course it has 36 mb of memory. Yes this is true, but if you try that stunt on a pc you'll get this nessage:Error loading brush bla.bla. Tom Renderbrandt @{" Thread 141" link IML-141} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-150 " MSG-150 Subject: Re: PC anims @toc contents Subject: Re: PC anims Date: Wednesday, 13 September 1995 15:31:50 From: Valleyview@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-12 23:59:15 EDT, you write: >Could anyone suggest a FLC player For windows find AAWIN.EXE. It will play flc. and fli. files in windows. It is distributable. Imagine comes with a Dos player. I'm not sure if it's freeware or what. In windows Visual Basic lets you create screen savers from flc. or avi. files. Trouble is that unless it is a small animation that you can load into memory, the entire time that the screen saver is active the hard drive will be running. Rick @{" Thread 276" link IML-276} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-151 " MSG-151 Subject: HD Light @toc contents Subject: HD Light Date: Wednesday, 13 September 1995 20:19:13 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Montvai: >suggestion would be to read some good >books, go walking and watch the birds, Actually, I read an average of 500 pages per day, usually sci-fi, but have found that an occasional glance at the HD light will help me tell when an image has completed processing 8^) Joel @{" Thread 155" link IML-155} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-152 " MSG-152 Subject: Brush Maps @toc contents Subject: Brush Maps Date: Wednesday, 13 September 1995 20:22:42 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- >Jim Rix wrote: >I have successfully used 2880x1440 iffs on my Amiga 4000. Of course it >has 36 mb of memory. No offense, but what the hell do you need with a brush map that large? couldn't you just scale it down to about 25% or less with no noticeable difference? JN @{" Thread 157" link IML-157} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-153 " MSG-153 Subject: Which Display Board? @toc contents Subject: Which Display Board? Date: Wednesday, 13 September 1995 22:56:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- I was just authorized to buy four Pentiums for our school graphics lab. The 133Mhz machines I'm looking at either have Matrox MGA Millenniums, Number Nine Imagine 128s, or Diamond Stealth 64s graphics boards. I know the Diamond Stealth is a good board and compatible with Imagine, but the other two were more highly recommended by PC Magazine and I wonder if anyone here has used them? Also, this same mag recommended most highly the Tangent Mediastar, amongst all the Pentiums, but I've never even heard of Tangent. Has anyone here used a Tangent? Finally, I have generally found that 16 Megs is pretty adequate for running Imagine on my Amiga, so I'm planning on the same for the Pentiums. Any other suggestions? Floater @{" Thread 161" link IML-161} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-154 " MSG-154 Subject: Impulse's metaball pic... @toc contents Subject: Impulse's metaball pic... Date: Thursday, 14 September 1995 01:05:50 From: Bush Doktor ---------------------------------------------------------------------------- Anybody check out the picture Mike H. from impulse, put up on aminet? It's called "alienart.lha" I believe. It's supposed to show the use of metaballs in 4.0. Bush *************************************************** University of Dreadlands *http://ebhon.jnst.uor.edu/Users/doktor* Blowing the FULL watts twenty years! @{" Thread 187" link IML-187} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-155 " MSG-155 Subject: Re: HD Light @toc contents Subject: Re: HD Light Date: Thursday, 14 September 1995 01:53:41 From: WoodyFM@aol.com ---------------------------------------------------------------------------- I have managed on the PC platform to reduce Imagines accessing the hard drive so often by enabling Smartdrive with delayed write. Rendering times improved from 10-30% also. Forrest @{" Thread 315" link IML-315} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-156 " MSG-156 Subject: Re: @toc contents Subject: Re: Date: Thursday, 14 September 1995 05:22:30 From: Bill Boyce ---------------------------------------------------------------------------- >At 11:55 AM 13/9/95 +0200, Attila Montvai wrote: > >============================================================== > > |-00000-------| > |0-------000-0| > |---0000------| 1.2 Hz(!) ABACUS, 11 rows, 13 spheres > |---------0000| of different colors on each > | | > | | > --- --- >=============================================================== > But does it multitask ??? @{" Thread 245" link IML-245} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-157 " MSG-157 Subject: Re: Brush Maps @toc contents Subject: Re: Brush Maps Date: Thursday, 14 September 1995 05:34:07 From: Bill Boyce ---------------------------------------------------------------------------- At 07:22 PM 13/9/95 -0400, you wrote: >>Jim Rix wrote: >>I have successfully used 2880x1440 iffs on my Amiga 4000. Of course it >>has 36 mb of memory. > >No offense, but what the hell do you need with a brush map that large? >couldn't you just scale it down to about 25% or less with no noticeable >difference? >JN Not if he was rendering for film or print. @{" Thread 135" link IML-135} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-158 " MSG-158 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 14 September 1995 07:21:19 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- Of course!!! You can sing, talk, .... while tossing the balls. attila @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ Bil Boyce wrote: >At 11:55 AM 13/9/95 +0200, Attila Montvai wrote: > >============================================================== > > |-00000-------| > |0-------000-0| > |---0000------| 1.2 Hz(!) ABACUS, 11 rows, 13 spheres > |---------0000| of different colors on each > | | > | | > --- --- >=============================================================== > But does it multitask ??? @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @{" Thread 148" link IML-148} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-159 " MSG-159 Subject: Failed send @toc contents Subject: Failed send Date: Thursday, 14 September 1995 08:05:52 From: dvwilson@tibalt.supernet.ab.ca ---------------------------------------------------------------------------- Hi, can somebody tell me why I have a failed send for a message? I sent out a message about a problem I'm having, last tnight I saw it posted in my mailbox, then tonight I find a NON-DELIVERY message from Lotus_Mail_Exchange@cserv4.ccmail.compuserve.com. What does this mean? Did anybody get the message I sent about Cloud Cover Annoyance? @{" Thread 169" link IML-169} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-160 " MSG-160 Subject: What's cool about AlienArt.jpg @toc contents Subject: What's cool about AlienArt.jpg Date: Thursday, 14 September 1995 08:27:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I just dl'd the picture. Try modelling that object with the standard Imagine modelers and I think that you might go a little crazy. The shadows are indeed interesting, but check out the texture on the pedestal. It looks like it's that PC texture (that we didn't get on the Amiga platform. snif.) called 'caustic' I think. As well, there are funny rings on the surface where the balls contact it. The metallic attributes do look quite nice, as well. The star map in the backgound looks ok. The image is only 56k, so it dl's pretty quick. \KenR @{" Thread 170" link IML-170} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-161 " MSG-161 Subject: Re: Which Display Board? @toc contents Subject: Re: Which Display Board? Date: Thursday, 14 September 1995 10:04:49 From: "Scott J. Geertgens" ---------------------------------------------------------------------------- On Wed, 13 Sep 1995 m.rubin9@genie.geis.com wrote: > > I was just authorized to buy four Pentiums for our school graphics > lab. The 133Mhz machines I'm looking at either have Matrox MGA > Millenniums, Number Nine Imagine 128s, or Diamond Stealth 64s > graphics boards. I know the Diamond Stealth is a good board and > compatible with Imagine, but the other two were more highly > recommended by PC Magazine and I wonder if anyone here has used them? I use a 2meg Diamond Stealth 64 VRAM, and would recommend it as a good card for both DOS and Windows performance. It has been ranked pretty high in the past, and has only recently been beaten out by some of the newer cards in terms of performance. I personally would suggest avoiding the Matrox. I've read that they have blazing Windows performance but suffer greatly under DOS. This won't do unless WinImagine makes a quick appearance. I've heard very little about the wave of 128-bit cards, so I can't help you there. > Finally, I have generally found that 16 Megs is pretty adequate for > running Imagine on my Amiga, so I'm planning on the same for the > Pentiums. Any other suggestions? 16Megs seems to work fine for me, but I don't do large projects either. SJG @{" Thread 166" link IML-166} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-162 " MSG-162 Subject: Re:Which Display Board? @toc contents Subject: Re:Which Display Board? Date: Thursday, 14 September 1995 11:44:51 From: Jeremy Peter Hopkin ---------------------------------------------------------------------------- Sorry I can't help you with the display cards, but about the memory you were suggesting...... I believe that you should purchase EDO Ram as opposed to regular DRAM as it is much better(and generally only better) when the processor starts jumping out of cache, and fetching from main memory. If you have 16M and are using it, my guess is main memory will be accessed freqently esp. on a 133MHz P which should fly though 'tracing, so you should see a noticable increase in speed. Also it depends what type of textures you'll using, as Essence and Forge aren't out on PC(If they are, tell me! Tell Me!....) so that cuts down procedural textures quite a bit. So you may use more brush-maps which use lots of memory. Also if you've got speed to spare you may want to create something more elaborate which = more memory. So it depends on how seriously heavy the raytracing in you graphics labs will be. Also if you dabble with other raytracers, Lightwave wants Win NT or 95, and 16Meg min, and 3DStudio(don't bother, its naff) also craves 16Meg. And finally there is the budget, could it strech? That's just my penny, cent etc. worth. Jeremy PS I hope you're getting 17inch monitors or better. @{" Thread 214" link IML-214} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-163 " MSG-163 Subject: Re: Impulse's metaball pic @toc contents Subject: Re: Impulse's metaball pic Date: Thursday, 14 September 1995 12:18:28 From: gregory denby ---------------------------------------------------------------------------- Bush Doktor asks: >Anybody check out the picture Mike H. from impulse, put up om >aminet? It's calle "alienart.lha" I believe. Thanks for reminding me, I forgot to d-load it. It's AlienArt.jpg in aminet/gfx/3d. The "sculpture" represented is pretty casual in construction, just a blobbly form that might be some sort of quadruped, so it doesn't really shop what might be possible. The metaballs do have metallic attributes; gold, copper, silver placed on them. The boundaries of the attribs stop midway between the various balls. It will be interesting to see how brushes wrap on them (can't wait, can't wait). The soft shadows are very nice, very subtle. They seem so natural that you don't even notice them, they fit in so well. The rest of the pic is just a platform in a nice space backdrop, good nebula, etc. Well, got to get back to watching my drive light flicker Greg Denby @{" Thread 108" link IML-108} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-164 " MSG-164 Subject: Re: Minds Eye @toc contents Subject: Re: Minds Eye Date: Thursday, 14 September 1995 14:17:04 From: "Anime a day..." ---------------------------------------------------------------------------- On Thu, 14 Sep 1995 cjo@esrange.ssc.se wrote: > A few months ago somebody wrote something about two or three movies with > "Minds Eye" in the title. Now I have got a chance to buy two movies called > "Gate to the Minds Eye" and "Beyond the Minds Eye". > > What are they? Stories? Conceptual movies? Raytracing from beginning to > end? Or what? > > Are they worth to buy? That's basically what I want to know. > The first Mind's Eye was very inspirational. I have seen the second, and it didn't move me as much as the first one. If there is a third, I hope it has the same vigor as the first. I believe 'Beyond..' was the second.. the first is just called , the Mind's Eye if I recall correctly. Bill @{" Thread 184" link IML-184} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-165 " MSG-165 Subject: Minds Eye @toc contents Subject: Minds Eye Date: Thursday, 14 September 1995 15:58:11 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- A few months ago somebody wrote something about two or three movies with=20 "Minds Eye" in the title. Now I have got a chance to buy two movies called=20 "Gate to the Minds Eye" and "Beyond the Minds Eye". What are they? Stories? Conceptual movies? Raytracing from beginning to=20 end? Or what? Are they worth to buy? That's basically what I want to know. *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 222" link IML-222} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-166 " MSG-166 Subject: RE: Which Display Board? @toc contents Subject: RE: Which Display Board? Date: Thursday, 14 September 1995 16:12:56 From: Jeff Hanna ---------------------------------------------------------------------------- Just remember that EDO RAM is only usable by certain PCI systems (and = not by ANY 486 systems). The system MUST have a chipset that understands = EDO RAM. I know Intels Triton chipset does, but I am sure there are = others. A good rule of thumb is "If your system didn't come with EDO RAM, it = probably cannot use it." >I believe that you should purchase EDO Ram as opposed to regular DRAM = as it >is much better(and generally only better) when the processor starts = jumping >out of cache, and fetching from main memory. If you have 16M and are = using >it, my guess is main memory will be accessed freqently esp. on a 133MHz >which should fly though 'tracing, so you should see a noticable = increase >in speed. @{" Thread 4" link IML-4} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-167 " MSG-167 Subject: Re: Minds Eye @toc contents Subject: Re: Minds Eye Date: Thursday, 14 September 1995 16:13:34 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, cjo@esrange.ssc.se wrote: } } A few months ago somebody wrote something about two or three movies with } "Minds Eye" in the title. Now I have got a chance to buy two movies called } "Gate to the Minds Eye" and "Beyond the Minds Eye". } The series is composed of three volumes: I. The Minds Eye II. Beyond the Minds eye, featuring music by Jan Hammer III. The Gate to the Minds Eye, featuring music by Thomas Dolby All three titles are available on VHS or LaserDisc (in the U.S., at least). They are also availble in a VHS 3-pack (I've seen it at Suncoast). There is also a 3-pack of the first two and another title which I am not familar with. Note that there are two versions of the orignal "Minds Eye." The "official version" and a shorter version with a few different clips that was sold (for the same price) by Radio Shack (here in the U.S.). I own the first two volumes on VHS, and "The Gate" on CAV LD. The music for the second and third volumes are available on CD. The music for the first may be, too. } What are they? Stories? Conceptual movies? Raytracing from beginning to } end? Or what? } All three movies are composed of bits and clips of different very-fine computer animations which were originally generated for industrial, commercial, entertainment, etc. use. Some you have probably seen, others you haven't. Most (I believe) were rendered in high-end mainframes. You can think of each volume as a music album. Each song on a volume has different (but simular in theme) computer animations spliced together. The third tries to tie in the whole vhs tape/LD as one story (you'll need to read the package/jacket for a full description). In my opionion, "The Gate" is the best yet. The animation is, naturally, more advanced than earlier volumes. The "theme'ing" seems to work (at least on side 1 of the LD). And I'm a big Thomas Dolby fan. } Are they worth to buy? That's basically what I want to know. } This really depends on how much like computer generated images. Personally, I fell in love with CGI when Tron came out (and we all know how well Tron represented CG ;-) I've been a "weekend-render'er" for many many years now. I grab everything I can which exhibits computer animation. In my opinion, the whole "Minds Eye" series is the best of the best. There are other tapes which show off CGI, but they don't do it as well as Mirimax (or is it Mirimar?) does in this series. If you are unwaivered by my own testominal, then I recommend you try to rent them and see for yourself. -Ed I am neither employed by, nor receive any compensation from Mirimar (Mirimax?). Hell, I can't even remember their exact name. :-) -- Opinions percieved here are not necessarily shared by those I work for. Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 168" link IML-168} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-168 " MSG-168 Subject: Re: Minds Eye @toc contents Subject: Re: Minds Eye Date: Thursday, 14 September 1995 18:28:01 From: Damon LaCaille ---------------------------------------------------------------------------- On Thu, 14 Sep 1995, Anime a day... wrote: > The first Mind's Eye was very inspirational. I have seen the second, > and it didn't move me as much as the first one. If there is a third, I > hope it has the same vigor as the first. I believe 'Beyond..' was the > second.. the first is just called , the Mind's Eye if I recall correctly. > > Bill Everyone here might also want to try "Virtual Nature" from the Nature Company. It features 3-d rendered scenes made on MACs, SGIs, PCs, etc. Didn't see an Amiga in the credits, but then again I wasn't looking too closely. Very impressive! Especially the falling leaves and leaves under water thing - much too real. Damon @{" Thread 172" link IML-172} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-169 " MSG-169 Subject: Re: Failed send @toc contents Subject: Re: Failed send Date: Thursday, 14 September 1995 21:13:38 From: Bill Boyce ---------------------------------------------------------------------------- At 01:05 AM 14/9/95 -0600, you wrote: > Hi, can somebody tell me why I have a failed send for a message? >I sent out a message about a problem I'm having, last tnight I saw it posted >in my mailbox, then tonight I find a NON-DELIVERY message from >Lotus_Mail_Exchange@cserv4.ccmail.compuserve.com. What does this mean? >Did anybody get the message I sent about Cloud Cover Annoyance? > Yeah, I've been getting those for almost every message I send lately. Pain in the ***. The messages still seem to get out to the IML, they seem to be bouncing as the IML relay sends them on to compuserve??? Is anyone looking into this? @{" Thread 223" link IML-223} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-170 " MSG-170 Subject: Re: What's cool about AlienArt.jpg @toc contents Subject: Re: What's cool about AlienArt.jpg Date: Thursday, 14 September 1995 21:18:08 From: Bill Boyce ---------------------------------------------------------------------------- At 07:27 AM 14/9/95 PDT, you wrote: >I just dl'd the picture. Try modelling that object with the standard >Imagine modelers and I think that you might go a little crazy. The >shadows are indeed interesting, but check out the texture on the >pedestal. It looks like it's that PC texture (that we didn't get >on the Amiga platform. snif.) called 'caustic' I think. As well, Don't sniff - get essence!! >there are funny rings on the surface where the balls contact it. Ripple (wave) texture radiating from each foot >The metallic attributes do look quite nice, as well. > >The star map in the backgound looks ok. >The image is only 56k, so it dl's pretty quick. >\KenR > @{" Thread 95" link IML-95} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-171 " MSG-171 Subject: Re: Cloud Cover Annoyance @toc contents Subject: Re: Cloud Cover Annoyance Date: Thursday, 14 September 1995 21:21:32 From: Bill Boyce ---------------------------------------------------------------------------- At 12:50 PM 12/9/95 -0600, you wrote: > Hello everyone. I'm working on a space scene right now (I know, >"Wow! That's an original Idea Dave!"). Anyway the problem I'm having is >with the cloud cover on my planet. I have two spheres, one for the planet >and one for the cloud cover the planet renders fine and with certain settings >my cloud cover renders fine isn't what I'm after in appearance. The clouds are >just not real enough. Now, when I get the clouds to a setting where they >should >be how I want them something strange happens. It seems that when rendered >the area of the sphere DIRECTLY facing the lightsource (I only have one) >vanishes and the rest of the sphere is white and faceted. I have phong >shading on >and my sphere has a fractal noise cylindrical map with genlock on so that >the black >in my image is invisible. > > The only thing I am changing is the fog length of the object >so that I can >get the thinning atmosphere look. Otherwise the edge of my atmosphere just >stops dead (which looks really bad). If any one has something to suggest please >do so. I've been playing with this for over a week now. Thanks. The only thing I have had trouble with (just finished a big project doing just this) is making the planet and the atmosphere the same size and position. The polygons interfere in weird ways. Kinda obvious, but that's all I got ... Good Luck @{" Thread 339" link IML-339} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-172 " MSG-172 Subject: Re: Minds Eye @toc contents Subject: Re: Minds Eye Date: Thursday, 14 September 1995 22:08:31 From: Sharky ---------------------------------------------------------------------------- On Thu, 14 Sep 1995 cjo@esrange.ssc.se wrote: > A few months ago somebody wrote something about two or three movies with > "Minds Eye" in the title. Now I have got a chance to buy two movies called > "Gate to the Minds Eye" and "Beyond the Minds Eye". > > What are they? Stories? Conceptual movies? Raytracing from beginning to > end? Or what? > > Are they worth to buy? That's basically what I want to know. > Basically the Mind's Eye videos have a number of short CG animations strung together with music. You may have seen them before but the compilations are nice and the music is excellent. The first one was music by Jan Hammer and not sure on the second. The third Gateway to the Minds Eye has a bit more of a theme to it and the music is mostly Thomas Dolby stuff. I enjoyed the last one a lot, it has some pretty hot garphics and music. The CG on these videos are pretty top notch and the music to go with them is pretty hot as well. Just my opinion.... Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 164" link IML-164} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-173 " MSG-173 Subject: RE: Shading Bands @toc contents Subject: RE: Shading Bands Date: Friday, 15 September 1995 00:19:09 From: Jeff Hanna ---------------------------------------------------------------------------- On Sep 18, 9:35pm, imagine-relay@email.sp.paramax.com wrote: > > I agree with using ADPro dithering, which CAN be used, i believe, by = selecting > "Apply Map", then saving the resulting 24 bit file. > JN >-- End of excerpt from imagine-relay@email.sp.paramax.com >ADPro does not dither 24 bit images. Why would it? It does need to = fake any >colors- they are all represented in the 24 bits of color information. > >It only dithers lower color resolution images to make them look like 24 = bit. >When it dithers, it trades spatial resolution for color resolution. > >I don't understand this thread. The original poster was looking at a = 24 bit >image with 65,000 colors. When you lower color resolution without = dithering, >you will get banding on large areas with slight color variation. This = is >obvious. > >24 bit represents all colors available to you. No banding will occur = when you >display a true 24 bit image on true 24 bit devices, so there is no need = to >dither anything. Sorry, but for the last time, your wrong. with only 256 available shades = of each primary color (RGB), solid objects of those primary colors, and = ones of black/grey/white will appear banded even when rendered at 24 = bit. Do the math. 256R x 256G x 256B =3D 16.7M all colors. What do you think = that 256R is? It's the available shades of Red. a solid red object only = has 8 bits of color attributable to it. This means that at best, even on = a 24bit display, it will have 256 available shades. If 24bit gives you all colors (which it doesn't) why is there a 48bit = TIFF format? Not that it's widely used, granted. @{" Thread 198" link IML-198} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-174 " MSG-174 Subject: Lightwave mail list @toc contents Subject: Lightwave mail list Date: Friday, 15 September 1995 03:53:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- I know this is way off topic for Imagine, but I know many Imagineersalso use Lig htwave.Does anyone have current subscription info for the Lightwave Mailinglist? I know it changed, and I thought the address was:lightwave-request@webcom.combu t I keep getting a bounce from my mail server saying it doesn'texist. Any help w ould be appreciated.Please Email me instead of posting to the list. Thanks. /- ----------------------------- ___ ___ ___ ___ | Mike van der Som men / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in the day" \_____________________________________________________________--- =FE Int erNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 188" link IML-188} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-175 " MSG-175 Subject: Imagine won't run!!! HELP!!!! @toc contents Subject: Imagine won't run!!! HELP!!!! Date: Friday, 15 September 1995 08:06:18 From: dvwilson@tibalt.supernet.ab.ca ---------------------------------------------------------------------------- Hi all, I've got a big problem here. My system crashed and the only way I could fix it was to re-install Win95. Now my imagine won't run. When I load it it says "Abnormal Program termination. Please remember what you were doing and contact Impulse". Any ideas before I try the Gods? I don't want to pay LD charges yet, I'm too broke right now. @{" Thread 395" link IML-395} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-176 " MSG-176 Subject: UNSUB Requests @toc contents Subject: UNSUB Requests Date: Friday, 15 September 1995 09:30:02 From: dave@flip.eag.unisysgsg.com (Dave Wickard) ---------------------------------------------------------------------------- This week, I lost my work area to a recontstruction project. I lost power, network connections, telephone... thwe whole shootin match. Just got it back this morning to over 1350 email messages being lovingly saved. :-/ This means that if you have sent in an UNSUB request this week, it is in process right now. You should be properly unsubscribed by the end of the weekend. We will be going to an automated process isn the near future. I will announce any changes that will affect you sometime before the end of the month. Please do not email me for information regarding this until that time. Again, UNSUB requests will process sometime in the next day or two. You do not need to resend your request at this time. Thanks for your patience. I know this has tried mine. :-) Dave Wickard (612) 456-2783 "You can check out anytime dave@flip.eag.unisysgsg.com you'd like, but you can never dave@email.eag.unisysgsg.com leave." -The Eagles dwickard@eag.unisysgsg.com dave@shell.portal.com @{" Thread 279" link IML-279} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-177 " MSG-177 Subject: Everything is white exept the background ! @toc contents Subject: Everything is white exept the background ! Date: Friday, 15 September 1995 09:42:51 From: Jacques.Demare@France.Sun.COM ---------------------------------------------------------------------------- FROM too long. Original FROM is 'Jacques.Demare@France.Sun.COM (Jacques DEMARE - SSI - Southern Europe Solution Center)' ---------------------- Original Message Follows ---------------------- Hi all, I've got a strange problem here with Imagine 3.0. I've made a logo, first with no particular attribute, just a color, and tried to render it => the background has the right color, but the logo renders in gray shades no matter if I render in scanline or trace mode !!! I've already tried several attributes and even a map brush but with no result until now... For information, the logo was modelised in Imagine 3.0 in the spline editor (importing psfonts) and also rendered with it. I can see nothing in the manual and really cannot understand what happens, so if somebody has an idee, please feel free to reply, it will soon become urgent, it's a logo for an Amiga Show here in France, the next spring. Scoop : it's name : AMIGA Spring'96. Thanks in advance, have a good day ! Jacques DEMARE. @{" Thread 194" link IML-194} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-178 " MSG-178 Subject: The 3rd in the Minds Eye video series (was RE: Mind Eye) @toc contents Subject: The 3rd in the Minds Eye video series (was RE: Mind Eye) Date: Friday, 15 September 1995 12:09:52 From: James Cheseborough ---------------------------------------------------------------------------- The 1st video Minds Eye is better than EITHER the 2nd (Beyond...) or the 3rd (The Gate to The minds eye). I'm really into music too. The music on the 1st is awesome, and went straight downhill after that! :-( Now #3 *IS* better than the second, and has some state of the art animation that is totally awesome. They give you some 3" by 5" cards to order the COMPLETE video (all are just clips) from the creator. That's cool. But it just doesn't have the cohesiveness or flow that #1 did... On Thu, 14 Sep 1995, Anime a day... wrote: > On Thu, 14 Sep 1995 cjo@esrange.ssc.se wrote: > > > A few months ago somebody wrote something about two or three movies with > > "Minds Eye" in the title. Now I have got a chance to buy two movies called > > "Gate to the Minds Eye" and "Beyond the Minds Eye". > > > > What are they? Stories? Conceptual movies? Raytracing from beginning to > > end? Or what? > > > > Are they worth to buy? That's basically what I want to know. > > > > The first Mind's Eye was very inspirational. I have seen the second, > and it didn't move me as much as the first one. If there is a third, I > hope it has the same vigor as the first. I believe 'Beyond..' was the > second.. the first is just called , the Mind's Eye if I recall correctly. > > Bill > > > > @{" Thread 182" link IML-182} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-179 " MSG-179 Subject: Where on the net can we find rendered pix? @toc contents Subject: Where on the net can we find rendered pix? Date: Friday, 15 September 1995 12:15:32 From: James Cheseborough ---------------------------------------------------------------------------- Please let me know if you have any good sourcesfor rendered pix on the net. I have found lots of Web pages that really dissapoint! Please make sure the ones you suggest actually *CONTAIN* *LOTS* of *HIGH* quality computer generated (rendered) pix in JPEG format. ie. Not just a Web page w/ a few pix and more links.....Thanks! @{" Thread 153" link IML-153} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-180 " MSG-180 Subject: Optimisation @toc contents Subject: Optimisation Date: Friday, 15 September 1995 12:44:53 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 2164526 16SEP95 01.00 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM Hi all Just wondering about the previous discussion of optimisation to 040 chip...no one ever mentioned if Imagine was ever optimised for the PC. The pentium have this 4 pipeline thingy that enable it to process information much faster ... however a program must be written to utilise this. Such program include the game called Magic Carpet. Anyway, my question is, is Imagine optimised to use this processing? If not then I guess there will be some improvement to the rendering speed. Please don't flame me for this ... it's just a questionbut please correct me if I am wrong. :) Oh yeah...the P6 is due to be released in the near future and would be a beast for Imagine...wonder if Impulse is going to optimise Imagine for windows, and put in a feature to render on the fly ... ie anims doesn't have to be pre rendered but will render and play instantaneously from the stage/project ed. Just some thoughts. Vic @{" Thread 225" link IML-225} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-181 " MSG-181 Subject: Huge iff-24 file - how to convert @toc contents Subject: Huge iff-24 file - how to convert Date: Friday, 15 September 1995 14:04:21 From: Bob Pleatman ---------------------------------------------------------------------------- Being new to imagine, please forgive me if this is a stupid question. I have created an image for a CD cover. I was told by our Media group that the final image should be at least 400dpi. Seeing as the cd is about 5 inches, I rendered the image at 2100x2220 in IFF-24. I ended up with a 3.3 meg file. Now I needed to convert it. Every program I tried needed more menory to complete the task. It would seem they all read the entire picture before doing a conversion. Is there another program out there that will begin a jpg conversion before reading the whole file. Do I need to get VMM, and go that route ? On a side note, does 2100x2220 sound high enough for a slide? And another question, if you got this far, I use the cybervision with Imgaine 3.3, and noticed in the docs the parameter to set the screen to 800x600, but i use 776x600, is there a way tp specify exactly what I want ? Thanks alot bob @{" Thread 197" link IML-197} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-182 " MSG-182 Subject: Re: The 3rd in the Minds Eye video series (was RE: Mind Eye) @toc contents Subject: Re: The 3rd in the Minds Eye video series (was RE: Mind Eye) Date: Friday, 15 September 1995 14:58:56 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, James Cheseborough wrote: } } The 1st video Minds Eye is better than EITHER the 2nd (Beyond...) or the } 3rd (The Gate to The minds eye). } Everyone's entitled to their own opinion. :-) } I'm really into music too. The music on the 1st is awesome, and went } straight downhill after that! :-( } Perhaps if you were a Jan Hammer or Thomas Dolby fan you might think otherwise. } Now #3 *IS* better than the second, and has some state of the art } animation that is totally awesome. They give you some 3" by 5" cards to } order the COMPLETE video (all are just clips) from the creator. That's cool. Hmm...I don't remember seeing 3x5 cards with the laser disc. AFAIK "The Gate" is a complete video which contains bits and pieces of hundreds of computer animations from as many sources, so I don't know what "complete video" or single "creator" you're referring to. (Are we talking about the same video?) } But it just doesn't have the cohesiveness or flow that #1 did... } I suppose if someone wanted to own just one (either because of financial reasons or because they're not really into CGI), then perhaps "The Mind's Eye" might be the one to own. -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 58" link IML-58} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-183 " MSG-183 Subject: Re: Huge iff-24 file - how to convert @toc contents Subject: Re: Huge iff-24 file - how to convert Date: Friday, 15 September 1995 15:14:31 From: "Anime a day..." ---------------------------------------------------------------------------- On Fri, 15 Sep 1995, Bob Pleatman wrote: > > Being new to imagine, please forgive me if this is a stupid question. hopefully I don'thave a stupid answer! > > I have created an image for a CD cover. I was told by our Media > group that the final image should be at least 400dpi. Seeing as the > cd is about 5 inches, I rendered the image at 2100x2220 in IFF-24. > go to 2000x2000, it should be sharp enough that you won't need to reduce.. > I ended up with a 3.3 meg file. Now I needed to convert it. Every program > I tried needed more menory to complete the task. It would seem they all > read the entire picture before doing a conversion. Is there another > program out there that will begin a jpg conversion before reading the > whole file. Do I need to get VMM, and go that route ? hmm, how much megs do you have.. I will try with my set-up (I am at school right now) so with my 10 megs I think I can do it.. > > On a side note, does 2100x2220 sound high enough for a slide? sure.. some who work with film say the 4000x4000 is what you need, but I don't think so for 5". > > And another question, if you got this far, I use the cybervision with > Imgaine 3.3, and noticed in the docs the parameter to set the screen to > 800x600, but i use 776x600, is there a way tp specify exactly what I > want ? ahh.. NewMode, that should help you defin any screen res you want. You might have to wrestle with it for a while, but I find it to be invaulable for my 896x612 screen size.. BTW, which 17" monitor is the user's choice?? One with the least amount of black borders?? And which screen res & mode do most of you use?? I use Super 72 at its highest mode.. see ya Bill @{" Thread 192" link IML-192} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-184 " MSG-184 Subject: Mirroring bones objects @toc contents Subject: Mirroring bones objects Date: Friday, 15 September 1995 15:56:24 From: H.Kueck@AIGM.westfalen.de (Hendrik Kueck) ---------------------------------------------------------------------------- Hello, what I am trying to do is to mirror a right arm bones object to get the left arm. I use the transformation requester and scale the group along the x-axis with -1. After that, the object itself is mirrored, the bones axisses (or axes?) are at the correct positions but the alignment of the bones axises has not changed. And it is not possible to mirror them with the transformation requester afterwards. So is there any way to mirror the axises or is there another way to mirror the arm so that the alignment of the axises remains correct? Bye, Hendrik PS: Sorry for my bad english. (What the hell is the plural of axis?) @{" Thread 195" link IML-195} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-185 " MSG-185 Subject: Re: Huge iff-24 file - how to convert @toc contents Subject: Re: Huge iff-24 file - how to convert Date: Friday, 15 September 1995 18:43:46 From: Bob Arnold ---------------------------------------------------------------------------- You might also tweak around the aspect ratios to turn the 776x600 into 800x600 .. it will be a bit warped but less than 5%. I have 12MB on my machine (a PeeCee) and in Windows I use Paint Shop Pro to manipulate sizes and resolutions and conversions. Pretty good for shareware! -Bob On Fri, 15 Sep 1995, Anime a day... wrote: > On Fri, 15 Sep 1995, Bob Pleatman wrote: > > > > > Being new to imagine, please forgive me if this is a stupid question. > > hopefully I don'thave a stupid answer! > > > > I have created an image for a CD cover. I was told by our Media > > group that the final image should be at least 400dpi. Seeing as the > > cd is about 5 inches, I rendered the image at 2100x2220 in IFF-24. > > > go to 2000x2000, it should be sharp enough that you won't need to reduce.. > > > > > I ended up with a 3.3 meg file. Now I needed to convert it. Every program > > I tried needed more menory to complete the task. It would seem they all > > read the entire picture before doing a conversion. Is there another > > program out there that will begin a jpg conversion before reading the > > whole file. Do I need to get VMM, and go that route ? > > hmm, how much megs do you have.. I will try with my set-up (I am at > school right now) so with my 10 megs I think I can do it.. > > > > > > On a side note, does 2100x2220 sound high enough for a slide? > > sure.. some who work with film say the 4000x4000 is what you need, but > I don't think so for 5". > > > > > And another question, if you got this far, I use the cybervision with > > Imgaine 3.3, and noticed in the docs the parameter to set the screen to > > 800x600, but i use 776x600, is there a way tp specify exactly what I > > want ? > > > ahh.. NewMode, that should help you defin any screen res you want. You > might have to wrestle with it for a while, but I find it to be invaulable > for my 896x612 screen size.. > > BTW, which 17" monitor is the user's choice?? One with the least amount > of black borders?? And which screen res & mode do most of you use?? I > use Super 72 at its highest mode.. > > see ya > > Bill > > > @{" Thread 183" link IML-183} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-186 " MSG-186 Subject: Re: Huge iff-24 file - how to convert @toc contents Subject: Re: Huge iff-24 file - how to convert Date: Friday, 15 September 1995 20:24:32 From: Glenn-EWS@express-way.com (Glenn Nielsen) ---------------------------------------------------------------------------- In , Bob Pleatman writes: > > Being new to imagine, please forgive me if this is a stupid question. > > I have created an image for a CD cover. I was told by our Media > group that the final image should be at least 400dpi. Seeing as the > cd is about 5 inches, I rendered the image at 2100x2220 in IFF-24. > > I ended up with a 3.3 meg file. Now I needed to convert it. Every program > I tried needed more menory to complete the task. It would seem they all > read the entire picture before doing a conversion. Is there another > program out there that will begin a jpg conversion before reading the > whole file. Do I need to get VMM, and go that route ? > > On a side note, does 2100x2220 sound high enough for a slide? > > And another question, if you got this far, I use the cybervision with > Imgaine 3.3, and noticed in the docs the parameter to set the screen to > 800x600, but i use 776x600, is there a way tp specify exactly what I > want ? > The commercial automatic JPEG program PEGGER doesn't need to read in the entire picture in order to JPEG it. For something going to a printer you would want to set the quality up at 100% so there is minimal loss of quality for the image the printer uses. ---------------- Glenn Nielsen ------------------ -< Life is too short for a dull computer, Amiga >- Glenn-EWS@express-way.com CIS: 75115,444 BIX: expressway PORTAL: Glenn-EWS @{" Thread 131" link IML-131} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-187 " MSG-187 Subject: Re: Impulse's metaball pic @toc contents Subject: Re: Impulse's metaball pic Date: Friday, 15 September 1995 21:55:20 From: Roger Straub ---------------------------------------------------------------------------- On Thu, 14 Sep 1995, gregory denby wrote: > > The rest of the pic is just a platform in a nice space backdrop, good > nebula, etc. > I kinda wondered about the backdrop; The platform and the sculpture are fairly well-known, but take a look at the background. It's obviously a background image, but the light seems to be coming from one or two of the really bright stars. Do you think that those lens flares are Imagine-generated? > Well, got to get back to watching my drive light flicker > Greg Denby > @{" Thread 193" link IML-193} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-188 " MSG-188 Subject: Re: Locking brush to state @toc contents Subject: Re: Locking brush to state Date: Saturday, 16 September 1995 02:22:38 From: ALorence@aol.com ---------------------------------------------------------------------------- Is it possible to lock a BRUSH to a state? I can't seem to get it to work, although I can lock a texture no problem. Using 3.3 PC. Thanks. Alan. @{" Thread 190" link IML-190} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-189 " MSG-189 Subject: Re: Everything is white exept the background ! @toc contents Subject: Re: Everything is white exept the background ! Date: Saturday, 16 September 1995 03:27:59 From: Duncan ---------------------------------------------------------------------------- Hi Jacques, > Hi all, I've got a strange problem here with Imagine 3.0. > > I've made a logo, first with no particular attribute, just a color, > and tried to render it => the background has the right color, but > the logo renders in gray shades no matter if I render in scanline > or trace mode !!! > i think that you might be applying the attributes to the parent axis instead of the actual 'logo' what i do is create the 'spline object' save it and load it into the detail editor hit F1 then RA-2 (right amiga or alt if you like ;) then delete the parent axis RA-1 RA-A and RA-J then move the axis to x=0.0 then into the attributes editor ( providing you want all the logo with the colour etc this should work ok) and add colour and textures maps and anyone else i know is this gonna bounce from compuserve ??? Duncan \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\ dunc@eraser.demon.co.uk \\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ @{" Thread 191" link IML-191} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-190 " MSG-190 Subject: Re: Locking brush to state @toc contents Subject: Re: Locking brush to state Date: Saturday, 16 September 1995 03:39:08 From: ALorence@aol.com ---------------------------------------------------------------------------- >Is it possible to lock a BRUSH to a state? I can't seem to get it to work, >although I can lock a texture no problem. Using 3.3 PC. Ooops. I wasn't hitting ENTER after browsing for state to lock to. Sorry. Alan. @{" Thread 73" link IML-73} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-191 " MSG-191 Subject: Re: Everything is white exept the background ! @toc contents Subject: Re: Everything is white exept the background ! Date: Saturday, 16 September 1995 04:39:15 From: CoryJ44@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-15 05:05:01 EDT, you write: >I've made a logo, first with no particular attribute, just a color, >and tried to render it => the background has the right color, but >the logo renders in gray shades no matter if I render in scanline >or trace mode !!! Here's a possible solution . . . did you select the word as a group or did you give attributes to each letter individually? If you did the former, then the attributes aren't adopted by each individual member of the group. Select one of the letters, give it the attributes you want, then select the rest of the objects (with the attribute-assigned letter picked first) and use the "Apply" command to give all of the letters the same attributes. That should fix it. Cory @{" Thread 360" link IML-360} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-192 " MSG-192 Subject: Re: Huge iff-24 file - how to convert @toc contents Subject: Re: Huge iff-24 file - how to convert Date: Saturday, 16 September 1995 07:53:17 From: Jim Rix ---------------------------------------------------------------------------- On Fri, 15 Sep 1995, Bob Pleatman wrote: > > Being new to imagine, please forgive me if this is a stupid question. > > I have created an image for a CD cover. I was told by our Media > group that the final image should be at least 400dpi. Seeing as the > cd is about 5 inches, I rendered the image at 2100x2220 in IFF-24. > > I ended up with a 3.3 meg file. Now I needed to convert it. Every program > I tried needed more menory to complete the task. It would seem they all > read the entire picture before doing a conversion. Is there another > program out there that will begin a jpg conversion before reading the > whole file. Do I need to get VMM, and go that route ? > > On a side note, does 2100x2220 sound high enough for a slide? > > And another question, if you got this far, I use the cybervision with > Imgaine 3.3, and noticed in the docs the parameter to set the screen to > 800x600, but i use 776x600, is there a way tp specify exactly what I > want ? > > Thanks alot > > bob > The Amiga program ImageFX has the ability to use virtual memory. It will have no problem converting you image to the format you desire. As to the slide I would suggest a resolution of 6000x4000. Jim Rix @{" Thread 186" link IML-186} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-193 " MSG-193 Subject: Re: Impulse's metaball pic @toc contents Subject: Re: Impulse's metaball pic Date: Saturday, 16 September 1995 08:34:17 From: dvwilson@tibalt.supernet.ab.ca ---------------------------------------------------------------------------- > > >On Thu, 14 Sep 1995, gregory denby wrote: > >> >> The rest of the pic is just a platform in a nice space backdrop, good >> nebula, etc. >> > >I kinda wondered about the backdrop; The platform and the sculpture are >fairly well-known, but take a look at the background. It's obviously a >background image, but the light seems to be coming from one or two of the >really bright stars. Do you think that those lens flares are >Imagine-generated? Not a chance. He didn't put a whole lot of work into this which just stands to reason. It's just to show off neww functions. The reason why the flares would not be Imagine generated is because if you look at the backdrop and at the objects as seperate items you can see that the backdrop has a degree of bluriness (word?) that the objects don't have. The way the bluriness is it doesn't look like a DOF thing at all but just a low quality scanned image (or maybe the original photo just wasn't too hot). At any rate the flares are part of the back drop because if they were from Imagine they would be sharper. I don't think that for this type of picture Mike would have put in a bunch of extra work just to fuzzy his flares. Mike H. if your watching. If I'm wrong please post the correction to the list for all to make note of. Thanks. TTYL. > >> Well, got to get back to watching my drive light flicker >> Greg Denby >> > > @{" Thread 163" link IML-163} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-194 " MSG-194 Subject: Re: Everything is white exept the background ! @toc contents Subject: Re: Everything is white exept the background ! Date: Saturday, 16 September 1995 08:36:28 From: dvwilson@tibalt.supernet.ab.ca ---------------------------------------------------------------------------- >Hi Jacques, > >> Hi all, I've got a strange problem here with Imagine 3.0. >> >> I've made a logo, first with no particular attribute, just a color, >> and tried to render it => the background has the right color, but >> the logo renders in gray shades no matter if I render in scanline >> or trace mode !!! >> > i think that you might be applying the attributes to the parent axis instead >of the actual 'logo' what i do is create the 'spline object' save it and load >it into the detail editor hit F1 then RA-2 (right amiga or alt if you like ;) >then delete the parent axis RA-1 RA-A and RA-J then move the axis to x=0.0 >then into the attributes editor ( providing you want all the logo with the >colour etc this should work ok) and add colour and textures maps and anyone >else i know > > is this gonna bounce from compuserve ??? You know it will. Why waste the energy asking? Is somebody looking into this? (I.E. - CS users). > > Duncan > > \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > \\ dunc@eraser.demon.co.uk \\ > \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > @{" Thread 189" link IML-189} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-195 " MSG-195 Subject: Re: Mirroring bones objects @toc contents Subject: Re: Mirroring bones objects Date: Saturday, 16 September 1995 10:47:03 From: Bob Arnold ---------------------------------------------------------------------------- The plural of axis is -er- "chainsaw"? hahahahaha No, try "axes" with a long "e" sound. Gee, 6 years of physics really hasn't failed me after all......Bob On Fri, 15 Sep 1995, Hendrik Kueck wrote: > Hello, > > what I am trying to do is to mirror a right arm bones object to > get the left arm. I use the transformation requester and scale > the group along the x-axis with -1. After that, the object itself > is mirrored, the bones axisses (or axes?) are at the correct > positions but the alignment of the bones axises has not changed. > And it is not possible to mirror them with the transformation > requester afterwards. So is there any way to mirror the axises or > is there another way to mirror the arm so that the alignment of > the axises remains correct? > > Bye, > Hendrik > > > > PS: Sorry for my bad english. (What the hell is the plural of > axis?) > > > > @{" Thread 249" link IML-249} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-196 " MSG-196 Subject: Re: Minds Eye @toc contents Subject: Re: Minds Eye Date: Saturday, 16 September 1995 11:58:23 From: Dylan Neill ---------------------------------------------------------------------------- On Thu, 14 Sep 1995 cjo@esrange.ssc.se wrote: > A few months ago somebody wrote something about two or three movies with > "Minds Eye" in the title. Now I have got a chance to buy two movies called > "Gate to the Minds Eye" and "Beyond the Minds Eye". > > What are they? Stories? Conceptual movies? Raytracing from beginning to > end? Or what? > They're a show of rendering clips taken from people around the world set to music. --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 167" link IML-167} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-197 " MSG-197 Subject: Re: Huge iff-24 file - how to convert @toc contents Subject: Re: Huge iff-24 file - how to convert Date: Saturday, 16 September 1995 13:27:20 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- > BTW, which 17" monitor is the user's choice?? One with the least amount >of black borders?? And which screen res & mode do most of you use?? I >use Super 72 at its highest mode.. Thats highly dependant on the gfx system. I have a Merlin and it comes with a very nice program which lets you play around with the Hz/Khz settings and I don't have black borders if I don't want them. A couple of weeks ago I posted a response to questions about 040 optimalisation of Imagine and mentioned a way to get rid of the jumpy cursor. I use a program called 'CPU-control' version 1.8 which lets move the supervisor stackpointer into FAST and move the VBR into FAST too. Probably only needed for 040 owners because an 040 and CHIP is a big nono. It should be on Aminet or a Fish CDROM. I lost a great deal of my utility archive a while back and I have only the program left and no documentation but it has a GUI so its rather straightforward anyway. For those that are unable to find, its available on request. Joop @{" Thread 185" link IML-185} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-198 " MSG-198 Subject: RE: Shading bands @toc contents Subject: RE: Shading bands Date: Saturday, 16 September 1995 20:20:28 From: Jeff Hanna ---------------------------------------------------------------------------- >-> My question is, I have an object that is pretty much a solid grey = col >-> has specular set and hardness (255), with no texture. When I render >-> image, I get very noticable areas where the shading changes. I this >-> caused by me having a setting wrong ? How do I get rid of it. >-> I am rendering the imagine in iff-24, and looking at the image with >-> 64k colors. > >Simple. View the image in 16million (24 bit) color mode. As good as >16-bit color is, you won't get rid of the dithering bands unless you >have a true 24-bit display. Yes and no. On solid color objects (like what is mentioned) even 24bit = color will not entirely remove the banding. a 24bit display has 256 = available levels for each of the Red, Green, and Blue color channels. = This means that any object that is a fully saturated, solid color will = only get rendered with a maximum of 256 (out of a possilbe 16.7M) = colors. This will produce, albeit very very faint, banding. Good dithering techniques (ala ADPro2.5) can help in clean up of a = render such as this. Load the finished 24 bit rendering into ADPro and = have ADPro render it to a 24bit screen with Floyd-Steinberg dithering = on. This should erradicate the banding inherent in the picture. @{" Thread 263" link IML-263} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-199 " MSG-199 Subject: Re: A shadowless object @toc contents Subject: Re: A shadowless object Date: Saturday, 16 September 1995 22:36:53 From: Kent Marshall Worley ---------------------------------------------------------------------------- > > If you have to compositing in an animation, you can save yourself a lot of > work by using previously rendered frame as backdrop. > > example: you make a 30 frame anim of a bee flying in a room. > > 1- make the staging as usual. > > 2- when ready for the final render, change the number of frames to 60, and > change all "BAR" for the bee from 1-30 to 31-60 and add a "global" actor in > the range 31-60, specifing as backdrop image > ".../BeeProject.imp/final.pix/pic" and 30 as "max frame count (or some thing > like that" > > Do not forget to make a copy all your light setting from 1-30 to 31-60. copy > also the ambient lighting and the global fog. > > now, you just have to render, the machine will do all the work for you (ie: > compositing the frame 1 with th frame 31, 2 with 32 etc. > > This also have the advantage of using a lot less memory and not much more > rendering time. (but it take a LOT of HD space) > > > > ----- > Patrick Sauvageau > (sauvp@citi.doc.ca) > > oh yeah cool I forgot about that feature. HD space is a problem but HDrives are not very expensive these days if you have a box you can put them in. Kent Worley @{" Thread 85" link IML-85} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-200 " MSG-200 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Sunday, 17 September 1995 00:41:51 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Vic, on Sep 15 you wrote: > Oh yeah...the P6 is due to be released in the near future > and would be a beast for Imagine...wonder if Impulse is going > to optimise Imagine for windows, and put in a feature to render > on the fly ... ie anims doesn't have to be pre rendered but will > render and play instantaneously from the stage/project ed. > > Just some thoughts. Real time rendering? I know Pentiums are fast, I'm going to order a P5-90, but not that fast. Tell me about the P6, I might hold off for its release. -- Bob : Robert Byrne : rbyrne@3dform.edex.edu.au : : Amiga A3000/25 : Ballina, NSW Australia : @{" Thread 220" link IML-220} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-201 " MSG-201 Subject: Shading bands - How do i get rid of them ? @toc contents Subject: Shading bands - How do i get rid of them ? Date: Sunday, 17 September 1995 10:40:54 From: pleatman@one.net ---------------------------------------------------------------------------- Hi, A while back when I was reading this group, before I actually bought imagine, I remember seeing things about banding, but I don't remember. My question is, I have an object that is pretty much a solid grey color, has specular set and hardness (255), with no texture. When I render the image, I get very noticable areas where the shading changes. I this caused by me having a setting wrong ? How do I get rid of it. I am rendering the imagine in iff-24, and looking at the image with 64K colors. By the way, thanks for the help with the huge iff file I had. Someoen suggested using hamlab, and it worked great. It practically used 0 memory while doing the conversion. Thanks alot bob @{" Thread 204" link IML-204} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-202 " MSG-202 Subject: Why is HAM so ugly? @toc contents Subject: Why is HAM so ugly? Date: Sunday, 17 September 1995 11:11:49 From: Damon LaCaille ---------------------------------------------------------------------------- Maybe this is a simple and stupid question, but why are renderings in HAM so damn ugly? I've seen pictures on the Amiga (standard ECS machines, not AGA) that are very good drawings! Now why, if the standard Amiga can have 4096 colors at 600x400 resolution (and higher depending on user preference) are they not even half as good or as detailed as JPG images? For instance, I made a gas giant planet, with a nebula (or what was at first SUPPOSED to be a nebula, heh) and rendered it in several resolutions. The best one was the JPG (viewed on an IBM). I suppose that is it. I either need to buy an IBM or get a 24-bit display board, huh? Can someone give me the best resolution/image method to render/view on an Amiga? I've only gotten a few decent ones and can't really remember how I lucked out and got them. Any help is appreciated, thanks. I also have one other question, I bought Imagine 3.0 (for Amiga) used awhile back and was wondering if there is any way to transfer the license over to my name? It was bought originally buy some guy who sold it to someone else, who sold it to the guy I bought it from. It's probably impossible to track the original guy down, but I'd like to get the benefits of being a "registered" owner, especially for the price I paid for it, but am afraid I'm stuck. Any help on this? Thanks! Damon @{" Thread 207" link IML-207} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-203 " MSG-203 Subject: Re: Shading bands - How do i get rid of them ? @toc contents Subject: Re: Shading bands - How do i get rid of them ? Date: Sunday, 17 September 1995 11:56:45 From: denryan@netcom.com ---------------------------------------------------------------------------- If you looked at the image in 24 bit color, rather than 64k, you wouldn't be seeing any bands. 64k is good, but it doesn't provide smooth gradations of a single color. On Sun, 17 Sep 1995 pleatman@one.net wrote: > > > > Hi, > > A while back when I was reading this group, before I actually bought > imagine, I remember seeing things about banding, but I don't remember. > > My question is, I have an object that is pretty much a solid grey color, > has specular set and hardness (255), with no texture. When I render the > image, I get very noticable areas where the shading changes. I this > caused by me having a setting wrong ? How do I get rid of it. > > I am rendering the imagine in iff-24, and looking at the image with 64K > colors. > > By the way, thanks for the help with the huge iff file I had. Someoen > suggested using hamlab, and it worked great. It practically used 0 > memory while doing the conversion. > > Thanks alot > > bob > > > @{" Thread 258" link IML-258} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-204 " MSG-204 Subject: Re: Shading bands - How do i get rid of them ? @toc contents Subject: Re: Shading bands - How do i get rid of them ? Date: Sunday, 17 September 1995 13:34:50 From: Catherine A Tromanhauser ---------------------------------------------------------------------------- On Sun, 17 Sep 1995 pleatman@one.net wrote: > My question is, I have an object that is pretty much a solid grey color, > has specular set and hardness (255), with no texture. When I render the > image, I get very noticable areas where the shading changes. I this > caused by me having a setting wrong ? How do I get rid of it. > > I am rendering the imagine in iff-24, and looking at the image with 64K > colors. Make sure than when you first render you are in either scanline or trace mode. If this is already the case then the 64K colours are probably not enough to give smooth colour transitions so try applying some dithering technique whilst you view it. Hope this helps. Sully @{" Thread 206" link IML-206} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-205 " MSG-205 Subject: Single frame recording VCR @toc contents Subject: Single frame recording VCR Date: Sunday, 17 September 1995 14:44:02 From: Imagine Mailing List ---------------------------------------------------------------------------- I remember a year back someone mentioned a cheap(er) VCR that could be used to dump your animations out a frame at a time. A friend has asked me about it and I can't remember any details about it. Could someone please email the brand, model and price to pringle@holly.cuug.ab.ca?? Greg @{" Thread 260" link IML-260} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-206 " MSG-206 Subject: Re: Shading bands - How do i get rid of them ? @toc contents Subject: Re: Shading bands - How do i get rid of them ? Date: Sunday, 17 September 1995 15:17:36 From: Richard Heidebrecht ---------------------------------------------------------------------------- On Sun, 17 Sep 1995 pleatman@one.net wrote: > > > > Hi, > > A while back when I was reading this group, before I actually bought > imagine, I remember seeing things about banding, but I don't remember. > > My question is, I have an object that is pretty much a solid grey color, > has specular set and hardness (255), with no texture. When I render the > image, I get very noticable areas where the shading changes. I this > caused by me having a setting wrong ? How do I get rid of it. > > I am rendering the imagine in iff-24, and looking at the image with 64K > colors. > Try looking at your image in 24-bit (16.8 million) colour. Trust me, it makes a huge difference over 16-bit (64K) colour. ~Rick Heidebrecht~ @{" Thread 203" link IML-203} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-207 " MSG-207 Subject: Re: Why is HAM so ugly? @toc contents Subject: Re: Why is HAM so ugly? Date: Sunday, 17 September 1995 17:35:50 From: Mike McCool ---------------------------------------------------------------------------- Hey Damon, I'm with you: Ham is really suckie. But, considering it's only 6-bit and kind of a trick on the interleaved bitmap structure, I think it looks OK. It's the damn fringing I'm fed up with. You'll get floods of 24bit advice no doubt, but just a word to the wise: till you can afford to go the whole hog, try DCTV. Find a friend who has one (like I did), and get a look at what 24bit really looks like on an Amiga. It's hard to go back. And DCTV has video out, which costs extra on many video board setups. For the buck, it's a lot of bang. It's even got a built-in anti-aliasing effect that will conquer the jaggies. (It's a sort of soft-focus sacrifice you make for true color brilliance. Most people think it's DCTV's liability, but I call it built-in AA). Keep tweaking your renders, you might find ham's better than you think. At least till you find some route to 24bit. Remember: ten years ago, when Mac's were still B & W only, amiga's had 4096 colors. @{" Thread 325" link IML-325} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-208 " MSG-208 Subject: Re: Constant upgrade Amiga to PC @toc contents Subject: Re: Constant upgrade Amiga to PC Date: Sunday, 17 September 1995 18:36:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- >hi, >I wanted to know if it was possible to upgrade from Amiga Imagine 3.0 to the >current version in the PC platform and the cost involved? And I also wanted >to know if the action >editor was placed in the stage editor module or are they still two different >editors in the current version.I was greatly dissappointed when I went to 3.0 >from 2.0 and it was still >the same in spite of what Impulse had promised.It always gets a little >fustrated switching back and forth when working on a large project. > Also can someone give me a brief list of other features in current version. > Thanks. > I know that for awhile there they were offering a discount to registered AMIGA owners that wanted the PC version, but that was some time ago. They may not be offering that anymore.. >8{) Drift Dennis {kc7ot} drift@nighthawk.com May The Force Be With You NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you at http://www.nighthawk.com Using Amiga and PC technologies in symbotic harmony **************************************************************************** ****** A2k-030@50mhz+20Meg/A4k-040@40Mhz+50Meg/PAR/1stopMusicShop/+6gigHDspace&PC+20Meg ****^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^ @{" Thread 386" link IML-386} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-209 " MSG-209 Subject: Re:Why is HAM so ugly? @toc contents Subject: Re:Why is HAM so ugly? Date: Sunday, 17 September 1995 20:47:39 From: Mike McCool ---------------------------------------------------------------------------- > PCHG chunks in IFF images. That format is gorgeous,--but can you animate it? I got all excited about PCHG last year, then kind of ran into a dead end. Then I got my DCTV .. . . the rest is histrionics. @{" Thread 397" link IML-397} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-210 " MSG-210 Subject: Re:Why is HAM so ugly? @toc contents Subject: Re:Why is HAM so ugly? Date: Sunday, 17 September 1995 21:08:32 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Damon Lacaille writes, in part: >Can someone give me the best resolution/image method to render/view on an >Amiga? I've only gotten a few decent ones and can't really remember how >I lucked out and got them. Any help is appreciated, thanks. first of all, JPEG is simply a storage format, 24 bit, so the quality of a JPEG image, when viewed, is primarily dependant on the capability of the viewing software and hardware, and on the compression % (100% means no loss of data, but larger files, lower percents smaller with image detail lost). Now, as to Amiga OCS displays, like HAM, I have found that the best rendering if a stored image, any format, is provided by a virtually unused mode, sliced half-brite, supported by HAMLab. Each scanline is a halfbrite (32 color + 32 half intensity) palette. Being limited to OldChipSet display modes on my native system (Amiga 2000, no ECS, no AGA, no 24bit *^( ) I have experimented extensively and found this to be the most pleasing output, unless very limited colors are used, when I used Slice/Dynamic Hi-Res (640*400) My best recommendation is HAMLab, set to HalfBrite, Interlaced, sliced (as many palette registers as you can, up to 15, without losing part of the image). My favorite ditherings are Ordered (24->12) Jarvis(12->display) If none of this makes sense, get HAMLab, load it up, select "Change Output Mode" and it'll all make sense. BTW, check my file on Aminet:pix/imagi/gallery.lha, it has two copies of the same inage, one 800x600 JPG, the other Sliced Halfbrite 320x400, viewable with Mostra, or other viewers that fully support Palette Change PCHG chunks in IFF images. Now, back to your regularly scheduled IML. JN @{" Thread 209" link IML-209} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-211 " MSG-211 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Sunday, 17 September 1995 21:51:58 From: Bob Arnold ---------------------------------------------------------------------------- How about instead you pop into the Preferences and tell it to do a Trace and specify a resolution instead? I'll do a gnarly ugly object with super lo-res and scanline until it looks "okay" then in prefs I'll tell it Trace mode to see what the refractions will look like, then when I'm really feeling pleased I'll pop out to the Project ed. and do a full render. Best Fishes, -Bob On Sun, 17 Sep 1995, Scott Krehbiel wrote: > > > I've been thinking that one feature that I'd REALLY love > to see in imagine is an option to select the rendering method > from the quickrender requestor. > > I often create a scene that I'd like to see in trace mode, > though I usually use scanline rendering for quickrenders. > > It'd be a lot easier if there were a toggle switch with rendering > methods there along with light angle, etc. > > Is there an EMail address to send this to Impulse, or do I have > to snail-mail this to them?? Anyone know of an easy way to get > a message to them?? > > Scott Krehbiel > scotkre@beacon.regent.edu > > > @{" Thread 219" link IML-219} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-212 " MSG-212 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Sunday, 17 September 1995 21:54:11 From: Bob Arnold ---------------------------------------------------------------------------- Naaaah, save the $$$ and buy a DEC Alpha. For around $5000 (go ahead, flame me, someone told me that price) you can buy horsepower to shame a P6. -Bob On Sun, 17 Sep 1995, Robert Byrne wrote: > Hello Vic, on Sep 15 you wrote: > > > Oh yeah...the P6 is due to be released in the near future > > and would be a beast for Imagine...wonder if Impulse is going > > to optimise Imagine for windows, and put in a feature to render > > on the fly ... ie anims doesn't have to be pre rendered but will > > render and play instantaneously from the stage/project ed. > > > > Just some thoughts. > > Real time rendering? I know Pentiums are fast, I'm going to order a P5-90, > but not that fast. Tell me about the P6, I might hold off for its release. > > -- Bob > > : Robert Byrne : rbyrne@3dform.edex.edu.au : > : Amiga A3000/25 : Ballina, NSW Australia : > > @{" Thread 226" link IML-226} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-213 " MSG-213 Subject: Ugly pork @toc contents Subject: Ugly pork Date: Sunday, 17 September 1995 21:57:01 From: Mike McCool ---------------------------------------------------------------------------- Just read a GREAT post from Jason, on the subject of using outside image processors to convert from 24-bit. Imagine does its thing best in 24bit, but from there it's best to let someone else work with the raw material. I found its DCTV support to be bogus. It didn't even work in 2.9. Jason's probably right, as to why its DCTV images look so rotten: lack of RGB filter. One image processor he left out is REND24. Though I have AdPro and ImageFX, I actually use R24 more often, cause it's so easy to configure. And though it lacks that delicious RGB filter, it does have NTSC limiting, which is almost as good. It even has a couple of dither options,--but best of all, it's PD. If you (the original poster) do decide to work with DCTV, the native program, IFFtoDCTV is a beaut, with the RGB filter built in as an option. And you can even use AmigaDos's "dpat" command in conjunction with IFFtoDCTV to batch process your Imagn iff24's. @{" Thread 234" link IML-234} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-214 " MSG-214 Subject: RE:Why is HAM so ugly? @toc contents Subject: RE:Why is HAM so ugly? Date: Sunday, 17 September 1995 21:58:01 From: jbk4@ap.spa.psu.edu (The Prophet) ---------------------------------------------------------------------------- >Maybe this is a simple and stupid question, but why are renderings in HAM so >damn ugly? I've seen pictures on the Amiga (standard ECS machines, not >AGA) that are very good drawings! Now why, if the standard Amiga can >have 4096 colors at 600x400 resolution (and higher depending on user >preference) are they not even half as good or as detailed as JPG images? First, I'm not sure what you mean by standard Amiga. The standard Amiga is one with an AGA chipset. If you are using AGA then you can do 640x400 in HAM8. HAM8 will give you 256,000 colours from a palette of 16million. Not distinguishable from a 24bit display. If you are stuck with ECS or OCS, then the best you can hope for is 320x400 in HAM6. You get 4096 colours from a palette of 4096. Because of your complaints, I guess you have HAM6 but not in 640x400. To get the best out of your HAM images, DON'T ALLOW IMAGINE TO DO THE CONVERSION FROM 24BIT TO HAM6 or HAM8. Imagine's dithering is terrible. Your image will look rather grainy. Render AND SAVE all your images in 24bit format, IFF24 or IMP24. Then run the images thru a professional image processor package like ADPro, ImageMaster, or ImageFX.(I like ImageMaster). The image processor will provide you will a variety of dithering schemes, all of which usually look better than Imagine's method. Also make sure that you tell the image processor to use a new palette for EACH frame converted. This will give you the best colour palette possible for each image. All HAM images have a base palette that all the colours in your image are derived from. HAM6 works with a base of 16 colours. If you have a bad base, this can result in HAM fringing. Fringing is less noticable in higher resolutions(AGA) but ECS/OCS are stuck with LoRes(320) horizontal pixels. The image processor should also be able to assemble your animation in ANIM7 or ANIM8 formats. Imagine currently can only do ANIM5. What's the difference? I've done speed tests and ANIM7 will consistantly give me double the playback rate of anim5. That means 30FPS instead of 15FPS or 20FPS instead of 10FPS. One benefit of letting imagine do the conversion is that you'll get a smaller animation file size in the end. Look very closely at the dithered patterns that Imagine makes. They don't change as objects move on the screen unless they absolutely have to change. This results in lower deltas between frames and smaller file sizes. A smaller delta also means faster decompression and playback but it is not worth the ugly image. Dither it with an image processor and build ANIM7 for speed. ---- That's assuming you are restricted to your existing hardware. You could get a 24bit card for an ECS/OCS machine. It will make nice displays but 24bit anim is BIG and the card must be fast to play it back. Look for a board that offers AGA emulation. At least you could use HAM8 modes then. You could go for a single frame recorder, which is expensive, but you won't be concerned about playback rates, just storage of the 24bit images.(JPG?) DCTV is another option for ECS/OCS owners and is still less expensive than a 24bit card. You'll render in HiRes(640) laced or non-laced modes using 3 or 4 bitplanes(8 or 16 colours). The DCTV image will look like hell on your normal display but the black box will work its magic to convert the image to 2 or 3 million colours. It works best on colourful images but you lose sharpness. Again, DON'T LET IMAGINE CONVERT THE 24BIT RENDERS TO DCTV FORMAT. Imagine can do it for you but Imagine doesn't use the DCTV RGB filter. The RGB filter will really clean up a DCTV image. So, use your fav image processor for this work. Enjoy, Jaeson K. ____ ____ _ _ ( | \ ( / \ ( ) _ / ) )| )_ __ / /_ _ __ / __ ( X_) ( | /~ \ /\_) /---~/ ) / )/ )/~\ /\_) / _ )ll/ l/ \__ (/ (/ (_//__// / \__ (___) (____________) (___/ (___) Jaeson Koszarsky Amiga 3000+ ---------------- ----------- cyberprophet@psu.edu 68040/30Mhz jbk4@email.psu.edu 24Megs-1GIG jason@chaos.ezgate.com OS3.1 @{" Thread 210" link IML-210} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-215 " MSG-215 Subject: Quickrender rendering method selector @toc contents Subject: Quickrender rendering method selector Date: Sunday, 17 September 1995 22:16:12 From: Scott Krehbiel ---------------------------------------------------------------------------- I've been thinking that one feature that I'd REALLY love to see in imagine is an option to select the rendering method from the quickrender requestor. I often create a scene that I'd like to see in trace mode, though I usually use scanline rendering for quickrenders. It'd be a lot easier if there were a toggle switch with rendering methods there along with light angle, etc. Is there an EMail address to send this to Impulse, or do I have to snail-mail this to them?? Anyone know of an easy way to get a message to them?? Scott Krehbiel scotkre@beacon.regent.edu @{" Thread 221" link IML-221} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-216 " MSG-216 Subject: Constant upgrade Amiga to PC @toc contents Subject: Constant upgrade Amiga to PC Date: Sunday, 17 September 1995 22:19:11 From: DPalmer346@aol.com ---------------------------------------------------------------------------- hi, I wanted to know if it was possible to upgrade from Amiga Imagine 3.0 to the current version in the PC platform and the cost involved? And I also wanted to know if the action editor was placed in the stage editor module or are they still two different editors in the current version.I was greatly dissappointed when I went to 3.0 from 2.0 and it was still the same in spite of what Impulse had promised.It always gets a little fustrated switching back and forth when working on a large project. Also can someone give me a brief list of other features in current version. Thanks. @{" Thread 208" link IML-208} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-217 " MSG-217 Subject: Re: Standard Amiga? @toc contents Subject: Re: Standard Amiga? Date: Sunday, 17 September 1995 23:15:41 From: Mike McCool ---------------------------------------------------------------------------- > Jaeson "The Prophet" Koszarsky- > What do you mean a standard Amiga is AGA? How do you figure? As I see it > a "standard Amiga" is essentially display independant, but if you want to > classify it by chipsets, which chipsets are most numerous in the installed > base of Amiga computers in the world? > JN Right on. My hackles went up a bit there, too. But perhaps what he meant was that AGA is the CURRENT standard. That is, the only thing currently in production. (Speak of which,--and please excuse this leaving of Imagine's orbit--but has anyone heard rumor of the first 1,400 new amiga's rolling off the assembly line?). @{" Thread 445" link IML-445} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-218 " MSG-218 Subject: Standard Amiga? @toc contents Subject: Standard Amiga? Date: Monday, 18 September 1995 00:31:46 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Jaeson "The Prophet" Koszarsky- What do you mean a standard Amiga is AGA? How do you figure? As I see it a "standard Amiga" is essentially display independant, but if you want to classify it by chipsets, which chipsets are most numerous in the installed base of Amiga computers in the world? JN @{" Thread 217" link IML-217} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-219 " MSG-219 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Monday, 18 September 1995 02:34:07 From: Scott Krehbiel ---------------------------------------------------------------------------- On Sun, 17 Sep 1995, Bob Arnold wrote: > > How about instead you pop into the Preferences and tell it to do a Trace > and specify a resolution instead? I'll do a gnarly ugly object with > super lo-res and scanline until it looks "okay" then in prefs I'll tell > it Trace mode to see what the refractions will look like, then when I'm > really feeling pleased I'll pop out to the Project ed. and do a full render. > > Best Fishes, -Bob > > My point is that I find hopping back and forth from the preferences editor to be a pain in the rear. I know it's not that big a deal, but it seems to me that it'd eliminate some extra hassle if there were a gadget there in the quickrender requestor where you could specify the rendering method. Scott Krehbiel scotkre@beacon.regent.edu @{" Thread 313" link IML-313} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-220 " MSG-220 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Monday, 18 September 1995 06:47:18 From: Bill Boyce ---------------------------------------------------------------------------- At 08:54 PM 17/9/95 -0700, you wrote: > >Naaaah, save the $$$ and buy a DEC Alpha. For around $5000 (go ahead, >flame me, someone told me that price) you can buy horsepower to shame a P6. > >-Bob > And even then you won't get real-time rendering. Previews are probably close to real time though. I think it's a bit hopeful to expect real time from a P6. It's only(!) about 1.5 times the speed of a Pentium at the same clock speed. ie a 100MHz P6 is as fast as a 150MHz Pentium. Go ahead and get that P90, Robert. >On Sun, 17 Sep 1995, Robert Byrne wrote: > >> Hello Vic, on Sep 15 you wrote: >> >> > Oh yeah...the P6 is due to be released in the near future >> > and would be a beast for Imagine...wonder if Impulse is going >> > to optimise Imagine for windows, and put in a feature to render >> > on the fly ... ie anims doesn't have to be pre rendered but will >> > render and play instantaneously from the stage/project ed. >> > >> > Just some thoughts. >> >> Real time rendering? I know Pentiums are fast, I'm going to order a P5-90, >> but not that fast. Tell me about the P6, I might hold off for its release. >> >> -- Bob >> >> : Robert Byrne : rbyrne@3dform.edex.edu.au : >> : Amiga A3000/25 : Ballina, NSW Australia : >> >> > > @{" Thread 224" link IML-224} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-221 " MSG-221 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Monday, 18 September 1995 06:52:15 From: Bill Boyce ---------------------------------------------------------------------------- At 09:16 PM 17/9/95 -0400, you wrote: > > >I've been thinking that one feature that I'd REALLY love >to see in imagine is an option to select the rendering method >from the quickrender requestor. > >I often create a scene that I'd like to see in trace mode, >though I usually use scanline rendering for quickrenders. > >It'd be a lot easier if there were a toggle switch with rendering >methods there along with light angle, etc. > >Is there an EMail address to send this to Impulse, or do I have >to snail-mail this to them?? Anyone know of an easy way to get >a message to them?? > >Scott Krehbiel >scotkre@beacon.regent.edu Good idea! Send it to 76004.1767@compuserve.com Mark it for Mike H's attention. They reckon snail or Fax are more likely to be paid attention to, but I always get a reply. @{" Thread 238" link IML-238} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-222 " MSG-222 Subject: Minds Eye (again) @toc contents Subject: Minds Eye (again) Date: Monday, 18 September 1995 09:24:55 From: cjo@esrange.ssc.se ---------------------------------------------------------------------------- Ok, ok, ok, I got the point, allright? Jeez, all I did was ask a simple question. You didn't have to BOMB with=20 with answers! ;-) Seriously, a great many thanks to all who answered. I appreciate it. And yes, I will buy them. *---------------------------------------------------------------* | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | *---------------------------------------------------------------* @{" Thread 231" link IML-231} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-223 " MSG-223 Subject: Football (soccer) model @toc contents Subject: Football (soccer) model Date: Monday, 18 September 1995 11:08:51 From: rgreb@emmetpub.demon.co.uk (Rob Caunt) ---------------------------------------------------------------------------- Someone requested a model of a football (soccer) a while ago (sorry, I don't remember who). I mentioned this to my 15 year old brother, who then produced one in a couple of hours... (using another rendering package WITH AN AREXX PORT). Attached is a small jpeg of the object converted to Imagine format. If anyone wants the model (it's 59K), mail me direct rgreb@emmetpub.demon.co.uk and I'll send it to you. It's freeware. Thanks Alistair. L8R Rob Caunt section 1 of uuencode 4.21 of file FOOTBALL.JPG by R.E.M. --> ATTACHEMENT: FOOTBALL.JPG <-- @{" Thread 40" link IML-40} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-224 " MSG-224 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Monday, 18 September 1995 11:17:15 From: kxs156%psu.edu@email.psu.edu (Kaspar Stromme) ---------------------------------------------------------------------------- Greetings, All. > > Naaaah, save the $$$ and buy a DEC Alpha. For around $5000 (go ahead, > flame me, someone told me that price) you can buy horsepower to shame a P6. > > -Bob > Teraclipse Workstation (as advertised in VTU): 166Mhz Apha 17' monitor 4x scsi cd-rom 64 bit, 2MB graphics card 16 MB RAM 540 MB removable SCSI-3 HD Windows NT 3.51 PRICED AT $3995 Amiga still rules though...even though the new units are incredibly overpriced :( ------------------------------------------------------------------------- Kaspar Stromme 40mhz68030/'882;9MB;340MB kxs156@email.psu.edu DCTV true-color system PC-MAC =3D PoliticalCorrect-MindAbsentComputing IRC:KilZ ------------------------------------------------------------------------- @{" Thread 264" link IML-264} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-225 " MSG-225 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Monday, 18 September 1995 11:25:00 From: imag-l@phx.phxmedia.com (Imagine Users Mailing List) ---------------------------------------------------------------------------- > And even then you won't get real-time rendering. Previews are probably close > to real time though. I think it's a bit hopeful to expect real time from a P6. > It's only(!) about 1.5 times the speed of a Pentium at the same clock speed. i e > a 100MHz P6 is as fast as a 150MHz Pentium. Go ahead and get that P90, Robert. > Actually, that's only partly true. If you're running regular day to day apps (Word, Lotus, whatever) then this is the case = the P6 is only 1.5 times faster than the P5. However, if you're doing a lot of floating point operations (like, for instance, raytracing) then the P6 screams.... It remains to be seen how well Imagine runs on a P6 however... I would hope that the Windows version of Imagine would support OpenGL or Intel's 3DR, so that we can get real-time solid previews as requested by other members on this mailing list. And also be able to take advantage of hardware assisted rendering displays - such as Matrox' card or maybe Creative Labs new 3DBlaster. Given that 3DS Max and Lightwave will have solid previews under Win95+OpenGL or 3DR, I would think that Imagine would as well. And right now, you can get solid previews with Caligari Truespace 2.0 - a feature that was previously only available to those of us with SGI hardware. I for one would love to be able to use Imagine's features more intuitively, and solid rendering previews would be a good start... j. @{" Thread 232" link IML-232} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-226 " MSG-226 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Monday, 18 September 1995 11:56:42 From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) ---------------------------------------------------------------------------- Hi Imagineers, This will be my last post for a while as my server reorganises for the new school-year. Anyway here come my little bit of sand... i heard about a patcher that make Imagine runs about 4-8 times faster under the Cyberstorm 060 on the amiga. i don't know if it is a prog that comes with the board or it is a piece of shareware... Any ideas? -- 'I will be back :|' -Terminator email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) @{" Thread 200" link IML-200} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-227 " MSG-227 Subject: Re[2]: optimisation @toc contents Subject: Re[2]: optimisation Date: Monday, 18 September 1995 13:22:09 From: gmartin@mv.us.adobe.com ---------------------------------------------------------------------------- Hi there, this bounced about a while back, the patch is called Cyberpatcher and comes as part of the Cyberstorm install SW. I've not done any real tests with or without it, so the 4-8 figure I can't confirm. I does, however, patch some frequently used trig functions that 060 cpu's don't contain as native, stopping non 060 native SW from causing interupts, that is most of them at least (I think the new cloud and fire textures are a little messy in this respect - real slow, but real nice;-). Maybe Imagine 4.0 will have an 040/060 version - lets hope so... Gary _______________________________________________________________________________ >Subject: Re: optimisation >From: a00448@dtic.ua.es (ERNESTO POVEDA CORTES) at internet >Date: 18/9/95 4:00 am > >Hi Imagineers, > > This will be my last post for a while as my server reorganises for >the new school-year. Anyway here come my little bit of sand... > > i heard about a patcher that make Imagine runs about 4-8 times faster >under the Cyberstorm 060 on the amiga. i don't know if it is a prog >that comes with the board or it is a piece of shareware... > Any ideas? > >-- >'I will be back :|' -Terminator > >email: a00448@dtic.ua.es --> Ernesto Poveda Cortes (I am not a number :) @{" Thread 109" link IML-109} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-228 " MSG-228 Subject: MGA Millennium @toc contents Subject: MGA Millennium Date: Monday, 18 September 1995 14:00:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- I just bought a Matrox Millennium graphics card, and now I find that Imagine doesn't like it. It displays a "Requested screen mode is not supported though VESA interface" error after loading. So at the moment I have no real-time texture or render preview, both of which I was really getting to like having just got v3.3 last month. According to the SVGA list on the Project Menu, there only a handful of modes available; 0, 100, 4080, e800 and 4083, all of which are only 256 colours. As the card is supposed to be completely VESA 2.0 compatible, I can only presume that Imagine is at fault somehow, or at least that's what Matrox claim. I tried running the latest UniVesa v5.1, but that doesn't recognise the Millennium so it's no use. Has anyone else got one of these cards and found a way to run Imagine properly? Joe @{" Thread 284" link IML-284} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-229 " MSG-229 Subject: Re: Upgrading from Amiga to PC @toc contents Subject: Re: Upgrading from Amiga to PC Date: Monday, 18 September 1995 14:00:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- Hi I just did the exact same upgrade from Amiga to PC last month. It cost $100 for the PC version, plus another $100 if you want to join the constant upgrade scheme and get the latest version (3.3), although it is probably a bit late to join this now as the last upgrade was due to be released this month. The action editor is still a separate editor I'm afraid. I think Impulse are not doing any major redesigns like that until version 4.0. Here is a list of new features from v3.1. *New in Version 3.1* 1. Added an "About" Box. 2. Extended "States" to include object attributes. 3. Improved and Extended DXF loading and saving. 4. Added FLC and ANIM global brush and backdrop support. 5. Added FLC and ANIM brush support. 6. Added ability to view Stills and Animations from within Imagine. 7. Added Field Rendering. 8. Added access to object attributes from Stage Editor. 9. Added perspective viewing from objects and lights to Stage Editor. 10. Added "Smart Bones" to speed up subgroup assignment in objects. *New in Version 3.2* 11. Added support for Hi-Res graphics workspace. 12. Added support for 256 color graphics workspace. 13. Added "Quick Attributes." 14. Added "Set/Fill Edge Line" for stitching object together. 15. Added "Pick More" to aid in picking face groups. 16. Added "Hide Unpicked", "Unhide All", "Unhide Subgroup". 17. Added "Smooth Edge Line" for object smoothing. 18. Added Backdrops in editors for rotoscoping and persp matching. 19. Added Fracture in Object mode to anti-laticize an object. 20. Added "Scrub" bar to animation preview controls. *New in Version 3.3* 21. Added Smooth fracture. 22. Added Variable Brightness to object attributes. 23. Moved Randomize Colors to function menu. 24. Added Mix/Morph control for intensity on ALL textures and brushes. 25. Added Specular Mapping. 26. Added Hardness Mapping. 27. Added Shininess Mapping. 28. Added Brightness Mapping. 29. Added Fog Length Mapping. 30. Added Index Of Refraction Mapping. 31. Added Ambient Light Mapping. 32. Added Roughness Mapping. 33. Added Previous/Next buttons for traversing texture list quickly. 34. Added Browse buttons to texture and brush requesters. 35. Added 256 Color real-time texture preview. 36. Added 256 color color pickers in texture requester. 37. View Brush added to previewing brushes. 38. QuickRender access directly from all attrib/txtr requesters. 39. User defined Texture/brush labels added for clarifying texture list. 40. "Dup" Added to attrib req for copying textures/brushes. 41. "Drop" Added to attrib req for dropping textures/brushes quickly. 42. "Disable/Enable" button added for turning textures on/off. 43. Interactive point-and-click support added to text in texture list. 44. Real time previewing of renders as they happen in 256 col displays. 45. Support for unfinished FLC's added. 47. Default object attributes added to preferences. 48. Shaded View Edge drawing control added to Prefs (PC only). 49. Replaced "Reflection Mapping" with "Environment Mapping." 50. Added preferences option for startup editor. 51. Added preferences option to set number of points in CSG sphere. Joe @{" Thread 254" link IML-254} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-230 " MSG-230 Subject: Shading bands @toc contents Subject: Shading bands Date: Monday, 18 September 1995 14:15:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: pleatman@one.net->-> My question is, I have an object that is pretty mu ch a solid grey =col-> has specular set and hardness (255), with no texture. Wh en I rend=er-> image, I get very noticable areas where the shading changes. I th i=s-> caused by me having a setting wrong ? How do I get rid of it.-> I am rend ering the imagine in iff-24, and looking at the image wit=h-> 64k colors.Simple. View the image in 16million (24 bit) color mode. As good as16-bit color is, you won't get rid of the dithering bands unless youhave a true 24-bit display. /- ----------------------------- ___ ___ ___ ___ | Mike van der Som men / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in the day" \_____________________________________________________________-> I am ren dering the imagine in iff-24, and looking at the image wit=h 6-> colors.--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 237" link IML-237} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-231 " MSG-231 Subject: Re: Minds Eye (again) @toc contents Subject: Re: Minds Eye (again) Date: Monday, 18 September 1995 14:24:29 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, cjo@esrange.ssc.se wrote: } } Ok, ok, ok, I got the point, allright? } } Jeez, all I did was ask a simple question. You didn't have to BOMB with=20 } with answers! } } ;-) } That's how "threads" get started. One guy asks a question or has an idea, and twenty thousand others throw in their two-cents. Just my $0.02. :-) } Seriously, a great many thanks to all who answered. I appreciate it. } And yes, I will buy them. } You -won't- be disapointed. -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 196" link IML-196} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-232 " MSG-232 Subject: Re: Optimisation @toc contents Subject: Re: Optimisation Date: Monday, 18 September 1995 17:31:12 From: kxs156%psu.edu@email.psu.edu (Kaspar Stromme) ---------------------------------------------------------------------------- Greetings, All. (j. in particular :) > > > Teraclipse Workstation (as advertised in VTU): > > 166Mhz Apha > > 17' monitor > > 4x scsi cd-rom > > 64 bit, 2MB graphics card > > 16 MB RAM > > 540 MB removable SCSI-3 HD > > Windows NT 3.51 > > > > PRICED AT $3995 > > > > Uh, like... so what?!!! Where's the telephone number? How do I buy one of > these things if you don't include contact info - since you went to all the > trouble of typing the details in, and yet missed one very crucial item, I > tend to disbelieve this price. > > Got the number handy? I'd like to place a couple of orders... It's in VTU as mentioned above..pg. 27. If you don't read that magazine the company is Bushey Virtual Construction and the number is (714) 447-3587. ------------------------------------------------------------------------- Kaspar Stromme 40mhz68030/'882;9MB;340MB kxs156@email.psu.edu DCTV true-color system PC-MAC =3D PoliticalCorrect-MindAbsentComputing IRC:KilZ ------------------------------------------------------------------------- @{" Thread 212" link IML-212} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-233 " MSG-233 Subject: Win95 and imagine??? @toc contents Subject: Win95 and imagine??? Date: Monday, 18 September 1995 17:46:00 From: drift@nighthawk.com (Drift Dennis) ---------------------------------------------------------------------------- Could someone tell me if there are any advantages to imagine running it under windows 95? or disadvantages? Is the rendering speed, or memory constraints affected? I presently run both amigas and pc (windows 3.11). thanks Drift Dennis {kc7ot} drift@nighthawk.com May The Force Be With You NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you at http://www.nighthawk.com Using Amiga and PC technologies in symbotic harmony **************************************************************************** ****** A2k-030@50mhz+20Meg/A4k-040@40Mhz+50Meg/PAR/1stopMusicShop/+6gigHDspace&PC+20Meg ****^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^ Drift Dennis {kc7ot} drift@nighthawk.com May The Force Be With You NightHawk Production 3D graphics and animation 9403 Marilla Dr Lakeside, California The true miracle is that we exist at all, 92040-2801 let alone the we are here and now. PHONE 619-390-8375 FAX 619-390-8375 PLEASE STOP BY OUR WEB SITE, we would appreciate hearing from you at http://www.nighthawk.com Using Amiga and PC technologies in symbotic harmony **************************************************************************** ****** A2k-030@50mhz+20Meg/A4k-040@40Mhz+50Meg/PAR/1stopMusicShop/+6gigHDspace&PC+20Meg ****^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^ @{" Thread 246" link IML-246} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-234 " MSG-234 Subject: Re: Ugly pork @toc contents Subject: Re: Ugly pork Date: Monday, 18 September 1995 19:15:47 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, Mike McCool wrote: } } If you (the original poster) do decide to work with DCTV, the native } program, IFFtoDCTV is a beaut, with the RGB filter built in as an option. Keep in mind, however, that IFFtoDCTV has a NTSC limiting filter which removes stray pixels (like the built-in stars under 1.0 and 2.0). } And you can even use AmigaDos's "dpat" command in conjunction with } IFFtoDCTV to batch process your Imagn iff24's. } This isn't necessary since IFFtoDCTV has file pattern matching built in. For example, IFFTODCTV pic.???? will convert all of the files named pic.???? in the directory to dctv images (ie, pic.0001 will produce pic.0001.dctv). Don't fall into a trap by doing an IFFTODCTV pic.* (ie, pic.0001 will produce pic.0001.dctv which will produce pic.0001.dctv.dctv, etc.). One more note on DCTV: 3-bitplane images animate faster than 4-bitplanes. While 4-bitplane (3 million colors?) look better than 3-bitplanes on a single picture, the difference isn't as obvious during an animation. Depending on the amount of delta changes per frame, I can get upto 30fps on an A3000/25 using ANIM-5. A faster CPU and/or a faster decompression algorithm (ie, ANIM-7) should improve things. Of course, more memory always improves things, too. :-) Just my $0.02. -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 423" link IML-423} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-235 " MSG-235 Subject: Re: Single frame recording VCR @toc contents Subject: Re: Single frame recording VCR Date: Monday, 18 September 1995 20:52:58 From: ELeeT ---------------------------------------------------------------------------- please email it me too... balogh@zeus.iit.uni-miskolc.hu thnx -- ELeeT @{" Thread 373" link IML-373} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-236 " MSG-236 Subject: Re: Shading bands @toc contents Subject: Re: Shading bands Date: Monday, 18 September 1995 21:56:41 From: craigh@fa.disney.com ---------------------------------------------------------------------------- On Sep 16, 3:20pm, imagine-relay@email.sp.paramax.com wrote: > > > > Yes and no. On solid color objects (like what is mentioned) even 24bit = > color will not entirely remove the banding. a 24bit display has 256 = > available levels for each of the Red, Green, and Blue color channels. = > This means that any object that is a fully saturated, solid color will = > only get rendered with a maximum of 256 (out of a possilbe 16.7M) = > colors. This will produce, albeit very very faint, banding. Uh, no.. The amount of colors you will get are 256 x 256 x 256 which equals 16777216. It is true that even with this, there might be an extremely subtle banding, (which is why some high-end systems use 10 bit per color channel digital video devices and not 8 bit per channel systems; i.e. 24 bit systems), you are not likely to see any banding with normal equipment. > > Good dithering techniques (ala ADPro2.5) can help in clean up of a = > render such as this. Load the finished 24 bit rendering into ADPro and = > have ADPro render it to a 24bit screen with Floyd-Steinberg dithering = > on. This should erradicate the banding inherent in the picture. There is no dithering done in 24 bit displays. When you reduce the color resolution, like to 256 colors, dithering is then performed to trick the eye to see more colors than are really there. Craig -- _____________________________________________________________________________ __ ##### Craig Hoffman #~ ~### craigh@fa.disney.com @ @ #?) < /| Walt Disney Feature Animation `-' / |__/ _____________________________________________________________________________ @{" Thread 173" link IML-173} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-237 " MSG-237 Subject: Shading Bands @toc contents Subject: Shading Bands Date: Monday, 18 September 1995 22:35:54 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Craig Hoffman says, in part: >The amount of colors you will get are 256 x 256 x 256 which equals 1677721 What was being said, however, was in reference to a solid color object. If the base color of the objects is RGB <255,0,0> or full red, the most colors that could honestly be used would be the 255 levels of full red. Granted, lighting affects this as well, so maybe maximum would be greater, but nowhere near the hardware limit of 16.8 million. I agree with using ADPro dithering, which CAN be used, i believe, by selecting "Apply Map", then saving the resulting 24 bit file. JN @{" Thread 273" link IML-273} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-238 " MSG-238 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Monday, 18 September 1995 22:58:33 From: Rick Dolishny ---------------------------------------------------------------------------- BINGO! On Mon, 18 Sep 1995, Scott Krehbiel wrote: > > > On Sun, 17 Sep 1995, Bob Arnold wrote: > > > > > How about instead you pop into the Preferences and tell it to do a Trace > > and specify a resolution instead? I'll do a gnarly ugly object with > > super lo-res and scanline until it looks "okay" then in prefs I'll tell > > it Trace mode to see what the refractions will look like, then when I'm > > really feeling pleased I'll pop out to the Project ed. and do a full render. > > > > Best Fishes, -Bob > > > > > > My point is that I find hopping back and forth from the preferences > editor to be a pain in the rear. I know it's not that big a deal, > but it seems to me that it'd eliminate some extra hassle if there > were a gadget there in the quickrender requestor where you could > specify the rendering method. > > Scott Krehbiel > scotkre@beacon.regent.edu > > > Rick Dolishny dolish@io.org Ardee Productions - Toronto, Ontario @{" Thread 211" link IML-211} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-239 " MSG-239 Subject: Re: AutoPEG @toc contents Subject: Re: AutoPEG Date: Monday, 18 September 1995 23:56:34 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Interim feelings about the program AutoPEG: I love it! It sits patiently in the background and, as soon as it senses that a file opened is JPG, it diverts the loading task to an IFF-24 image which it creates on the New mail on node BOS1F from IN%"NEWKIRK@delphi.com" spot from the JPG, in a directory you select (default of RAM works fine usually) Only problems I have encountered, which I have relayed to the author with the exhortation that he try to address them, are: 1> Imagine cannot use the same JPG image twice in one frame, I'm not sure where the cause lies. I tried rendering a tiled background, where each tile was mapped with one of two JPGs, no dice. Only worked for a pair of tiles, which I then tiled manually with DPaint (making a WorkBench Background) Any number of JPG's can apparently be used in a frame, but if the same one is used twice, imagine errors out. 2> AutoPEG diverts ALL JPG reads, including anything like VPEG,ADPro, HAMLab, and others where you might want it to read the original. Granted, most cases this can be lived with, or AutoPEG can be run again to disable it after Imagine finishes "Initializing", but it's a little annoying in some circumstances. I'm gonna keep pushing this proggie, and see what it can do, but I'd have to, based upon experience so far, give it a definite Thumbs Up! This is a fantastic little addition to Imagine rendering on Amiga. If I ever lose it now, I'd really miss it. I guess that's the true test: could I live without it? Not happily, now. JN PS: the program is on Aminet.com, but I don't remember where offhand. try HTTP://www.aminet.com, search for AUTOPEG. @{" Thread 59" link IML-59} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-240 " MSG-240 Subject: AutoPEG location correction @toc contents Subject: AutoPEG location correction Date: Tuesday, 19 September 1995 00:04:06 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Sorry, WWW.aminet.com doesn't exist. ftp to aminet.com goes to NETNET's aminet mirror, that's where my brain pulled that from. Here's how I reached it by web, which shows where it is by FTP as well: http://is.eunet.ch/aminetbin/find?AUTOPEG Page 1 of 1 Aminet: Back to [1]top ___________________________________ 1 files matching 'AUTOPEG'. Click archive name to download, description to view readme, or enter another search string. [2]AutoPEG1.55.lha gfx/conv 75K+[3]Background JPEG decom pression Again, sorry 'bout the screwup. must be 'cause it's midnight, after a few strong beers, after a 18 hour day, after being up all night with a crying 9 month old. JN @{" Thread 268" link IML-268} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-241 " MSG-241 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Tuesday, 19 September 1995 02:10:56 From: rbyrne@3dform.edex.edu.au (Robert Byrne) ---------------------------------------------------------------------------- Hello Scott, on Sep 17 you wrote: > I've been thinking that one feature that I'd REALLY love > to see in imagine is an option to select the rendering method > from the quickrender requestor. > > I often create a scene that I'd like to see in trace mode, > though I usually use scanline rendering for quickrenders. > > ..... I sometimes like to switch to a higher resolution to QRender certain textures. I've created several configs and use the Load From prefs option, it's quick and no typing or remembering Presets is necessary. A few extra options in the QR requestor would'nt hurt though. -- Bob @{" Thread 29" link IML-29} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-242 " MSG-242 Subject: Quickrender rendering method s @toc contents Subject: Quickrender rendering method s Date: Tuesday, 19 September 1995 03:36:00 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- Scott, I completely agree and I have sent Email to Impulse about this, but so far no dice. Since 4.0 is apparently only a few weeks away, I suppose its too late for them to build it in if it isn't already there. What I would really like is to be able to toggle between Quickrender resolutions w/o having to go to prefs. For example, I usually do a first render in quarterscreen, before I go full screen and it is a royal pain to keep having to leave the editor. Floater > >I've been thinking that one feature that I'd REALLY love >to see in imagine is an option to select the rendering method >from the quickrender requestor. > >I often create a scene that I'd like to see in trace mode, >though I usually use scanline rendering for quickrenders. > >It'd be a lot easier if there were a toggle switch with rendering >methods there along with light angle, etc. > >Is there an EMail address to send this to Impulse, or do I have >to snail-mail this to them?? Anyone know of an easy way to get >a message to them?? > >Scott Krehbiel >scotkre@beacon.regent.edu > > > > > >---------- > @{" Thread 215" link IML-215} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-243 " MSG-243 Subject: Walker2 cycleobject on Aminet! @toc contents Subject: Walker2 cycleobject on Aminet! Date: Tuesday, 19 September 1995 09:36:27 From: Mr Krzysztof Korski ---------------------------------------------------------------------------- Hi friends, I have a pleasure to let you know about corrected version of Armoured Walker. If you want to have it just look for it in "gfx/3dobj" directory in wuarchiwe.wustl.edu. ******************* You should remember that it is a PostCardWare object, so if you like and use it, send me a colorful postcard from the town you live in. All information in .readme file. Yours sincerely, Krzysztof Korski well known as... szuld@ucinvl.uci.agh.edu.pl @{" Thread 387" link IML-387} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-244 " MSG-244 Subject: RE: Detail editor particles @toc contents Subject: RE: Detail editor particles Date: Tuesday, 19 September 1995 13:01:06 From: ALorence@aol.com ---------------------------------------------------------------------------- When using the detail editor particles feature with Imagine objects as the particles, is there any way to get the textures and maps of the original objects to show when used as particles? They always seem to use the base object attributes. For example, if I particle a plane and use a flower object as the particle objects, the flowers all show up as grey (the plane's settings -- unchanged from default). Alan. @{" Thread 447" link IML-447} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-245 " MSG-245 Subject: Re: RE: detail editor particles @toc contents Subject: Re: RE: detail editor particles Date: Tuesday, 19 September 1995 13:06:00 From: Michael North ---------------------------------------------------------------------------- > When using the detail editor particles feature with Imagine objects as the > particles, is there any way to get the textures and maps of the original > objects to show when used as particles? They always seem to use the base > object attributes. > > For example, if I particle a plane and use a flower object as the particle > objects, the flowers all show up as grey (the plane's settings -- unchanged > from default). I just ran into the same problem, except that I couldn't even get phong shading on the particle object. It's fairly easy to get colors and other attributes onto the particle objects, by changing the attributes of the base object. But I don't see how to keep something like a map or a complicated texture on the particle object. Michael @{" Thread 271" link IML-271} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-246 " MSG-246 Subject: Win95 and imagine??? @toc contents Subject: Win95 and imagine??? Date: Tuesday, 19 September 1995 15:11:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: drift@nighthawk.com (Drift Dennis)->-> Could someone tell me if there a re any advantages to imagine runni=ng-> under windows 95? or disadvantages? Is t he rendering speed, or mem=ory-> constraints affected? I presently run both amig as and pc (windows =3.1No advantage since you can't run it "under" Win 95. Buck up, Impulse =isworking on a Windows version of Imagine. Should ship between next mon=thand Christmas '96. :) /------------------------------ ___ _ __ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike. vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Black outs make for nice breaks in the day" \_______________________________________ ______________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (8 05) 683-1388 @{" Thread 309" link IML-309} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-247 " MSG-247 Subject: Decal mapping @toc contents Subject: Decal mapping Date: Tuesday, 19 September 1995 15:26:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: davewarner@globalone.net->-> For you bottle example, simply copy the po lygons that make up that= pa-> of the bottle to another layer, Stretch them just a little bit so =the-> diameter is slightly bigger than the bottle itself, rena me these-> polygons' surface, export/save both layers and then apply your lab=el -> image map to the polygons you copied/stretched and use Additive or= a-> trans parency map to elliminate the unwanted parts.Yes, that technique was my "last re sort" project. I was hoping thatLW had a similar "genlock color 0" brush widget device like Imagine t=hatI was just unfamiliar with.Thank you for your quick res ponses! /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu .silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice br eaks in the day" \_____________________________________________________________--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 6 83-1388 @{" Thread 250" link IML-250} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-248 " MSG-248 Subject: Thanks for ugly ham responses @toc contents Subject: Thanks for ugly ham responses Date: Tuesday, 19 September 1995 17:12:26 From: Damon LaCaille ---------------------------------------------------------------------------- Just wanted to say "thanks" for helping me out to each and every person that responded. I was overwhelmed at the support! Now just one problem remains, where can I get my grubby hands on HamLab? I tried aminet, not there (as far as I could see under gfx/conv). Sorry to be sort of off the subject here. But it *is* related to Imagine, in a way ;) [=====================================================================] [ Damon L. LaCaille | A3000 @ 25MHz 10MB RAM / 540MB HD ] [=====================================================================] [ Email - nomad@aloha.net | If you're not making 50 mistakes a day ] [ WWW - Be watching for my | then you're not trying hard enough! ] [ WWW home page here! |-=* IMAGINE - Why use anything else? *=-] [=====================================================================] @{" Thread 178" link IML-178} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-249 " MSG-249 Subject: Monitor @toc contents Subject: Monitor Date: Tuesday, 19 September 1995 17:44:58 From: Darren Priestnall ---------------------------------------------------------------------------- Is anyone selling a VGA or SVGAmonitor (at least 12 inch) ? I need it to use my new Cybergraphics card which doesn't like my traditional Philips monitor for my Amiga. I'm particularly interested in the following monitors although I will consider any 15 inch multisync. Taxan 580plus LR IIyama Vision Master 15" MicroVitec 1438 or 1440 (I'm not too sure of the difference) Oh yes, I will be selling my current Philips CM8833-II once I get my new VGAmonitor for my cybergraphics card. -- ~===========================================================================~ 3D animation's and carbon still's designed and rendered to order using Lightwave, Real3D, Imagine, Adpro, Photogenics, ImageFx..... Amiga 3000, 10Meg ram, 240 Meg HD, Cybervision64 24 bit card, OS3.1, Supra Fax 288 modem, High density drive and a user of Shapeshifter. Email: darren@hanger.demon.co.uk.......also experienced Lab analyst. @{" Thread 384" link IML-384} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-250 " MSG-250 Subject: Re: Detail editor particles @toc contents Subject: Re: Detail editor particles Date: Tuesday, 19 September 1995 17:50:20 From: Joop.vandeWege@MEDEW.ENTO.WAU.NL (joop van de wege) ---------------------------------------------------------------------------- >When using the detail editor particles feature with Imagine objects as the >particles, is there any way to get the textures and maps of the original >objects to show when used as particles? They always seem to use the base >object attributes. I have applied a brush map to the plane and then made it into a particle object and I still see pieces of the brush map on the particles, but then I used no external objects. >For example, if I particle a plane and use a flower object as the particle >objects, the flowers all show up as grey (the plane's settings -- unchanged >from default). Maybe you need to give your external object the attributes you applied to the plane.? Joop @{" Thread 244" link IML-244} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-251 " MSG-251 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Tuesday, 19 September 1995 17:50:46 From: Dylan Neill ---------------------------------------------------------------------------- On Mon, 18 Sep 1995, Drift Dennis wrote: > > > Could someone tell me if there are any advantages to imagine running it > under windows 95? or disadvantages? Is the rendering speed, or memory > constraints affected? I presently run both amigas and pc (windows 3.11). > thanks > Drift Dennis > {kc7ot} > drift@nighthawk.com May The Force Be With You > Well you can't actually run Imagine with Windows 95 in the background. It has to run in normal DOS mode (which is easy to set up in Windows 95) The only real advantage is that you can set it up as an icons which will reboot the computer with a custom Autoexec.bat and config.sys (no more huge boot menus ! :) --- |\ /| o O ________________________oOO_=( ^ )=_OOo___________________________ | ''' U ''' | | Gumby Death Man (Dylan Neill) Amiga 1200/6/120 486DX2-66/24/500 | | Email: dylann@pcug.org.au WWW: http://www.pcug.org.au/~dylann/ | |__________________________________________________________________| @{" Thread 261" link IML-261} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-252 " MSG-252 Subject: Re: Shading Bands @toc contents Subject: Re: Shading Bands Date: Tuesday, 19 September 1995 18:31:30 From: craigh@fa.disney.com ---------------------------------------------------------------------------- On Sep 18, 9:35pm, imagine-relay@email.sp.paramax.com wrote: > > I agree with using ADPro dithering, which CAN be used, i believe, by selecting > "Apply Map", then saving the resulting 24 bit file. > JN >-- End of excerpt from imagine-relay@email.sp.paramax.com ADPro does not dither 24 bit images. Why would it? It does need to fake any colors- they are all represented in the 24 bits of color information. It only dithers lower color resolution images to make them look like 24 bit. When it dithers, it trades spatial resolution for color resolution. I don't understand this thread. The original poster was looking at a 24 bit image with 65,000 colors. When you lower color resolution without dithering, you will get banding on large areas with slight color variation. This is obvious. 24 bit represents all colors available to you. No banding will occur when you display a true 24 bit image on true 24 bit devices, so there is no need to dither anything. Craig -- _____________________________________________________________________________ __ ##### Craig Hoffman #~ ~### craigh@fa.disney.com @ @ #?) < /| Walt Disney Feature Animation `-' / |__/ _____________________________________________________________________________ @{" Thread 256" link IML-256} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-253 " MSG-253 Subject: Re: MGA Millennium @toc contents Subject: Re: MGA Millennium Date: Tuesday, 19 September 1995 18:32:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- > Well, I'm running 3.0 with the millenium with 2 megs, and am having no >problems >what so ever. I am however getting that same prob with the graphic modes >though. > I should also be getting 3.3 later this week, so I'll be able to test and >see if it's a prob >with 3.3. I'll let you know. I am already running v3.3, and it is only the best of the new features that were added *after* v3.0 that don't work with the Millennium. So I am afraid you will be in exactly the same boat when you get v3.3!! > Dosn't it suck being on the bleeding edge of technology? Yep, I guess it will be fixed eventually when Impulse release the Windows version of Imagine. Joe @{" Thread 228" link IML-228} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-254 " MSG-254 Subject: Re: Upgrading from Amiga to PC Imagine @toc contents Subject: Re: Upgrading from Amiga to PC Imagine Date: Tuesday, 19 September 1995 18:32:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- > I just upgraded my version to the PC v3.0 but it cost me $200!! How >did you get >it for $100. I had to pay $300 in total to get to 3.3. Did I get >screwed around??? What can I say? All I did was phone Impulse and ask for the PC version and the constant upgrade plan, and I was told it cost $200. Maybe it is a special deal if you go for both at the same time. I checked my credit card statement and they definitely only charged me the $200. Joe @{" Thread 165" link IML-165} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-255 " MSG-255 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Tuesday, 19 September 1995 21:04:00 From: Sharky ---------------------------------------------------------------------------- On Tue, 19 Sep 1995, Mike Vandersommen wrote: > > -> From: drift@nighthawk.com (Drift Dennis) > -> > -> Could someone tell me if there are any advantages to imagine running > -> under windows 95? or disadvantages? Is the rendering speed, or memory > -> constraints affected? I presently run both amigas and pc (windows 3.1 > > No advantage since you can't run it "under" Win 95. Buck up, Impulse is > working on a Windows version of Imagine. Should ship between next month > and Christmas '96. :) > For those of you who run the pharlap extender stuff to run Imagine under win 3.1, it works under Win95 too, with the added bonus of being able to use your Wacom Artpad too. I'm using the latest wacom drivers from www.wacom.com. Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 251" link IML-251} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-256 " MSG-256 Subject: RE: Shading Bands @toc contents Subject: RE: Shading Bands Date: Tuesday, 19 September 1995 21:51:23 From: denryan@netcom.com ---------------------------------------------------------------------------- On Thu, 14 Sep 1995, Jeff Hanna wrote: " > Sorry, but for the last time, your wrong. with only 256 available shades of each primary color (RGB), solid objects of those primary colors, and ones of black/grey/white will appear banded even when rendered at 24 bit. > > Do the math. 256R x 256G x 256B = 16.7M all colors. What do you think that 256R is? It's the available shades of Red. a solid red object only has 8 bits of color attributable to it. This means that at best, even on a 24bit display, it will have 256 available shades. > > If 24bit gives you all colors (which it doesn't) why is there a 48bit TIFF format? Not that it's widely used, granted. >" I advise to just give up on this guy, people. He's got his mind wrapped around a wrong-headed interpretation of color space, and I don't think any amount of verbal description of how it actually behaves will dissuade him. I'm confident that one day he will see an illustration or description that will make sense to him, and Voila! all will become clear. Until then, let's not waste any more bandwidth on this, ok? Thanks. @{" Thread 236" link IML-236} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-257 " MSG-257 Subject: Re: Optimise @toc contents Subject: Re: Optimise Date: Tuesday, 19 September 1995 22:45:27 From: Damon LaCaille ---------------------------------------------------------------------------- I use an Amiga as of now, but am considering buying a DX4/100 or P-75. The only reason I'd consider a DX4 is because it's about $200 cheaper and it'd be cheaper to upgrade to the Pentium after the P6 comes out. I really would like to have a faster renderer right now, even if it means I can't multi-task... [=====================================================================] [ Damon L. LaCaille | A3000 @ 25MHz 10MB RAM / 540MB HD ] [=====================================================================] [ Email - nomad@aloha.net | If you're not making 50 mistakes a day ] [ WWW - Be watching for my | then you're not trying hard enough! ] [ WWW home page here! |-=* IMAGINE - Why use anything else? *=-] [=====================================================================] @{" Thread 282" link IML-282} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-258 " MSG-258 Subject: Re: Shading Bands flame @toc contents Subject: Re: Shading Bands flame Date: Tuesday, 19 September 1995 23:17:45 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- I stand corrected, ADPro Apply Map only applies color map changes, although dithering WOULD be useful. To denryan@netcom.com: > >I've never said this to anyone on a newslist group, but, excuse me, but >you haven't the faintest idea what you're talking about. If the base color >is full red, there isn't going to be any "banding" is there, now? If the >color is modulted away from "full red" it will be done using not 256 >shades of red but all three 8-bit colors, and thus be one of the 16 >million expressable colors, which while not being all the possible colors >in the universe, will exceed the ability of the human eye to >differentiate. There will be no need for dithering. > >On Mon, 18 Sep 1995 NEWKIRK@delphi.com wrote: > >> Craig Hoffman says, in part: >> >The amount of colors you will get are 256 x 256 x 256 which equals 1677 >> What was being said, however, was in reference to a solid color object. >> If the base color of the objects is RGB <255,0,0> or full red, the most >> colors that could honestly be used would be the 255 levels of full red. > >Wrong. Just *one* color, *one* level or shade. Apologies for the echo, but You haven't the faintest idea what YOU'RE talking about, it would seem. Try this test: Create a sphere, color RGB <255,0,0> no reflection, specular, transparency, just plain old RED. Render a frame with that object center stage, with as many lights as you choose, al though one illustrates the point well enough for a child to see the results: The rendered image consists of a range of colors from pure red (or as close to pure red as the lighting in the scene allows, perhaps <250,0,0>, fading to black in the full shadow. This is a MAXIMUM OF 256 colors. Now, I also allowed as how there could be further colors inherent in the scene, namely speclular highlights. Take the test render, apply Specular RGB <255,0,0> to it, set hardness middlin (I used 42 for the test image I'm mailing you) render it again, and you get the following colors possible: Full red fading to full black, and any point on the sphere within the area affected by Imagine's specular highlight will add some GreenBlue component, ALWAYS G=B, so as to have only red fading to black or to white, NO OTHER COLORS ARE POSSIBLE, excepting colored lights or interaction with other colors within the modelled environment the object is rendered with. Further, although this would seem to indicate 65,535 possible colors (black to full red, or to full white within the highlight, (256x256)-1) you actually only can get half that number, since the GB component will NEVER be greater than the R component, which would produce a non red/black/white combination. Any comments from the civilized members of the IML? Joel NewKirk @{" Thread 333" link IML-333} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-259 " MSG-259 Subject: Question about MPEG capture card . . . @toc contents Subject: Question about MPEG capture card . . . Date: Tuesday, 19 September 1995 23:25:40 From: CoryJ44@aol.com ---------------------------------------------------------------------------- I know that many of you guys dabble in video along with your modeling and animation, and I'm looking for a good MPEG capture card (for the PC) which will pull in full-screen NTSC video at 30 fps. Does anyone have a suggestion? How about a price range of about $500 to $700? If you have experience with a certain card, or know of a good deal, I'd appreciate hearing from you. Cory (coryj44@aol.com) @{" Thread 242" link IML-242} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-260 " MSG-260 Subject: Single frame recording VCR @toc contents Subject: Single frame recording VCR Date: Tuesday, 19 September 1995 23:32:40 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- A VCR with flying erase heads and frame-by-frame forward/reverse control would seem to me to be capable of (albeit manual) single frame recording. What am I missing here? Obviously it's not that simple, but I've never worked with recording animations to tape, and never even looked into it. JN @{" Thread 389" link IML-389} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-261 " MSG-261 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Tuesday, 19 September 1995 23:34:54 From: Fredster ---------------------------------------------------------------------------- -- [ From: Fredster * EMC.Ver #2.5.02 ] -- > For those of you who run the pharlap extender stuff to run Imagine under win > 3.1, it works under Win95 too, with the added bonus of being able to use your Say what??? Could you elaborate pretty please? -- -------------------------------------------- Fred Aderhold fredster@netrix.net http://www.netrix.net/users/fredster Daddy, what does formatting drive C mean? -------------------------------------------- @{" Thread 101" link IML-101} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-262 " MSG-262 Subject: Re: AutoPEG @toc contents Subject: Re: AutoPEG Date: Tuesday, 19 September 1995 23:45:06 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Final analysis: I love it! with the one caveat that Imagine can't seem to load the same image twice in one frame, which the author (John Corigliano) E'd me he thinks he knows why, and a possible correction, this program answers all my prayers about a hard drive swiftly filling to capacity with 24 bit brush maps. I had taken to compressing all maps not used in my current project with JPEG, then converting back to 24iff when I ran into an error working with a previous project or object. NO MORE! with a few exceptions of hand drawn, lo-res images (down to about 4x4 pixels...) all my maps are now JPEG'd. I just freed up over 15 megs of space on my GRAPHICS: partition, more to come when I go in and JPG all old rendered images inside the projects. The only thing I can say about this proggie is GET IT. If you, like me, run into the multiple-use-brushmap problem, E-Mail the author (address included in the docs) and let him know, maybe he'd implement the change he mentioned. Best of all, AutoPEG's FreeWare. No strings, just a request that if you like it you email him, or send him 'something cool'. Hmmm, wonder what he'd think about a mailbox full of rendered images? Joel @{" Thread 239" link IML-239} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-263 " MSG-263 Subject: Re: Shading Bands @toc contents Subject: Re: Shading Bands Date: Wednesday, 20 September 1995 00:01:47 From: Falko@aol.com ---------------------------------------------------------------------------- >24 bit represents all colors available to you. No banding will occur when you >display a true 24 bit image on true 24 bit devices, so there is no need to >dither anything. Absolutely, positively FALSE!!! I don't know what kind of 24 bit color devices you folks are using, But on a fully saturated object of one color - regardless of the color used - only a limited number of shades -256- are available. The human eye can most certainly see more than 256 shades of a given color. There is DEFINITE color banding on 24 bit color devices with large areas of single color gradient shading. On a 32 bit color device (one that actually uses all 32 bits for color data) this banding is what I might call "subtle". My definition of subtle being "difficult to perceive". On the subject of dithering, most applications do not dither 24 bit data because of this mistaken assumption that this is all that can be seen. However, even 32 bit data can be functionally dithered. Unless you are talking about completely analog data, any 2 steps in digital color representation may be dithered to produce yet another shade. This is because they are in fact STEPS. Color data in nature is infinitely variable. Talk to somebody that does high quality professional imaging/publishing. They will scoff at the images created with 24bit devices, and express dissatisfaction at images created with 30/32 bit devices. This is more than just my opinion. I work with people that do this sort of thing for a living. And it is my job to make sure they can do their job by supplying the computer related expertise that lets them do it. Falko @{" Thread 205" link IML-205} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-264 " MSG-264 Subject: Optimise @toc contents Subject: Optimise Date: Wednesday, 20 September 1995 01:34:37 From: augioh4b@ibmmail.com ---------------------------------------------------------------------------- --- Received from GITD.PSG024 2164526 20SEP95 14.31 -> IBMMAIL.INTERNET IBMMAIL INTERNET IBM Well ... well ... well, Just amazed at the response of the subject relating to the P6 and on the fly rendering/solid preview. Thanx for the response everyone, I'm still going to wait till the P6 comes out ... so the pentium prices go down :D One more curiosity ... this isn't to start a platform war, but I was wondering wether it is worth finding out how many subscribed members of IML use IBM, Amiga or Both. I am open for any suggestions. (oh...unless this has been done already) C-Ya Vic @{" Thread 270" link IML-270} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-265 " MSG-265 Subject: RE:BANDING & SFR-VCR @toc contents Subject: RE:BANDING & SFR-VCR Date: Wednesday, 20 September 1995 06:21:14 From: Granberg Tom ---------------------------------------------------------------------------- Hi! All this discussion about color banding is quite amusing, guys!? but let me say this much, for Television and video work, 24bit is quite sufficient and the banding, even if seen on a computer monitor, most often disapears on TV, why?......Becouse of the limited bandwith of the (analog) tv signal, but you often have to run the signal trough a chroma limiter of some kind to get away ilegal colors that will, you belive me, bleed. It would be cool to have that feature in Imagine. But I agree on having a 32 or 48bit format for print and movie/slide work. On the question about single frame recorder's, dont buy one, get DPS-PAR or something similar. A single frame recorder are yesterdays news, using a time code and having to do pre-rolls for every captured frame, and drop-out's occour very often on cheaper decks. And the cost is not that good either. And it's very time consuming as well. But if you realy, realy want one, try getting your hands on a second hand Betacam SP/MII recorder. Later Tom Renderbrandt @{" Thread 452" link IML-452} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-266 " MSG-266 Subject: Is Essence for PC shipping? @toc contents Subject: Is Essence for PC shipping? Date: Wednesday, 20 September 1995 08:45:21 From: goran@abalon.se (Goeran Ehrsson) ---------------------------------------------------------------------------- Is Essence for PC shipping? I ordered it one month ago and haven't heard anything from Worley Laboratories (Apex). Has anyone of you receive it yet? - Goran -- goran@abalon.se, Goran Ehrsson, Abalon AB, Box 11129, 161 11 BROMMA, SWEDEN. ----------------------------------------------------------------------------- Tired of reading comics? Try a Microsoft manual: "You can determine the BIFF version by testing the high-order byte of the BOF record. This record is always the first record in a BIFF file. For example, the BOF record in a BIFF4 chart file may appear: ..." @{" Thread 451" link IML-451} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-267 " MSG-267 Subject: Re: Optimise @toc contents Subject: Re: Optimise Date: Wednesday, 20 September 1995 09:36:41 From: dgrant@dgrant.peinet.pe.ca (Dennis Grant) ---------------------------------------------------------------------------- Hello augioh4b (augioh4b), in <9509200430.AB10155@email.sp.paramax.com> on Sep 2 0 you wrote: > One more curiosity ... this isn't to start a platform war, but > I was wondering wether it is worth finding out how many > subscribed members of IML use IBM, Amiga or Both. I am open for > any suggestions. (oh...unless this has been done already) Amiga only. An A4000/040/14/1Gig at work, and an A3000/030/6/120 at home for games, my wife's papers, and the occasional render fix. ------------------------------------------------------------------------------- Dennis Grant Cycor User Support - HTML Developer - Graphic artist dgrant@cycor.ca Amiga 4000/'030/6/120/'882 40/2XCDROM/USR14.4/Idek 17"/SLIP Visit Trog's Cave! http://www.cycor.ca/TCave/ @{" Thread 257" link IML-257} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-268 " MSG-268 Subject: Re: AutoPEG @toc contents Subject: Re: AutoPEG Date: Wednesday, 20 September 1995 10:58:40 From: Mike McCool ---------------------------------------------------------------------------- Hey Joel, et al, Well, I'd love to get autoPeg, but I sure can't find it. And both those http's you gave were unreachable by my server. Could you by chance post me privately, with the exact site address where you downloaded AutoPeg from? Thanks a meg. @{" Thread 262" link IML-262} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-269 " MSG-269 Subject: Is DCTV Supported? @toc contents Subject: Is DCTV Supported? Date: Wednesday, 20 September 1995 10:59:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I picked up a second-hand DCTV unit for my Amiga 1200. A couple of problems...the RGB pass-thru doesn't work, and I don't have any utilities such as IFFtoDCTV. Also, there doesn't seem to be any way to show DCTV animations. Is Digitial Creations still around, and do they still support DCTV? It's pretty old technology, now, I realize, but I really would like to make better (read: 24 bit colour without the memory movement problems) and longer Imagine animations. I'm able to get an 8 Meg Ham8 anim overscan running at about 20 fps. Of course, there are lots of deltas involved, and I'm using anim-8 format. This results in about a 4 second video clip. I'd like to try using DCTV to make longer scenes. \KenR @{" Thread 266" link IML-266} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-270 " MSG-270 Subject: Re: Optimise @toc contents Subject: Re: Optimise Date: Wednesday, 20 September 1995 11:51:15 From: gregory denby ---------------------------------------------------------------------------- Damon writes: >The only reason I'd consider a DX4 is because it's about $200 cheaper >and it'd be cheaper to upgrade to the Pentium after the P6 comes out. Exactly! I opted for the DX4, and plugged the extra $$ into more memory. The performance improvement over my old '040 28 was most noticable. It seems that Imagine's math does work much better with Intel chips, i.e. it uses a lot of integer math. If memory serves, after Imagine for Windows appears, there is the possibilty of it showing up on other platforms such as the Power PC. I have a feeling that Impulse doesn't have the man power to fine tune the code for the various processors, but is supposing that as processor power grows ever greater, the time loss will be negligable. Unless, of course, you are a perfectionist, and there seem to be an awful lot of those among tracers. Greg Denby @{" Thread 267" link IML-267} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-271 " MSG-271 Subject: Re: Re: RE: detail editor particles @toc contents Subject: Re: Re: RE: detail editor particles Date: Wednesday, 20 September 1995 13:00:00 From: Michael North ---------------------------------------------------------------------------- > Michael- To get an image or complex map to stay attached to its > respective facets or particles you need to use the states function and > the "lockstate" name in the attributes requestor. I've got a killer > animation of a friends face mapped to a particlized sphere with it > swirling off into nothing ala "Lawnmower Man"... Works like a champ. > I _think_ we're talking about different things. I'm not talking about a way to get an image map to stick onto an object after it's particalized. I (and I _think_ the original poster) am talking about putting a map (or even a texture) onto an object and then using that _with_ its own texture or map as a particle object in the detail editor. Objects used as particle objects don't seem to be able to hang onto their own attributes. But I will certainly try lockstate to see if it will work in this case. Michael @{" Thread 265" link IML-265} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-272 " MSG-272 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Wednesday, 20 September 1995 13:12:58 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >Windows Version (3.1/95/NT): > - Retail price $1695US! Kinda reminds me of Sculpt4D when they abandoned the Amiga to go to the Mac. Same product as before (basically) just a new price (x10). MikeH, please tell us this is a type'doh. Maybe $169.50? OK maybe a more. Impulse, who are your customers? What is your market? Reality check needed? Not many of customers cannot afford 3D Studio, or other expensive packages. Which is one reason we are customers. Of course cool functionality is another. But do you offer 'leading edge' functionality worth thousands of dollars? Are you prepared to compete with the Big Boys? There are many players in the 3D market, most trying for dominance. I received last week a offer for Ray Dream Designer 3.0 (Mac or Windows) for $99 smackers. 90-day money back guarantee if not satisfied. Sure it doesn't compare well to Imagine, but Ray Dream is probably snagging customers. Volume is the key to dominance, not high price. Maybe I'm being touchy and the upgrade for existing customers will be affordable. -Scott spack@adobe.com @{" Thread 328" link IML-328} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-273 " MSG-273 Subject: Shading Bands @toc contents Subject: Shading Bands Date: Wednesday, 20 September 1995 14:32:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> From: craigh@fa.disney.com-> I don't understand this thread. The original po ster was looking a=t a-> image with 65,000 colors. When you lower color resolut ion without= di-> you will get banding on large areas with slight color variatio n. =Thi-> obvious.You'd have thought it would die with the obvious.......Looks like the children are bored. Maybe it's time for anotherversion release of Imagi ne!! :) /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu .silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice br eaks in the day" \____________________________________________________________ _--- =FE InterNet - GraFX Haus BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 201" link IML-201} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-274 " MSG-274 Subject: Glossy Brochure @toc contents Subject: Glossy Brochure Date: Wednesday, 20 September 1995 15:47:55 From: beeton@SEDSystems.ca (Gary Beeton - SED Systems) ---------------------------------------------------------------------------- Hey all, I just got a glossy colour brochure from Impulse. The brochure is targeted at present owners of Imagine to updrade to 4.0, and features lots of pretty pictures from our very own Tom "Renderbrandt" Granberg (excellent work by the way) and others. It also answers some of the questions that have been floting about on the list. Features: It lists all(?) of the improvements from 3.0. If you subtract the ones that are already in 3.3 you are left with: - Metaballs editor with Special Effects - Light arrays... soft edge shadows - Motion Blur - Object Smoothing Cost: Up until October 31 1995 the upgrade price will be as follows: - PC 3.0 $100US - Amiga 1.1 or earlier $300 - Amiga 2.0 $200 - Amiga 3.0 $100 - Amiga 1.1 to PC $400 - Amiga 2.0 to PC $300 - Amiga 3.0 to PC $200 After October 31, 3.0 to 4.0 will be $299US. Windows Version (3.1/95/NT): - Expect delivery for fall 95. - Retail price $1695US! - Cost to upgrade from other versions is TBD. Later... Gary Beeton beeton@SEDSystems.ca @{" Thread 306" link IML-306} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-275 " MSG-275 Subject: DX4-100Mhz @toc contents Subject: DX4-100Mhz Date: Wednesday, 20 September 1995 16:12:41 From: Red Hawk ---------------------------------------------------------------------------- I have try the same rendering with AMIGA 040 25Mhz & a DX4-100 both with 16Mb I have see that the DX4 100Mhz is 3 times faster than the 68040 25Mhz but this system is not Multitasking............ .---------------------------------------------------------. | E-Mail: qua1397@cdc700.cdc.polimi.it __/// | | Amiga 4000/40 25Mhz 18Mb 2.0Gb SCSI II \XX/ | | AMD DX4 100Mhz 49Mb 4.45Gb SCSI II | | Home Page: | | http://cdc715_0.cdc.polimi.it/~qua1397/ | `---------------------------------------------------------' @{" Thread 337" link IML-337} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-276 " MSG-276 Subject: Re: PC Essence @toc contents Subject: Re: PC Essence Date: Wednesday, 20 September 1995 16:33:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- >Is Essence for PC shipping? >I ordered it one month ago and haven't heard anything from >Worley Laboratories (Apex). >Has anyone of you receive it yet? I also ordered it and have not heard a word from them. Also they have not replied to the 3 emails I have sent them since, which I think is pretty damn rude if you ask me! Joe @{" Thread 114" link IML-114} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-277 " MSG-277 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Wednesday, 20 September 1995 17:55:40 From: "Anime a day..." ---------------------------------------------------------------------------- On Wed, 20 Sep 1995 spack@mv.us.adobe.com wrote: > 90-day money back guarantee if not satisfied. Sure it doesn't compare well to > Imagine, but Ray Dream is probably snagging customers. Volume is the key to > dominance, not high price. ^^^^^^^^^^^^^^^^^^ Did anyone else get a pain in their stomach after reading this part?? I rather not eat at McDonalds either... Bill @{" Thread 272" link IML-272} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-278 " MSG-278 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Wednesday, 20 September 1995 19:00:04 From: Edward Chadez ---------------------------------------------------------------------------- In a previous letter, Gary Beeton - SED Systems wrote: } } After October 31, 3.0 to 4.0 will be $299US. Can we expect then that the upgrade from earlier versions of Imagine to 4.0 will escalate as well? Just lovely. So, what's the status of Amiga's Real-3d these days? ;-) -Ed -- Edward Chadez http://galileo.carl.org/ Lead Senior Programmer/Analyst (Systems Integration Team) CARL Corporation (303)758-3030 @{" Thread 331" link IML-331} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-279 " MSG-279 Subject: Re: Upgrading from Amiga to PC Imagine @toc contents Subject: Re: Upgrading from Amiga to PC Imagine Date: Wednesday, 20 September 1995 23:44:00 From: jbeard@cix.compulink.co.uk (Joe Beard) ---------------------------------------------------------------------------- >What can I say? All I did was phone Impulse and ask for the PC version >and the constant upgrade plan, and I was told it cost $200. Maybe it is a >special deal if you go for both at the same time. >I checked my credit card statement and they definitely only charged me >the $200. After posting this I began to wonder if Impulse had actually charged me for the constant upgrade program. But I managed to find the invoice they sent me, and it says: Imagine 3.0 PC version 100.00 Service program for one year 100.00 Plus the $10 shipping to England, it cost me $210 in total. Joe @{" Thread 253" link IML-253} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-280 " MSG-280 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Wednesday, 20 September 1995 23:52:26 From: Falko@aol.com ---------------------------------------------------------------------------- sharky@websharx.com In a message dated 95-09-19 20:26:46 EDT, you write: >For those of you who run the pharlap extender stuff to run Imagine under >win 3.1, it works under Win95 too, with the added bonus of being able to >use your Wacom Artpad too. I'm using the latest wacom drivers from >www.wacom.com. > >Aloha, > Sharky Details, please!!! What do you mean using pharlap extender to run Imagine under windows?!? I know pharlap is dos memory management system but I thought the application had to be compiled with it to use it?? If you know some dirty little secret you better give!! After all, I know where you live !!!! heh, heh ( your e-address ) NOW GIVE!! Or am I gonna havta send the boys over with some subtle cues? Falko @{" Thread 255" link IML-255} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-281 " MSG-281 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Thursday, 21 September 1995 00:52:55 From: Ted Stethem ---------------------------------------------------------------------------- If you have a PC with Windows, check out the fully useable demo of Soft F/X at http://www.bytebybyte.com. This is from the guys that used to do Sculpt4D. They have also gone cross-platform, from Mac to PC. Soft F/X already runs under Windows, and if you try it, you will have to agree it has a very intuitive, common-sense interface, very slick. Also, it ray-traces about 5X faster than Imagine and has CAST SHADOWS. Plus, it will run on practically any screen size you want. I have run it on a 1280x1024 screen and it is really slick. Sure, it doesn't have every bell and whistle Imagine has, but Impluse could learn a lot about "friendly" programming for the Windoze environment by taking a look at it. On Wed, 20 Sep 1995 spack@mv.us.adobe.com wrote: > > >Windows Version (3.1/95/NT): > > - Retail price $1695US! > > Kinda reminds me of Sculpt4D when they abandoned the Amiga to go to the Mac. > Same product as before (basically) just a new price (x10). > > MikeH, please tell us this is a type'doh. Maybe $169.50? OK maybe a > more. > > Impulse, who are your customers? What is your market? Reality check needed? > Not many of customers cannot afford 3D Studio, or other expensive > packages. Which is one reason we are customers. Of course cool > functionality is another. But do you offer 'leading edge' functionality worth > thousands of dollars? Are you prepared to compete with the Big Boys? > > There are many players in the 3D market, most trying for dominance. I receive d > last week a offer for Ray Dream Designer 3.0 (Mac or Windows) for $99 smackers . > 90-day money back guarantee if not satisfied. Sure it doesn't compare well to > Imagine, but Ray Dream is probably snagging customers. Volume is the key to > dominance, not high price. > > Maybe I'm being touchy and the upgrade for existing customers will be > affordable. > > -Scott > spack@adobe.com > > @{" Thread 316" link IML-316} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-282 " MSG-282 Subject: Re: Optimise @toc contents Subject: Re: Optimise Date: Thursday, 21 September 1995 00:55:07 From: Falko@aol.com ---------------------------------------------------------------------------- In a message dated 95-09-20 04:28:37 EDT, you write: >I use an Amiga as of now, but am considering buying a DX4/100 or P-75. >The only reason I'd consider a DX4 is because it's about $200 cheaper and >it'd be cheaper to upgrade to the Pentium after the P6 comes out. I >really would like to have a faster renderer right now, even if it means I >can't multi-task... > > Go for the pentium. The floating point is orders of magnitude faster than the 486/anything. And if you are carefull and purchase an upgradable machine you may be able to plunk in a pentium 133, 150, or faster when they are available. Don't be fooled by the hype for the P6, now officially named the Pentium Pro Processor. It will only provide dramatic performance increases on 32bit software that is optimized for it's architecture. Even Intel says that standard DOS/Win3.11/Win95 apps are likely to run faster on an equal clock speed pentium. The Pentium Pro Processor is completely optimized for operating systems like WinNT or Unix which take advantage of out of order execution and branch prediction. Normal applications will stall the Pentium Pro because the the chip tries to do an out of order execution and then ends up idling until the other instructions finish first. Falko @{" Thread 9" link IML-9} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-283 " MSG-283 Subject: Re:Glossy brochure @toc contents Subject: Re:Glossy brochure Date: Thursday, 21 September 1995 01:19:20 From: Granberg Tom ---------------------------------------------------------------------------- Hi all! I dont know what to say, I didnt realise that Impulse would make that brouchure that fast. And I didnt know they used my pictures for it either, I think I gave them permision to use them as they'd like, when I visited them in august....yeah I did, so thats cool. But could you, who have seen it, tell me a little about how the layout look like, front page text, etc. And which one of my pictures they used. I'm curious. Thanks in advance. When it come to the price tag for the Windows version, I think they are doing the right thing. Even if the "poor" people cant afford it, it will in the long run bring in some hard cash. Look at Alias or Wavefront, they cost a lot of money wich means they dont sell as many copy's as other cheaper packages, but since they get in "big" buck's on each they dont have to. It all adds up doesnt it. It will also give Impulse the developer strength to maybe hire more people and take Imagine higher than we could hope for at much higer pace than they is able to do right now. That is if they sell a handsome share of 4.0. And making a Imagine 4.0 L/T will make more sense as well, since the price difference will give the "poor" a choice to get the cheaper alternative. Just some tought's Later Tom Renderbrandt Granberg @{" Thread 324" link IML-324} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-284 " MSG-284 Subject: Using Pharlap to run Imagine @toc contents Subject: Using Pharlap to run Imagine Date: Thursday, 21 September 1995 01:27:02 From: Tom Ellard ---------------------------------------------------------------------------- >From: Sharky >For those of you who run the pharlap extender stuff to run Imagine under >win 3.1, it works under Win95 too, with the added bonus of being able to >use your Wacom Artpad too. I'm using the latest wacom drivers from >www.wacom.com. I'd love to know more about using pharlap _and_ imagine.... I thought it was a 3D Studio tool? Tom. @{" Thread 98" link IML-98} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-285 " MSG-285 Subject: RE:I dont get it? @toc contents Subject: RE:I dont get it? Date: Thursday, 21 September 1995 03:03:24 From: Granberg Tom ---------------------------------------------------------------------------- Hi! Adam wrote: -----they all buy LightWave and one of the 3000 other windows raytracers out there. And they cost between $50-$400 US not $1695 for Imagine, jesus... oh well, they'll sell lots to commercial users when they see that price they'll think "Gee, it must be good"----- I dont get this, it is not you Adam, but I have this creeping feeling that the price on the new Version pisses of a lot of imagine users. What do they use their software for? If they only want "any" raytracer to play with, fine buy a cheap one, but if you want something more it has to have a price that would compare well in the market. Imagine are now not "just" a raytracer it is getting darn good and I think the price for Win. version is fear. Any comments..........well I would be suprised if there wasnt. Later Tom Renderbrandt @{" Thread 307" link IML-307} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-286 " MSG-286 Subject: Subcription Request @toc contents Subject: Subcription Request Date: Thursday, 21 September 1995 03:08:56 From: Rodney McNeel ---------------------------------------------------------------------------- Subscribe I tried the other address imagine-request@email.eag.unisysgsg.com a week ago and haven't received any mail as of yet. I'm thirsty for more Imagine knowledge! rodman@infinity.ccsi.com @{" Thread 371" link IML-371} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-287 " MSG-287 Subject: DCTV RGB PassThru @toc contents Subject: DCTV RGB PassThru Date: Thursday, 21 September 1995 08:17:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Where can I get one of these puppies? (DCTV RGB Passthru, that is.) I've got a _really old_ 1080 monitor, the one that came with my A1000 in 1985. Yep, I've been using Turbo Silver since then, version 1.0, I think, too. I remember waiting 20 minutes to see a checkered plain and some balls hovering over it, and thinking, "Wow. It looks cool in 4096 colours, too!". Now I can't get enough colours, speed, etc. Addictive little buggers, aren't they! Comment on $1695 windows program: I sure won't have the cash to buy this! They should learn from MicroSoft, cheap + volume = big buck$. Shrink wrap the product, offer tech support for $50/year, then I'd buy it. And probably buy the tech support, too. As some astute businessperson in Fortune Magazine said, "It costs at least ten times as much to get new customers as it does to keep old." If Impulse is going after a new market, i.e. the heavily-pirated windows market, then they will probably need a high price-tag in order to recoup their losses. However, at what price? What percentage of their customers will drop off due to the fact that a lot of us are week-end renderers, and can't afford high-end prices? Time will tell the tale. \KenR @{" Thread 393" link IML-393} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-288 " MSG-288 Subject: Wrong URL for bytebybyte @toc contents Subject: Wrong URL for bytebybyte Date: Thursday, 21 September 1995 08:34:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I tried to find the url for bytebybyte, as mentioned in someone's message regarding Soft F/X. Byte by Byte are the people that wrote Sculpt 3D and Sculpt 4D for the Amiga, before they were converted to the MAC platform (and left a lot of Amigoids in the dust.) Anyways, the URL is http://bytebybyte.com/ NOT http://www.bytebybyte.com!!!!!! So, they have a non-standard URL name. Sigh. Someone said that the Soft F/X interface is intuitive? Their URL sure ain't. \KenComplainingAndNotEnoughJavaR @{" Thread 444" link IML-444} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-289 " MSG-289 Subject: Re: Re[2]: Glossy Brochure @toc contents Subject: Re: Re[2]: Glossy Brochure Date: Thursday, 21 September 1995 09:25:27 From: Ted Stethem ---------------------------------------------------------------------------- Correction. Try: http://bytebybyte.com/ On Thu, 21 Sep 1995 aciolino@rrddts.donnelley.com wrote: > > > > > > If you have a PC with Windows, check out the fully useable demo of Soft > F/X at http://www.bytebybyte.com. This is from the guys that used to do > Sculpt4D. They have also gone cross-platform, from Mac to PC. > > What's up with this URL? It doesn't seem to work... > -AC > @{" Thread 227" link IML-227} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-290 " MSG-290 Subject: Re: Glossy Brochure (From MikeH) @toc contents Subject: Re: Glossy Brochure (From MikeH) Date: Thursday, 21 September 1995 09:45:47 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- MikeH wrote me to say: "The unfortunate problem is this, while we have been selling Imagine for almost nothing, others have made products that are less for more and are moving on. Point in case is 3D studio which is not better than Imagine but has a much larger price, The price we have stated is for the Retail Pro Version of Imagine for Windows, THIS IS IMPORTANT, present users will be able to upgrade for $200.00. This is the full pro version for windows, 95, NT and 3.1. It has many new features and a spanking new manual. The new customer base will have to buy the product for the retail price, what ever the street makes it. We have never tried to abuse the trust of our user base and as you can see we have no intention of doing so now. So while there is no typo, YOU and others who have supported us will not have to bear the brunt of the new technology. When you consider Imagine and 3D studio for windows for a price of over $4000.00 Imagine looks very good. Hope that sets your fears to rest. Mike" So that's the story. $200 to upgrade which is very reasonable. Thanks Mike for the up-front facts! -Scott spack@adobe.com @{" Thread 281" link IML-281} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-291 " MSG-291 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Thursday, 21 September 1995 09:49:00 From: Adam Watkin ---------------------------------------------------------------------------- > > In a previous letter, Gary Beeton - SED Systems wrote: > } > } After October 31, 3.0 to 4.0 will be $299US. > > Can we expect then that the upgrade from earlier versions of Imagine to > 4.0 will escalate as well? > > Just lovely. > > So, what's the status of Amiga's Real-3d these days? ;-) A very excellent looking windows version came out recently I think. But as far as I could tell from the pictures it didn't conform to any windows standards and generally was difficult to use, I doubt anyone bought it, they all buy LightWave and one of the 3000 other windows raytracers out there. And they cost between $50-$400 US not $1695 for Imagine, jesus... oh well, they'll sell lots to commercial users when they see that price they'll think "Gee, it must be good" Adam. @{" Thread 332" link IML-332} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-292 " MSG-292 Subject: Re[2]: Glossy Brochure @toc contents Subject: Re[2]: Glossy Brochure Date: Thursday, 21 September 1995 09:53:07 From: aciolino@rrddts.donnelley.com ---------------------------------------------------------------------------- If you have a PC with Windows, check out the fully useable demo of Soft F/X at http://www.bytebybyte.com. This is from the guys that used to do Sculpt4D. They have also gone cross-platform, from Mac to PC. What's up with this URL? It doesn't seem to work... -AC @{" Thread 289" link IML-289} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-293 " MSG-293 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 21 September 1995 10:26:00 From: montvai@achilles.rijnh.nl (Attila Montvai) ---------------------------------------------------------------------------- >Subject: Impulse, Imagine, President Hi all, Gary Beeton beeton@SEDSystems.ca disclosed: +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Features: It lists all(?) of the improvements from 3.0. If you subtract the ones that are already in 3.3 you are left with: - Metaballs editor with Special Effects - Light arrays... soft edge shadows - Motion Blur - Object Smoothing Windows Version (3.1/95/NT): - Expect delivery for fall 95. - Retail price $1695US! - Cost to upgrade from other versions is TBD. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is a fragment from an other mail: I wouldn't hold my breath. I paid for features back in 1993 that was supposed to be in 3.0, That I paid for agian in the 4.0 upgrade. 3.0 was supposed to be out in aug-sept and it shipped in march the following year. Impulse sent out 2.9 to hold you over, I think it was around december. Anyway I dont know if I can handle all the new bugs that will be in 4.0 ! Render on Phoenix ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ I must remember you, some time ago I wrote this of Imagine 3.x and 3.0 - > 4.0 upgrade: >1. This form of Imagine is at the end of its life. My guess is, that >the 'constant upgrade policy' is a clever financial trick. It makes >you to pay for the development of the new version giving away >old 'gadets' as a superficial treatement of the package - in order to >gain time. The "President of Impulse" (as MH calls himself in mails) argued vigorously this but privately, in a mail. (The arguments never got to the IML.) I think things above show who was right. attila montvai@achilles.rijnh.nl President of a Family with three impossible children. @{" Thread 390" link IML-390} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-294 " MSG-294 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Thursday, 21 September 1995 11:35:59 From: gregory denby ---------------------------------------------------------------------------- >> >Windows Version (3.1/95/NT): >> > - Retail price $1695US! ulp!! Best be one very glossy manual with that. Greg Denby ulp!! @{" Thread 349" link IML-349} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-295 " MSG-295 Subject: Re:Glossy Brochure @toc contents Subject: Re:Glossy Brochure Date: Thursday, 21 September 1995 12:04:05 From: jacob@altair.csustan.edu (Dave Jacob) ---------------------------------------------------------------------------- Hmmm...windoze version 169,500 US pennies. (but dont worry--i'llbet we can all get on the constant upgrade program for only a hundred thousand pen pennies :) Actually, for those of you who think impulse is going to loose its user base with the new prices, the harsh reality of the situation is this--SO WHAT? Companies are not your pal--they figurewith the new prices thay will be taking away a % of the 3DS market so will still be pulling in the (pennies). The old user base can always go back to povray....(I hear ver 3 is just around the corner). I offer in evidence the fact that they will be rasing(acccording to the origonal brochure poster) the price of upgrading from 3.0 to 4.0 to $30000 pennies after Oct. 31. , either forcing al the holdouts to get on the ride or get kicked kicked out of the carnival. Hmmmmmmm.... (heavily cogotating) ps--you may be wondering why I converted all the prices to pennies. Well, it just seems less devestating economically if I use pennies instead of dollars in case I decide to upgrade, unless I move on over to Truespace 2.... :-) @{" Thread 283" link IML-283} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-296 " MSG-296 Subject: Eurocheck @toc contents Subject: Eurocheck Date: Thursday, 21 September 1995 12:50:10 From: milan@Gent.hku.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, does anybody know if you can pay for the constant upgrade program using a eurocheck, or is a credit card the only way? BTW: I am a media designer student and don't earn any money with Imagine (no, not even with the textures, shareware sucks :) I am glad the upgrade program is cheap, otherwise I couldn't afford Imagine. Let your Imagination run wild, Greetings, Milan @{" Thread 177" link IML-177} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-297 " MSG-297 Subject: Kudos To Glossy Brochure! @toc contents Subject: Kudos To Glossy Brochure! Date: Thursday, 21 September 1995 14:16:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Wow! That's the best ad that Impulse put out ever! After looking at some images in CGW (Computer Graphics World) and looking at the images in the article, all I can say is "wow". For lighting, complexity, detail and texture, the Imagine images compete easily with much higher-priced software running on the PC or MAC. Congrats to Mr. Grandberg as well for his outstanding images. They certainly look nice in glossy print. \KenR @{" Thread 330" link IML-330} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-298 " MSG-298 Subject: Imagine inertia @toc contents Subject: Imagine inertia Date: Thursday, 21 September 1995 14:43:27 From: milan@Estoril.hku.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, I just discovered that imagine already has a built in inertia effect! I was using the spline interpolation with a starting speed of 5 and an ending speed of 0. The speed of 5 turned out to be too fast, so the anim extrapolated and returned to the target position. A really neat cartoony inertia effect... wow! (It's not a bug, it's a feature :) L8er, Milan @{" Thread 450" link IML-450} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-299 " MSG-299 Subject: Banding and 4.0 must haves @toc contents Subject: Banding and 4.0 must haves Date: Thursday, 21 September 1995 14:49:14 From: milan@Estoril.hku.nl (Milan Polle) ---------------------------------------------------------------------------- Hi all, first something about the banding with 24bit (sorry). The banding effect is most visible with white objects, I rendered a room and discovered very ugly banding rings on the walls, the bands were quite large as the walls are flat. Indeed the effect isn't noticable with video. But even worse, video only uses 16 bits of colour! I've heard that a timebase corrector digitises the video at 16 bits and I now the Abekas hardisc video recorder (which is VERY widely used for recording animations) uses only 16bits as well. It looks very ugly on a RGB monitor, but good enough on video (even using PAL :). Now, the 3.3 specs looked quite good, with rendering previews, object smoothing, duplication of textures/brushes and all types of mapping. Here's what I think 4.0 SHOULD have (I might forget some stuff here). (I am probably already too late...) * Full spline forms editor (as promised) * Visible spline editing for spline interpolation (keys etc.) * Built in motion blur per object. (I think I read it does have this) * Better looking lensflares (stars etc.) * Better particles (with textures on them, and particle blur). * Better particle effect (try making a spark or a fountain, no go) * Multiple cameras * Maybe multiple stages for one project (selectable) with batch rendering. * Inverse kinematics in stage (procedurally, like bones) * Real life camera settings and measurements * More parameters for constrain (angle limits, maybe even spring like settings). * Looping for state sequences (like a cycle object) * No more object loading for every frame (and faster previews) * Slider bar for realtime motion preview in stage (objects become boxes) * Fix the glass bug (and support foreground anims (multiple with alpha)) * Fully improved action editor (interactive editing etc.) with control over children of groups, maybe more parameters for associate (delay in frames, only alignment or position) (also as promised) * Visible keyframe paths (like lightwave) * Much more effects (like wavefront) maybe be able to morph effect params * Fractal subdivision (for landscapes and rocks) * Better slicing (make my cleanupslice proggy obsolete) * Instancing of objects (one object with clones with different positions/angles/sizes) * I still would like to have my three cursors... (remember Sculpt) * AREXX AREXX AREXX!!! * Full jpg support * If possible some kind of gravitation collision stuff. Phew! I will shut up now, Let your Imagination run wild, Milan (milan@bmt.hku.nl) @{" Thread 429" link IML-429} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-300 " MSG-300 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Thursday, 21 September 1995 14:59:29 From: Sharky ---------------------------------------------------------------------------- On Tue, 19 Sep 1995, Fredster wrote: > -- [ From: Fredster * EMC.Ver #2.5.02 ] -- > > > > For those of you who run the pharlap extender stuff to run Imagine under > win > > 3.1, it works under Win95 too, with the added bonus of being able to use > your > > Say what??? > > Could you elaborate pretty please? Essentially if you have pharlap's RUN386.EXE which usually comes with as part of a larger package, the imagine executable can be split with a small utility, separating the memory management. Using the previously mentioned program you can run imagine with virtual memory under windows. The problem is that you need the larger package which runs around $500. Not very cost effective if all you want to do is run Imagine under windows. After playing with it some more, there is another catch w/ win95. If you switch over to Win95 environment, when you return to imagine, the video mode is hosed and screen is unreadable. You can still exit if you remember where you left off by pressing the appropriate keys. So, the only real benefits now as I can see are not having to boot out to DOS, and being able to use an artpad. Not extremely compelling reasons to pick up a developement package, just to use the memory management, unless you already have it. Render times using this method are increased using this method as well. I'm probably gonna go back to the boot out method, since using the artpad is cool, but the price in terms of performance isn't really worth it. Guess we have to wait for WinImagine. I was hoping that Imagine 4.0 would be able to run under Win95 (albeit without a windoze interface), but I suppose economics of licensing another memory manager or incurring major changes to memory management while developement of WinImagine is in progress would not be very efficient use of Impulses developement budget. Sorry if I got anyone too excited there. This is a big issue for all of us on the PC side of Imagine. Aloha, Sharky sharky@aloha.com/CIS#70614,2011 __ v Home Page : http://aloha.com/~sharky WebSurfer & Fun Guy,Funky __/ \ >*< Home Server:http://www.websharx.com WWW Page Designs, ____/ ) | ^ Hawaii Related Links and Etcetera's, Tech. Planning /\_____/ } \ 3D Modelling & Animation Art,Objects ~~~~~~~~~~~~~~~(_________ALOHA!_______)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @{" Thread 280" link IML-280} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-301 " MSG-301 Subject: Re:Glossy brochure @toc contents Subject: Re:Glossy brochure Date: Thursday, 21 September 1995 16:57:55 From: beeton@SEDSystems.ca (Gary Beeton - SED Systems) ---------------------------------------------------------------------------- >I dont know what to say, I didnt realise that Impulse would make that brouchure >that fast. And I didnt know they used my pictures for it either, I think I gave >them permision to use them as they'd like, when I visited them in august....yea h >I did, so thats cool. >But could you, who have seen it, tell me a little about how the layout look >like, front page text, etc. And which one of my pictures they used. I'm curious . Tom, The front page backgroung image is a forest of rendered "4.0"s, the text says "Imagine Professional 3D Animation Rendering System" with the Impulse logo at the bottom and "Special Imagine 4.0 Upgrade Offer" at the top corner. It is a six panel foldout with text on the top half-ish and a montage of 16 images on the bottom half-ish. The "4.0" forest image is used as backdrop for both image and text (highly faded under the text). Very professional looking. Of the images that are credited, your name shows up on: "Padiaine" space gun-like thingy, "T-Bag Graphics", "Eclipse" logo, "Sporten 2" logo (black background), and "Sporten 2" logo (plasma "2"). Also credited are 2 images from S. Gifford and 2 from Steve Blackmon. Later... Gary beeton@SEDSystems.ca @{" Thread 405" link IML-405} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-302 " MSG-302 Subject: My Soccerball.. the promised jpeg. @toc contents Subject: My Soccerball.. the promised jpeg. Date: Thursday, 21 September 1995 17:29:59 From: Soeren Birk Jacobsen ---------------------------------------------------------------------------- Here's a jpeg I made of my soccerball hope you like it its uuencoded: begin 644 pic2a.jpg M_]C_X 02D9)1@ ! 0 0 ! #_VP!# @&!@<&!0@'!P<)"0@*#!0-# L+ M#!D2$P\4'1H?'AT:'!P@)"XG("(L(QP<*#7J#A(6&AXB)BI*3E)66EYB9FJ*CI*6FIZBIJK*SM+6VM[BYNL+#Q,7& MQ\C)RM+3U-76U]C9VN'BX^3EYN?HZ>KQ\O/T]?;W^/GZ_\0 'P$ P$! 0$! M 0$! 0 $" P0%!@<("0H+_\0 M1$ @$"! 0#! <%! 0 0)W $" M Q$$!2$Q!A)!40=A<1,B,H$(%$*1H;'!"2,S4O 58G+1"A8D-.$E\1<8&1HF M)R@I*C4V-S@Y.D-$149'2$E*4U155E=865IC9&5F9VAI:G-T=79W>'EZ@H.$ MA8:'B(F*DI.4E9:7F)F:HJ.DI::GJ*FJLK.TM;:WN+FZPL/$Q<;'R,G*TM/4 MU=;7V-G:XN/DY>;GZ.GJ\O/T]?;W^/GZ_]H # ,! 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KURGAN @{" Thread 303" link IML-303} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-303 " MSG-303 Subject: New AutoPEG @toc contents Subject: New AutoPEG Date: Thursday, 21 September 1995 19:58:47 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- This just sent to me from J Corigliano, author of AutoPEG: Well. thanks to your original mail, AutoPEG 2.0 is in the works :) It will: - Only work with tasks the user specifies - It'll have a prefs program to select tasks to use (uses MUI) - Will have the NO DELETE option which will, hopefully, fix the problem with Imagine. - Require an 020+ (Had a problem with 68000) he said he expects it to be done in a week or two. JN PS, he said he'd like to check out some rendered images, so if you use AutoPEG with Imagine, and are proud of the result, maybe send him a copy. JN @{" Thread 323" link IML-323} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-304 " MSG-304 Subject: WinImagine price @toc contents Subject: WinImagine price Date: Thursday, 21 September 1995 20:07:49 From: NEWKIRK@delphi.com ---------------------------------------------------------------------------- Personally, I think the price being punted about IS ridiculous, and is certainly far beyond my means (of course, 3.0 is too, right now 8^( ) HOWEVER, in defense of Impulse, what is the development cost involved in this step, allowing as how the Windows version could/should be very user-friendly, on-line hyper-help, and so on that is expected of all windows packages. Here's a thought... Windows NT? How about a rendering network? JN @{" Thread 311" link IML-311} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-305 " MSG-305 Subject: Re:glossy brochure @toc contents Subject: Re:glossy brochure Date: Thursday, 21 September 1995 20:39:26 From: jacob@altair.csustan.edu (Dave Jacob) ---------------------------------------------------------------------------- I received the following reply from Mike H.: (posted in full, comments after) Dave Let me know what you think of Truespace, I have version 2 and I still think that Imagine 4.0 is much better, but of course I would think that. You might post the following, if you wish. Some where along the line some users have decided that Impulse is a non-profit organization or a charity of sorts. The truth is however much simpler, there are 8 team members that make Imagine, they want to do things like eat, have a car, eat, drink beer and other libations, eat, sleep some where other than the overpass on the highway, and last but not least, eat. For those now in college or other school, they will soon learn the lesson that it takes money, dirt ole problem, money to pay for these things. People get to make a choice, they can buy what we make or not. With this concept we do not see any manner in which we can force anyone to do anything. To that point, over the last six months, I have downloaded many names from the IML, to my surprise over 40 percent of the people are not registered users, of course this comes form the fact that they have a copy that they got from a guy on the street corner for $2.00 and it did not have a warranty card. It has been said, that Imagine is one of the most stolen programs on the Amiga computer, indeed, and now it seems that people feel it is fair to steal what is now on the PC as well. Mind you, I am not suggesting that IML users have stolen the software, more that they have not had the opportunity to become a registered user, how sad. If they had taken the time and the 32 cents to let us know that they were out there they too would have a direct contact with Impulse and would know whats going on. Impulse will continue to offer a high quality product for the best price, for those who want or need it, we will always do our best to make sure the price is right. Lets see now, True space 2 7,950 pennies, I guess that sounds much better than 2000 pennies for Imagine for windows. Keep On rendering, its fun. Mike Halvorson Now, bitching about the price of something is as american as apple pie, and corvettes. Haggling and kevetching is just part of life, and shouldn't be taken too seriously--Mike H. and the others at Impulse certainly do deserve to get a fair price for their product, which really is one of the best programs of its type for its price. My main gripe was simply about raising the upgrade price to Imagine 4.0 after Oct 31. I was going to wait till Imagine for windows came out and then decide which one t to get, but since the release date for Imagine for Windows will most certainly be after the new year, I wont have the option of getting Imagine 4.0 for $100. Thats all. Now, the most disturbing aspect of Mike's reply is his estimate of the number of pirates out there-- I read this with concern. I mean, if Mike thinks 40% of us are unregistered users, well, can you blame him for being, well, agitated? As with any program, some copies floating out there are probably pirate, but I think this estimate is too high for IML users. For the record, I am a registered user, and will probably upgrade at least to 4.0, if not the windows version (I hate windows). But, I decided to post this as aat least offering a reason for the higher prices. Cheers, Dave. @{" Thread 422" link IML-422} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-306 " MSG-306 Subject: Re: Glossy Brochure (From MikeH) @toc contents Subject: Re: Glossy Brochure (From MikeH) Date: Thursday, 21 September 1995 21:28:00 From: tmarlar@america.com (tmarlar) ---------------------------------------------------------------------------- Scott wrote to say; MikeH wrote me to say: > >"The unfortunate problem is this, while we have been selling Imagine for almost >nothing, others have made products that are less for more and are moving on. >Point in case is 3D studio which is not better than Imagine but has a much >larger price, The price we have stated is for the Retail Pro Version of Imagine >for Windows, THIS IS IMPORTANT, present users will be able to upgrade for >$200.00. This is the full pro version for windows, 95, NT and 3.1. It has many >new features and a spanking new manual. The new customer base will have to buy >the product for the retail price, what ever the street makes it. I sure can't fault Impulse for wanting to make a profit on the YEARS of hard work put into Imagine. I have been a user from Ver. 1 and used Sculpt3d before that. The road to todays product has been long and bumpy but I have enjoyed the ride. I look forward to the Pro version as I am switching to NT for my operating system. Some of you have had bad words about MikeH and Impulse. You may not like what he says but at least he can be reached to talk to. Ever tried to talk to the CEO of Autodesk? >We have never tried to abuse the trust of our user base and as you can see we >have no intention of doing so now. So while there is no typo, YOU and others >who have supported us will not have to bear the brunt of the new technology. This sure seems like a fair treatment to me. I just reserved a copy of 3D Max (due out sometime next year) from my Autodesk dealer. Since it is a new product and not an upgrade to 3DStudio it will cost me 5 times the imagine upgrade price. >When you consider Imagine and 3D studio for windows for a price of over $4000.00 >Imagine looks very good. Imagine is a good product and the price has been very good for a long time. I sure will continue using it (if they don't put a dam dongle in the box). It may not be all things to all people but then few things are. Thats why we have so many programs to choose from and so many bills from buying them. If MikeH sees this I just want to say thanks and keep up the good work. Don't bother with your flames. At my age the fire just don't burn so bright as it used too. Tom Marlar > >So that's the story. $200 to upgrade which is very reasonable. Thanks Mike for >the up-front facts! > >-Scott >spack@adobe.com > > > Tom Marlar , email: tmarlar@america.com, ThomasM137@aol.com @{" Thread 312" link IML-312} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-307 " MSG-307 Subject: Re:Kudos glossy brochure @toc contents Subject: Re:Kudos glossy brochure Date: Friday, 22 September 1995 00:04:40 From: Granberg Tom ---------------------------------------------------------------------------- Hi Ken!, and the rest of you guys that liked my pic's Well, what can I say, I do my best and it seems to work when reading those mail that refer to my pic's. So, thanks! More is coming on a new web page I'm setting up, and it will be listed on sharkys homepage as well. I also going to reveal some of my tips and tricks to you there. Later Tom Renderbrandt Granberg @{" Thread 48" link IML-48} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-308 " MSG-308 Subject: Re: Glossy Brochure @toc contents Subject: Re: Glossy Brochure Date: Friday, 22 September 1995 03:03:30 From: sgiff@airmail.net (Stephen Gifford) ---------------------------------------------------------------------------- > > A very excellent looking windows version came out recently I >think. But as far as I could tell from the pictures it didn't conform to >any windows standards and generally was difficult to use, I doubt anyone >bought it, they all buy LightWave and one of the 3000 other windows >raytracers out there. And they cost between $50-$400 US not $1695 for >Imagine, jesus... oh well, they'll sell lots to commercial users when >they see that price they'll think "Gee, it must be good" > >Adam. > > I think it is important to realize that for Impulse to compete in the Marketplace they have to produce a product that can compete on a professional level. This means that it is not a toy for people just to make pretty pictures. Imagine has the capability of making a lot of money for people who use it. Therefore I think that Impulse has every right to be compensated well for a product that is so valuable to professionals who use it. Hopefully Impulse will continue to publish a l/t version for people who want to learn or don't need the power of the Pro version. As a professional artist myself, I know that if I sell my work at below standard rates people automatically think that my work is not professional or of less quality. This is something that I think anyone who has ever tried to freelance will agree with. I do think that Autodesk is overpriced but to be fair, I really can't afford it so I'm biased. Even if I could afford it right now I still wouldn't buy it. I hate the interface. What constitutes "Windows Standards"? Actually who cares about Windows Standards. If you want everything to look the same then buy a Mac. I think conforming to the Microsoft Standards shoud only be taken so far. I think the people at Impulse have shown time after time that they listen to their user base, and are not going to put out a Windows product that is not user friendly. Impulse has stated in the past that they do not desire dummy down a product just so a program is to use for first timers. Any product that has as much complexity as Imagine will be to one degree or another difficult to learn and use. If you want to try a difficult interface try Real. Stephen G. @{" Thread 278" link IML-278} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-309 " MSG-309 Subject: Re: Win95 and imagine??? @toc contents Subject: Re: Win95 and imagine??? Date: Friday, 22 September 1995 03:05:41 From: Fredster ---------------------------------------------------------------------------- -- [ From: Fredster * EMC.Ver #2.5.02 ] -- > Essentially if you have pharlap's RUN386.EXE which usually comes with as part > of a larger package, the imagine executable can be split with a small utility, > separating the memory management. Using the previously mentioned program you > can run imagine with virtual memory under windows. The problem is that you > need the larger package which runs around $500. Not very cost effective if all > you want to do is run Imagine under windows. Ok, thanks for the info. You're right, not really worth the hassle but intriuging nontheless! > > Sorry if I got anyone too excited there. This is a big issue for all of us on > the PC side of Imagine. > You betcha! Ok, all together now - WinImagine!!!! -- -------------------------------------------- Fred Aderhold fredster@netrix.net http://www.netrix.net/users/fredster Daddy, what does formatting drive C mean? -------------------------------------------- @{" Thread 300" link IML-300} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-310 " MSG-310 Subject: Glossy Brochure @toc contents Subject: Glossy Brochure Date: Friday, 22 September 1995 03:38:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> Windows Version (3.1/95/NT):->-> - Expect delivery for fall 95.-> - Retail price $1695US!-> - Cost to upgrade from other versions is TBD.Yipes! You sure that price isn't Pesos? /------------------------------ ___ ___ ___ ___ | Mike van der Sommen / __ /_ _/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805-683-1388) | "Blackouts make for nice breaks in the day" \________________________ _____________________________________--- =FE InterNet - GraFX Haus BBS - Santa B arbara, Ca - (805) 683-1388 @{" Thread 274" link IML-274} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-311 " MSG-311 Subject: WinImagine Price @toc contents Subject: WinImagine Price Date: Friday, 22 September 1995 04:22:00 From: mike.vandersommen@caddy.uu.silcom.com (Mike Vandersommen) ---------------------------------------------------------------------------- -> When it come to the price tag for the Windows version, I think the=y a-> the right thing. Even if the "poor" people cant afford it, it will= in-> run bring i n some hard cash. Look at Alias or Wavefront, they cost= a-> money wich means th ey dont sell as many copy's as other cheaper pa=cka-> since they get in "big" bu ck's on each they dont have to.Is there a keyboard equivilent to making a disgus ting noise with yourtongue, spit and lips?=2E..fooey then. /------------------ ------------ ___ ___ ___ ___ | Mike van der Sommen / __ /__/ /__/ /_ \ / | Santa Barbara, Ca. /___/ / \ / / / / \ | mike.vandersommen@caddy.uu.silcom.com HAUS BBS (805 -683-1388) | "Blackouts make for nice breaks in the day" \_________ ____________________________________________________--- =FE InterNet - GraFX Hau s BBS - Santa Barbara, Ca - (805) 683-1388 @{" Thread 427" link IML-427} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-312 " MSG-312 Subject: Re: Glossy Brochure (From MikeH) @toc contents Subject: Re: Glossy Brochure (From MikeH) Date: Friday, 22 September 1995 06:48:22 From: Bill Boyce ---------------------------------------------------------------------------- At 08:28 PM 21/9/95 EDT, you wrote: >Scott wrote to say; > >MikeH wrote me to say: >> >>"The unfortunate problem is this, while we have been selling Imagine for almost >>nothing, others have made products that are less for more and are moving on. >>Point in case is 3D studio which is not better than Imagine but has a much >>larger price, The price we have stated is for the Retail Pro Version of >Imagine >>for Windows, THIS IS IMPORTANT, present users will be able to upgrade for >>$200.00. This is the full pro version for windows, 95, NT and 3.1. It has >many >>new features and a spanking new manual. The new customer base will have to buy >>the product for the retail price, what ever the street makes it. Thank you Impulse We've had it good for a long time and got used to cheap software. The current version is worth considerably more than they currently ask, and a new version for windows, hopefully with a totally reworked interface, splines, etc etc would be a killer program. I've always thought the core abilities of Imagine much better than Lightwaves and from what I've seen equal to 3D Studio 3, which was out at the same time as 3.0. Looks like it's time some of us took a reality check! Many have had the benefits of a high end commercial product for week-end renderer/hobbbiest work. Be grateful! Meanwhile, back in the real world Impulse must up the ante (and their income) to survive and be able to afford to keep Imagine up to date. $200 for us to upgrade is very generous in anyones book. @{" Thread 290" link IML-290} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-313 " MSG-313 Subject: Re: Quickrender rendering method selector @toc contents Subject: Re: Quickrender rendering method selector Date: Friday, 22 September 1995 06:53:18 From: Bill Boyce ---------------------------------------------------------------------------- >From: Bill Boyce >Subject: Re: quickrender rendering method selector > >>Date: Fri, 22 Sep 1995 17:44:15 >>To: Scott Krehbiel >>From: Bill Boyce >>Subject: Re: quickrender rendering method selector >> >>At 01:34 AM 18/9/95 -0400, you wrote: >>> >>> >>>On Sun, 17 Sep 1995, Bob Arnold wrote: >>> >>>> >>>> How about instead you pop into the Preferences and tell it to do a Trace >>>> and specify a resolution instead? I'll do a gnarly ugly object with >>>> super lo-res and scanline until it looks "okay" then in prefs I'll tell >>>> it Trace mode to see what the refractions will look like, then when I'm >>>> really feeling pleased I'll pop out to the Project ed. and do a full render. >> >>>My point is that I find hopping back and forth from the preferences >>>editor to be a pain in the rear. I know it's not that big a deal, >>>but it seems to me that it'd eliminate some extra hassle if there >>>were a gadget there in the quickrender requestor where you could >>>specify the rendering method. >> >>How about say 4 buttons we could label, which give us 4 presets, either >>preferences files or resolution and rendering mode options set in preferences, >>on the little quickrender requester. That would suit me. >> @{" Thread 241" link IML-241} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-314 " MSG-314 Subject: IM4.0 - please answer this. @toc contents Subject: IM4.0 - please answer this. Date: Friday, 22 September 1995 09:29:25 From: aciolino@rrddts.donnelley.com ---------------------------------------------------------------------------- Could someone do me a favor and summarize these questions into a single mail message answer? 1) What is IM 4.0? Dos? Windows? Both in same package? Two differnt packages? 2) What is the upgrade price