@database "IMAGINE MAILING LIST" @WIDTH 80 @font topaz.font 8 @index Index @toc contents @node MAIN "IMAGINE MAILING LIST NUMBER V56" @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 #56 | | covering messages from Nov 02 1994 to Nov 30 1994. | | | | If you have any questions or problems with this file, E-mail Nik Vukovljak | | at nvukovlj@extro.ucc.su.oz.au | | To join the IML, send email to: imagine-request@email.sp.paramax.com and in | | 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 V56- CONTENTS" Click-->@{" 1 " link IML-1} MSG- 1 Subject: Re: silcon graphics Click-->@{" 2 " link IML-2} MSG- 2 Subject: Texture Guide Click-->@{" 3 " link IML-3} MSG- 3 Subject: Re: silcon graphics Click-->@{" 4 " link IML-4} MSG- 4 Subject: Digimax! Click-->@{" 5 " link IML-5} MSG- 5 Subject: Re: Newmode-Modepro etc Click-->@{" 6 " link IML-6} MSG- 6 ------=> Sorry NO Subject! Click-->@{" 7 " link IML-7} MSG- 7 Subject: Digimax! Click-->@{" 8 " link IML-8} MSG- 8 Subject: Re: Trees-algorithmic objects Click-->@{" 9 " link IML-9} MSG- 9 Subject: Re: Amiga-PC connection Click-->@{" 10 " link IML-10} MSG- 10 ------=> Sorry NO Subject! Click-->@{" 11 " link IML-11} MSG- 11 ------=> Sorry NO Subject! Click-->@{" 12 " link IML-12} MSG- 12 ------=> Sorry NO Subject! Click-->@{" 13 " link IML-13} MSG- 13 ------=> Sorry NO Subject! Click-->@{" 14 " link IML-14} MSG- 14 ------=> Sorry NO Subject! Click-->@{" 15 " link IML-15} MSG- 15 Subject: ISL 3.0b2 Click-->@{" 16 " link IML-16} MSG- 16 Subject: Re: Reflective sphere in glass tube Click-->@{" 17 " link IML-17} MSG- 17 Subject: File transfers Click-->@{" 18 " link IML-18} MSG- 18 Subject: Re: Digimax! Click-->@{" 19 " link IML-19} MSG- 19 Subject: IMTguide Click-->@{" 20 " link IML-20} MSG- 20 Subject: Re: ISL 3.0b2 Click-->@{" 21 " link IML-21} MSG- 21 Subject: Error installing IMTguide Click-->@{" 22 " link IML-22} MSG- 22 Subject: Re: Programming ideas Click-->@{" 23 " link IML-23} MSG- 23 Subject: ISL - what is it? Click-->@{" 24 " link IML-24} MSG- 24 ------=> Sorry NO Subject! Click-->@{" 25 " link IML-25} MSG- 25 Subject: DAKDUNGN obects..... Click-->@{" 26 " link IML-26} MSG- 26 Subject: Re: Best way to make... Click-->@{" 27 " link IML-27} MSG- 27 Subject: RRW's IMTguide Click-->@{" 28 " link IML-28} MSG- 28 Subject: Moving stars Click-->@{" 29 " link IML-29} MSG- 29 Subject: IMTGuide ..GET IT NOW!!!! GREAT work RRW/D.Duck Click-->@{" 30 " link IML-30} MSG- 30 Subject: Re: Moving stars Click-->@{" 31 " link IML-31} MSG- 31 Subject: Spline editor Click-->@{" 32 " link IML-32} MSG- 32 Subject: Re: silcon graphics Click-->@{" 33 " link IML-33} MSG- 33 Subject: Re: silcon graphics Click-->@{" 34 " link IML-34} MSG- 34 Subject: Making a sun Click-->@{" 35 " link IML-35} MSG- 35 Subject: RE: Moving stars Click-->@{" 36 " link IML-36} MSG- 36 Subject: IMTguide Error Solution Click-->@{" 37 " link IML-37} MSG- 37 Subject: Re: Electrical Arc Click-->@{" 38 " link IML-38} MSG- 38 Subject: Re: ICOONS Click-->@{" 39 " link IML-39} MSG- 39 Subject: Re: Moving stars Click-->@{" 40 " link IML-40} MSG- 40 Subject: TTDDD & TDDD Click-->@{" 41 " link IML-41} MSG- 41 Subject: Paging Dr. Imagine... Click-->@{" 42 " link IML-42} MSG- 42 Subject: Re: Click-->@{" 43 " link IML-43} MSG- 43 Subject: A few questions about Imagine... Click-->@{" 44 " link IML-44} MSG- 44 Subject: IMTGuide Click-->@{" 45 " link IML-45} MSG- 45 Subject: Re: ISL - what is it? Click-->@{" 46 " link IML-46} MSG- 46 Subject: Re: Spline editor Click-->@{" 47 " link IML-47} MSG- 47 Subject: Phaser Effect? Click-->@{" 48 " link IML-48} MSG- 48 Subject: Re: TTDDD & TDDD Click-->@{" 49 " link IML-49} MSG- 49 Subject: Re: Click-->@{" 50 " link IML-50} MSG- 50 Subject: Re: Spline editor Click-->@{" 51 " link IML-51} MSG- 51 Subject: Re: TTDDD & TDDD Click-->@{" 52 " link IML-52} MSG- 52 Subject: Re: Spline editor Click-->@{" 53 " link IML-53} MSG- 53 Subject: RE: Where's Steve Worley ? Click-->@{" 54 " link IML-54} MSG- 54 Subject: Errors Click-->@{" 55 " link IML-55} MSG- 55 Subject: Where's Steve Worley ? Click-->@{" 56 " link IML-56} MSG- 56 Subject: Need Texture.TXT Click-->@{" 57 " link IML-57} MSG- 57 Subject: Proper preset for Toaster??? Click-->@{" 58 " link IML-58} MSG- 58 Subject: Re: errors Click-->@{" 59 " link IML-59} MSG- 59 Subject: E-Z Sun Click-->@{" 60 " link IML-60} MSG- 60 Subject: Re: proper preset for Toaster??? Click-->@{" 61 " link IML-61} MSG- 61 Subject: Re: errors Click-->@{" 62 " link IML-62} MSG- 62 Subject: Re: proper preset for Toaster??? Click-->@{" 63 " link IML-63} MSG- 63 Subject: Re: Spline editor Click-->@{" 64 " link IML-64} MSG- 64 Subject: Anim mapping Click-->@{" 65 " link IML-65} MSG- 65 Subject: Re: Spline editor Click-->@{" 66 " link IML-66} MSG- 66 Subject: Re: proper preset for Toaster??? Click-->@{" 67 " link IML-67} MSG- 67 Subject: Cycle object corrupted Click-->@{" 68 " link IML-68} MSG- 68 Subject: Re: Cycle object corrupted Click-->@{" 69 " link IML-69} MSG- 69 Subject: Understanding Imagine 2.0 Click-->@{" 70 " link IML-70} MSG- 70 Subject: 3D - artist Click-->@{" 71 " link IML-71} MSG- 71 Subject: Imagine 3.1 (PAL) Screen Size... Click-->@{" 72 " link IML-72} MSG- 72 Subject: Re: errors Click-->@{" 73 " link IML-73} MSG- 73 Subject: Re: Cycle object corrupted Click-->@{" 74 " link IML-74} MSG- 74 Subject: Imagine Companion 2 (fwd) Click-->@{" 75 " link IML-75} MSG- 75 Subject: Imagine Pro? Click-->@{" 76 " link IML-76} MSG- 76 Subject: Imagine Pro Click-->@{" 77 " link IML-77} MSG- 77 ------=> Sorry NO Subject! Click-->@{" 78 " link IML-78} MSG- 78 ------=> Sorry NO Subject! Click-->@{" 79 " link IML-79} MSG- 79 Subject: DOF transition bounce Click-->@{" 80 " link IML-80} MSG- 80 Subject: Imagination vs Ab$urd Click-->@{" 81 " link IML-81} MSG- 81 Subject: Re: Imagine Pro Click-->@{" 82 " link IML-82} MSG- 82 Subject: Re: Imagine Pro? Click-->@{" 83 " link IML-83} MSG- 83 Subject: 3D images (ZBuffer & SIRDS) Click-->@{" 84 " link IML-84} MSG- 84 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 85 " link IML-85} MSG- 85 Subject: Imagine Pro Click-->@{" 86 " link IML-86} MSG- 86 Subject: Lunar lander Click-->@{" 87 " link IML-87} MSG- 87 Subject: Fractal landscape generator source Click-->@{" 88 " link IML-88} MSG- 88 Subject: Thanks Click-->@{" 89 " link IML-89} MSG- 89 Subject: Re: errors Click-->@{" 90 " link IML-90} MSG- 90 Subject: Re: 3D images (ZBuffer & SIRDS) Click-->@{" 91 " link IML-91} MSG- 91 Subject: Re: Imagination vs Ab$urd Click-->@{" 92 " link IML-92} MSG- 92 Subject: Re: Imagine Pro? Click-->@{" 93 " link IML-93} MSG- 93 Subject: Boing effect Click-->@{" 94 " link IML-94} MSG- 94 Subject: Re: Imagination vs Ab$urd Click-->@{" 95 " link IML-95} MSG- 95 Subject: Lunar lander (fwd) Click-->@{" 96 " link IML-96} MSG- 96 Subject: Imagine 3.1 Click-->@{" 97 " link IML-97} MSG- 97 Subject: IML_Pro Click-->@{" 98 " link IML-98} MSG- 98 Subject: Re: Imagination vs Ab$urd Click-->@{" 99 " link IML-99} MSG- 99 Subject: Re: Imagination vs Ab$urd Click-->@{" 100 " link IML-100} MSG- 100 Subject: Don't take me wrong Click-->@{" 101 " link IML-101} MSG- 101 Subject: Here's Lookin' Up Your Address Click-->@{" 102 " link IML-102} MSG- 102 Subject: Textures used in an object Click-->@{" 103 " link IML-103} MSG- 103 ------=> Sorry NO Subject! Click-->@{" 104 " link IML-104} MSG- 104 Subject: New "Trans_mod" texture Click-->@{" 105 " link IML-105} MSG- 105 Subject: 3.1 States Click-->@{" 106 " link IML-106} MSG- 106 Subject: Imagine textures now on aminet Click-->@{" 107 " link IML-107} MSG- 107 Subject: Re: textures used in an object Click-->@{" 108 " link IML-108} MSG- 108 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 109 " link IML-109} MSG- 109 Subject: Re waterfall Click-->@{" 110 " link IML-110} MSG- 110 Subject: Warp transputer Click-->@{" 111 " link IML-111} MSG- 111 Subject: Re: 3.1 States Click-->@{" 112 " link IML-112} MSG- 112 Subject: Re: warp transputer Click-->@{" 113 " link IML-113} MSG- 113 Subject: Re: New "Trans_mod" texture Click-->@{" 114 " link IML-114} MSG- 114 Subject: Re: textures used in an object Click-->@{" 115 " link IML-115} MSG- 115 Subject: Re: textures used in an object Click-->@{" 116 " link IML-116} MSG- 116 Subject: Re: textures used in an object Click-->@{" 117 " link IML-117} MSG- 117 Subject: Animated Brushmaps Click-->@{" 118 " link IML-118} MSG- 118 Subject: Real Time Inverse Kinematics Click-->@{" 119 " link IML-119} MSG- 119 Subject: Re: DOF transition bounce Click-->@{" 120 " link IML-120} MSG- 120 Subject: Lensflare Click-->@{" 121 " link IML-121} MSG- 121 Subject: Transputer stuff Click-->@{" 122 " link IML-122} MSG- 122 Subject: RE: IMAGINE PRO? Click-->@{" 123 " link IML-123} MSG- 123 Subject: RE: NEW "TRANS_MOD Click-->@{" 124 " link IML-124} MSG- 124 Subject: Re: lensflare Click-->@{" 125 " link IML-125} MSG- 125 Subject: Caustics / rain drops on a 'block' of water Click-->@{" 126 " link IML-126} MSG- 126 Subject: RE: NEW "TRANS_MOD Click-->@{" 127 " link IML-127} MSG- 127 Subject: Re: Click-->@{" 128 " link IML-128} MSG- 128 Subject: LASER ray Click-->@{" 129 " link IML-129} MSG- 129 Subject: Textures (was Re: IMAGINE PRO?) Click-->@{" 130 " link IML-130} MSG- 130 Subject: Animated frames for the global brush ... Click-->@{" 131 " link IML-131} MSG- 131 Subject: Tacking down brushes on morphing surfaces .. Click-->@{" 132 " link IML-132} MSG- 132 Subject: Re: transputer stuff Click-->@{" 133 " link IML-133} MSG- 133 Subject: Re: caustics / rain drops on a 'block' of water Click-->@{" 134 " link IML-134} MSG- 134 Subject: Re: Tacking down brushes on morphing surfaces .. Click-->@{" 135 " link IML-135} MSG- 135 Subject: Wha? Click-->@{" 136 " link IML-136} MSG- 136 Subject: Re: caustics / rain drops on a 'block' of water Click-->@{" 137 " link IML-137} MSG- 137 Subject: Re: Wha? Click-->@{" 138 " link IML-138} MSG- 138 Subject: Re: silcon graphics Click-->@{" 139 " link IML-139} MSG- 139 Subject: Re: Oh Christmans tree?!? Click-->@{" 140 " link IML-140} MSG- 140 ------=> Sorry NO Subject! Click-->@{" 141 " link IML-141} MSG- 141 Subject: Re: Reflective objects inside a glass tube!! Click-->@{" 142 " link IML-142} MSG- 142 Subject: Smoke Tutorial Click-->@{" 143 " link IML-143} MSG- 143 Subject: Mike Halvorson Click-->@{" 144 " link IML-144} MSG- 144 Subject: L-Parser Click-->@{" 145 " link IML-145} MSG- 145 Subject: Re: Oh Christmans tree?!? Click-->@{" 146 " link IML-146} MSG- 146 Subject: Non US characters Click-->@{" 147 " link IML-147} MSG- 147 Subject: DIGIMAX 1.01 Click-->@{" 148 " link IML-148} MSG- 148 Subject: Aladdin 4D Click-->@{" 149 " link IML-149} MSG- 149 Subject: Re: LASER ray Click-->@{" 150 " link IML-150} MSG- 150 Subject: Caustics / raindrops Click-->@{" 151 " link IML-151} MSG- 151 Subject: Algorithmic Textures Click-->@{" 152 " link IML-152} MSG- 152 Subject: Animated Brushmaps Click-->@{" 153 " link IML-153} MSG- 153 Subject: Uuencode Click-->@{" 154 " link IML-154} MSG- 154 Subject: Re: Reflective objects inside a glass tube!! Click-->@{" 155 " link IML-155} MSG- 155 Subject: Re: Oh Christmans tree?!? Click-->@{" 156 " link IML-156} MSG- 156 Subject: Re: transputer stuff Click-->@{" 157 " link IML-157} MSG- 157 Subject: Re sideways jolt in anim Click-->@{" 158 " link IML-158} MSG- 158 Subject: Re: Oh Christmans tree?!? Click-->@{" 159 " link IML-159} MSG- 159 Subject: Imagine.fp error message Click-->@{" 160 " link IML-160} MSG- 160 Subject: Re: Oh Christmans tree?!? Click-->@{" 161 " link IML-161} MSG- 161 Subject: RE: Animated Brushmaps Click-->@{" 162 " link IML-162} MSG- 162 Subject: Re: Oh Christmans tree?!? Click-->@{" 163 " link IML-163} MSG- 163 Subject: Re: imagine.fp error message Click-->@{" 164 " link IML-164} MSG- 164 Subject: Re: Mike Halvorson Click-->@{" 165 " link IML-165} MSG- 165 Subject: Re: Paging Dr. Imagine... Click-->@{" 166 " link IML-166} MSG- 166 Subject: Re: Randomize Function Proposal Click-->@{" 167 " link IML-167} MSG- 167 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 168 " link IML-168} MSG- 168 Subject: Textures/States problem Click-->@{" 169 " link IML-169} MSG- 169 Subject: Re: Randomize Function Proposal Click-->@{" 170 " link IML-170} MSG- 170 Subject: Re: Raptor and Two Years Click-->@{" 171 " link IML-171} MSG- 171 Subject: Modelling and Snapping Click-->@{" 172 " link IML-172} MSG- 172 ------=> Sorry NO Subject! Click-->@{" 173 " link IML-173} MSG- 173 Subject: Animation Brushmaps Update Click-->@{" 174 " link IML-174} MSG- 174 Subject: Textures/States problem Click-->@{" 175 " link IML-175} MSG- 175 Subject: Metal textures Click-->@{" 176 " link IML-176} MSG- 176 Subject: Re: Metal textures Click-->@{" 177 " link IML-177} MSG- 177 Subject: Re: textures used in an object Click-->@{" 178 " link IML-178} MSG- 178 Subject: Re: Textures/States problem Click-->@{" 179 " link IML-179} MSG- 179 Subject: Re: Textures/States problem Click-->@{" 180 " link IML-180} MSG- 180 Subject: Re: Metal textures Click-->@{" 181 " link IML-181} MSG- 181 Subject: Re: Textures/States problem Click-->@{" 182 " link IML-182} MSG- 182 Subject: Texture "Smear" Click-->@{" 183 " link IML-183} MSG- 183 Subject: Re: Modelling and Snapping Click-->@{" 184 " link IML-184} MSG- 184 Subject: Re: textures used in an object Click-->@{" 185 " link IML-185} MSG- 185 Subject: No subject given Click-->@{" 186 " link IML-186} MSG- 186 Subject: LW-related stuff on aminet Click-->@{" 187 " link IML-187} MSG- 187 Subject: Tree Makers, good and bad Click-->@{" 188 " link IML-188} MSG- 188 Subject: Announcing LIGHT-ROM (has Imagine data too!) Click-->@{" 189 " link IML-189} MSG- 189 Subject: Re: LW-related stuff on aminet Click-->@{" 190 " link IML-190} MSG- 190 Subject: Re: uuencode Click-->@{" 191 " link IML-191} MSG- 191 Subject: Re: textures used in an object (fwd) Click-->@{" 192 " link IML-192} MSG- 192 Subject: TIF -> AVI?? MPEG??? Click-->@{" 193 " link IML-193} MSG- 193 Subject: Re: TIF -> AVI?? MPEG??? Click-->@{" 194 " link IML-194} MSG- 194 Subject: Sway effect? Click-->@{" 195 " link IML-195} MSG- 195 Subject: Re: Announcing LIGHT-ROM (has Imagine data too!) Click-->@{" 196 " link IML-196} MSG- 196 Subject: Re: TIF -> AVI?? MPEG??? Click-->@{" 197 " link IML-197} MSG- 197 Subject: Light ROM question Click-->@{" 198 " link IML-198} MSG- 198 Subject: Fractal tree creator? Click-->@{" 199 " link IML-199} MSG- 199 Subject: Aminet pix/imagi Click-->@{" 200 " link IML-200} MSG- 200 Subject: Re: Light ROM question Click-->@{" 201 " link IML-201} MSG- 201 Subject: Re: Light ROM question Click-->@{" 202 " link IML-202} MSG- 202 Subject: Re: Texture "Smear" Click-->@{" 203 " link IML-203} MSG- 203 Subject: Re: Light ROM question Click-->@{" 204 " link IML-204} MSG- 204 Subject: Re: Texture "Smear" Click-->@{" 205 " link IML-205} MSG- 205 Subject: Glas in Imagine Click-->@{" 206 " link IML-206} MSG- 206 Subject: Re: Texture "Smear" Click-->@{" 207 " link IML-207} MSG- 207 Subject: Brushmap resolution Click-->@{" 208 " link IML-208} MSG- 208 Subject: Re: Texture "Smear" Click-->@{" 209 " link IML-209} MSG- 209 Subject: Re: Amiga-PC connection Click-->@{" 210 " link IML-210} MSG- 210 Subject: Textures, Scripts, Bugs and a Hello! Click-->@{" 211 " link IML-211} MSG- 211 Subject: 3.2 Click-->@{" 212 " link IML-212} MSG- 212 Subject: Brushmaps Click-->@{" 213 " link IML-213} MSG- 213 Subject: Re: Brushmap resolution Click-->@{" 214 " link IML-214} MSG- 214 Subject: Re: Sway effect? Click-->@{" 215 " link IML-215} MSG- 215 Subject: Re: Modelling and Snapping Click-->@{" 216 " link IML-216} MSG- 216 Subject: Re: Glas in Imagine Click-->@{" 217 " link IML-217} MSG- 217 Subject: Re: Texture "Smear" Click-->@{" 218 " link IML-218} MSG- 218 Subject: Re: Texture "Smear" Click-->@{" 219 " link IML-219} MSG- 219 Subject: Re: Textures, Scripts, Bugs and a Hello! Click-->@{" 220 " link IML-220} MSG- 220 Subject: Re: Brushmap resolution Click-->@{" 221 " link IML-221} MSG- 221 Subject: Re: Texture "Smear" Click-->@{" 222 " link IML-222} MSG- 222 Subject: Re: Brushmap resolution Click-->@{" 223 " link IML-223} MSG- 223 Subject: Re: Texture "Smear" Click-->@{" 224 " link IML-224} MSG- 224 Subject: Re: Glas in Imagine Click-->@{" 225 " link IML-225} MSG- 225 Subject: Re: Modelling and Snapping Click-->@{" 226 " link IML-226} MSG- 226 Subject: Skies in Imagine 3 Click-->@{" 227 " link IML-227} MSG- 227 Subject: ARexx Script Files (10K) Click-->@{" 228 " link IML-228} MSG- 228 Subject: Skies in Imagine 3 Click-->@{" 229 " link IML-229} MSG- 229 Subject: Re: Fractal tree creator? Click-->@{" 230 " link IML-230} MSG- 230 Subject: Re: ARexx Script Files Click-->@{" 231 " link IML-231} MSG- 231 Subject: RE: Mode promoting Imagine Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: Skies in Imagine 3 Click-->@{" 233 " link IML-233} MSG- 233 Subject: Help Compiling Textures Click-->@{" 234 " link IML-234} MSG- 234 Subject: Re: Glas in Imagine Click-->@{" 235 " link IML-235} MSG- 235 Subject: Best PC Paint program Click-->@{" 236 " link IML-236} MSG- 236 Subject: Re: Skies in Imagine 3 Click-->@{" 237 " link IML-237} MSG- 237 Subject: Re: Skies in Imagine 3 Click-->@{" 238 " link IML-238} MSG- 238 Subject: IMTguide Click-->@{" 239 " link IML-239} MSG- 239 Subject: Re: Best PC Paint program Click-->@{" 240 " link IML-240} MSG- 240 Subject: Re: Skies in Imagine 3 Click-->@{" 241 " link IML-241} MSG- 241 Subject: Re: Skies in Imagine 3 Click-->@{" 242 " link IML-242} MSG- 242 Subject: Re: Best PC Paint program Click-->@{" 243 " link IML-243} MSG- 243 Subject: Re: IMTguide Click-->@{" 244 " link IML-244} MSG- 244 Subject: Best PC Paint Program Click-->@{" 245 " link IML-245} MSG- 245 Subject: Re: Best PC Paint program Click-->@{" 246 " link IML-246} MSG- 246 Subject: Re: Skies in Imagine 3 Click-->@{" 247 " link IML-247} MSG- 247 Subject: News News News Click-->@{" 248 " link IML-248} MSG- 248 Subject: Fractal Trees and "fr" in particular Click-->@{" 249 " link IML-249} MSG- 249 Subject: Re: Using MODEPRO Click-->@{" 250 " link IML-250} MSG- 250 Subject: IM3.0 Texture Click-->@{" 251 " link IML-251} MSG- 251 Subject: RE: Mode promoting Imagine Click-->@{" 252 " link IML-252} MSG- 252 Subject: Re: silcon graphics Click-->@{" 253 " link IML-253} MSG- 253 Subject: Bump maps and states Click-->@{" 254 " link IML-254} MSG- 254 Subject: Re: IMTguide Click-->@{" 255 " link IML-255} MSG- 255 Subject: Index of Refraction Click-->@{" 256 " link IML-256} MSG- 256 Subject: Re: Best PC Paint program Click-->@{" 257 " link IML-257} MSG- 257 Subject: Re: Glas in Imagine Click-->@{" 258 " link IML-258} MSG- 258 Subject: Wanted: ALL info on Screen Size Hack Click-->@{" 259 " link IML-259} MSG- 259 Subject: Re: Index of Refraction Click-->@{" 260 " link IML-260} MSG- 260 Subject: Re: Index of Refraction Click-->@{" 261 " link IML-261} MSG- 261 Subject: Glass in Imagine Click-->@{" 262 " link IML-262} MSG- 262 Subject: Wishlist & question Click-->@{" 263 " link IML-263} MSG- 263 Subject: Re: silcon graphics Click-->@{" 264 " link IML-264} MSG- 264 Subject: Re: Wishlist & question Click-->@{" 265 " link IML-265} MSG- 265 Subject: Wishlist & question Click-->@{" 266 " link IML-266} MSG- 266 Subject: Spline Editor Click-->@{" 267 " link IML-267} MSG- 267 Subject: Light Texture Docs Missing Click-->@{" 268 " link IML-268} MSG- 268 Subject: Wierd object Click-->@{" 269 " link IML-269} MSG- 269 Subject: ISL on PC! :-) Click-->@{" 270 " link IML-270} MSG- 270 Subject: Digimax and How we.. CD Click-->@{" 271 " link IML-271} MSG- 271 Subject: Imagine in Edge? Click-->@{" 272 " link IML-272} MSG- 272 Subject: Imagine PC Questions Click-->@{" 273 " link IML-273} MSG- 273 Subject: States in a Hierarchy? Click-->@{" 274 " link IML-274} MSG- 274 Subject: Re: wierd object Click-->@{" 275 " link IML-275} MSG- 275 Subject: Re: Imagine PC Questions Click-->@{" 276 " link IML-276} MSG- 276 Subject: Re: Imagine PC Questions Click-->@{" 277 " link IML-277} MSG- 277 Subject: Re: Imagine PC Questions Click-->@{" 278 " link IML-278} MSG- 278 Subject: Re: Imagine PC Questions Click-->@{" 279 " link IML-279} MSG- 279 Subject: Is imagine 3.1 a downgrade? Click-->@{" 280 " link IML-280} MSG- 280 Subject: Re: ARexx Script Files Click-->@{" 281 " link IML-281} MSG- 281 Subject: Re: ARexx Script Files Click-->@{" 282 " link IML-282} MSG- 282 Subject: Re: Texture "Smear" Click-->@{" 283 " link IML-283} MSG- 283 Subject: Re: Texture smear Click-->@{" 284 " link IML-284} MSG- 284 Subject: Re: Texture "Smear" Click-->@{" 285 " link IML-285} MSG- 285 ------=> Sorry NO Subject! Click-->@{" 286 " link IML-286} MSG- 286 Subject: Accelerating to 040 land Click-->@{" 287 " link IML-287} MSG- 287 Subject: States in a Hierarchy? Click-->@{" 288 " link IML-288} MSG- 288 Subject: Re: Is imagine 3.1 a downgrade? Click-->@{" 289 " link IML-289} MSG- 289 Subject: Re: Imagine PC Questions Click-->@{" 290 " link IML-290} MSG- 290 Subject: Fr Click-->@{" 291 " link IML-291} MSG- 291 Subject: Re: your mail Click-->@{" 292 " link IML-292} MSG- 292 Subject: Re: Accelerating to 040 land Click-->@{" 293 " link IML-293} MSG- 293 Subject: Re: Accelerating to 040 land Click-->@{" 294 " link IML-294} MSG- 294 Subject: Re: States in a Hierarchy? Click-->@{" 295 " link IML-295} MSG- 295 Subject: Re: States in a Hierarchy? Click-->@{" 296 " link IML-296} MSG- 296 Subject: Fr Click-->@{" 297 " link IML-297} MSG- 297 Subject: Re: Texture smear Click-->@{" 298 " link IML-298} MSG- 298 Subject: Read Write Error problem Click-->@{" 299 " link IML-299} MSG- 299 Subject: Re: Accelerating to 040 land Click-->@{" 300 " link IML-300} MSG- 300 Subject: Re[2]: Texture smear Click-->@{" 301 " link IML-301} MSG- 301 Subject: Fr - I'd like to get a copy. Click-->@{" 302 " link IML-302} MSG- 302 Subject: Re: UU me the demo Click-->@{" 303 " link IML-303} MSG- 303 Subject: Re: fr Click-->@{" 304 " link IML-304} MSG- 304 Subject: Re: Accelerating to 040 land Click-->@{" 305 " link IML-305} MSG- 305 Subject: Where can fr be found ? Click-->@{" 306 " link IML-306} MSG- 306 Subject: Particles Click-->@{" 307 " link IML-307} MSG- 307 Subject: Re: Is imagine 3.1 a downgrade? Click-->@{" 308 " link IML-308} MSG- 308 Subject: Re: Wanted: ALL info on Screen Size Hack Click-->@{" 309 " link IML-309} MSG- 309 Subject: Re: Accelerating to 040 land Click-->@{" 310 " link IML-310} MSG- 310 Subject: ObjectConversion&LossOfPolygons @endnode contents @node Index "IMAGINE MAILING LIST V56- CONTENTS" @toc contents Click-->@{" 1 " link IML-12} MSG- 12 ------=> Sorry NO Subject! Click-->@{" 2 " link IML-13} MSG- 13 ------=> Sorry NO Subject! Click-->@{" 3 " link IML-10} MSG- 10 ------=> Sorry NO Subject! Click-->@{" 4 " link IML-11} MSG- 11 ------=> Sorry NO Subject! Click-->@{" 5 " link IML-140} MSG- 140 ------=> Sorry NO Subject! Click-->@{" 6 " link IML-24} MSG- 24 ------=> Sorry NO Subject! Click-->@{" 7 " link IML-14} MSG- 14 ------=> Sorry NO Subject! Click-->@{" 8 " link IML-103} MSG- 103 ------=> Sorry NO Subject! Click-->@{" 9 " link IML-6} MSG- 6 ------=> Sorry NO Subject! Click-->@{" 10 " link IML-77} MSG- 77 ------=> Sorry NO Subject! Click-->@{" 11 " link IML-285} MSG- 285 ------=> Sorry NO Subject! Click-->@{" 12 " link IML-78} MSG- 78 ------=> Sorry NO Subject! Click-->@{" 13 " link IML-172} MSG- 172 ------=> Sorry NO Subject! Click-->@{" 14 " link IML-105} MSG- 105 Subject: 3.1 States Click-->@{" 15 " link IML-111} MSG- 111 Subject: Re: 3.1 States Click-->@{" 16 " link IML-211} MSG- 211 Subject: 3.2 Click-->@{" 17 " link IML-70} MSG- 70 Subject: 3D - artist Click-->@{" 18 " link IML-83} MSG- 83 Subject: 3D images (ZBuffer & SIRDS) Click-->@{" 19 " link IML-90} MSG- 90 Subject: Re: 3D images (ZBuffer & SIRDS) Click-->@{" 20 " link IML-49} MSG- 49 Subject: Re: Click-->@{" 21 " link IML-42} MSG- 42 Subject: Re: Click-->@{" 22 " link IML-43} MSG- 43 Subject: A few questions about Imagine... Click-->@{" 23 " link IML-286} MSG- 286 Subject: Accelerating to 040 land Click-->@{" 24 " link IML-299} MSG- 299 Subject: Re: Accelerating to 040 land Click-->@{" 25 " link IML-293} MSG- 293 Subject: Re: Accelerating to 040 land Click-->@{" 26 " link IML-292} MSG- 292 Subject: Re: Accelerating to 040 land Click-->@{" 27 " link IML-304} MSG- 304 Subject: Re: Accelerating to 040 land Click-->@{" 28 " link IML-309} MSG- 309 Subject: Re: Accelerating to 040 land Click-->@{" 29 " link IML-148} MSG- 148 Subject: Aladdin 4D Click-->@{" 30 " link IML-151} MSG- 151 Subject: Algorithmic Textures Click-->@{" 31 " link IML-209} MSG- 209 Subject: Re: Amiga-PC connection Click-->@{" 32 " link IML-9} MSG- 9 Subject: Re: Amiga-PC connection Click-->@{" 33 " link IML-199} MSG- 199 Subject: Aminet pix/imagi Click-->@{" 34 " link IML-64} MSG- 64 Subject: Anim mapping Click-->@{" 35 " link IML-152} MSG- 152 Subject: Animated Brushmaps Click-->@{" 36 " link IML-117} MSG- 117 Subject: Animated Brushmaps Click-->@{" 37 " link IML-161} MSG- 161 Subject: RE: Animated Brushmaps Click-->@{" 38 " link IML-130} MSG- 130 Subject: Animated frames for the global brush ... Click-->@{" 39 " link IML-173} MSG- 173 Subject: Animation Brushmaps Update Click-->@{" 40 " link IML-188} MSG- 188 Subject: Announcing LIGHT-ROM (has Imagine data too!) Click-->@{" 41 " link IML-195} MSG- 195 Subject: Re: Announcing LIGHT-ROM (has Imagine data too!) Click-->@{" 42 " link IML-227} MSG- 227 Subject: ARexx Script Files (10K) Click-->@{" 43 " link IML-230} MSG- 230 Subject: Re: ARexx Script Files Click-->@{" 44 " link IML-280} MSG- 280 Subject: Re: ARexx Script Files Click-->@{" 45 " link IML-281} MSG- 281 Subject: Re: ARexx Script Files Click-->@{" 46 " link IML-244} MSG- 244 Subject: Best PC Paint Program Click-->@{" 47 " link IML-235} MSG- 235 Subject: Best PC Paint program Click-->@{" 48 " link IML-245} MSG- 245 Subject: Re: Best PC Paint program Click-->@{" 49 " link IML-242} MSG- 242 Subject: Re: Best PC Paint program Click-->@{" 50 " link IML-239} MSG- 239 Subject: Re: Best PC Paint program Click-->@{" 51 " link IML-256} MSG- 256 Subject: Re: Best PC Paint program Click-->@{" 52 " link IML-26} MSG- 26 Subject: Re: Best way to make... Click-->@{" 53 " link IML-93} MSG- 93 Subject: Boing effect Click-->@{" 54 " link IML-207} MSG- 207 Subject: Brushmap resolution Click-->@{" 55 " link IML-213} MSG- 213 Subject: Re: Brushmap resolution Click-->@{" 56 " link IML-222} MSG- 222 Subject: Re: Brushmap resolution Click-->@{" 57 " link IML-220} MSG- 220 Subject: Re: Brushmap resolution Click-->@{" 58 " link IML-212} MSG- 212 Subject: Brushmaps Click-->@{" 59 " link IML-253} MSG- 253 Subject: Bump maps and states Click-->@{" 60 " link IML-125} MSG- 125 Subject: Caustics / rain drops on a 'block' of water Click-->@{" 61 " link IML-133} MSG- 133 Subject: Re: Caustics / rain drops on a 'block' of water Click-->@{" 62 " link IML-136} MSG- 136 Subject: Re: Caustics / rain drops on a 'block' of water Click-->@{" 63 " link IML-150} MSG- 150 Subject: Caustics / raindrops Click-->@{" 64 " link IML-67} MSG- 67 Subject: Cycle object corrupted Click-->@{" 65 " link IML-68} MSG- 68 Subject: Re: Cycle object corrupted Click-->@{" 66 " link IML-73} MSG- 73 Subject: Re: Cycle object corrupted Click-->@{" 67 " link IML-25} MSG- 25 Subject: DAKDUNGN obects..... Click-->@{" 68 " link IML-147} MSG- 147 Subject: DIGIMAX 1.01 Click-->@{" 69 " link IML-270} MSG- 270 Subject: Digimax and How we.. CD Click-->@{" 70 " link IML-7} MSG- 7 Subject: Digimax! Click-->@{" 71 " link IML-4} MSG- 4 Subject: Digimax! Click-->@{" 72 " link IML-18} MSG- 18 Subject: Re: Digimax! Click-->@{" 73 " link IML-79} MSG- 79 Subject: DOF transition bounce Click-->@{" 74 " link IML-119} MSG- 119 Subject: Re: DOF transition bounce Click-->@{" 75 " link IML-100} MSG- 100 Subject: Don't take me wrong Click-->@{" 76 " link IML-59} MSG- 59 Subject: E-Z Sun Click-->@{" 77 " link IML-37} MSG- 37 Subject: Re: Electrical Arc Click-->@{" 78 " link IML-21} MSG- 21 Subject: Error installing IMTguide Click-->@{" 79 " link IML-54} MSG- 54 Subject: Errors Click-->@{" 80 " link IML-58} MSG- 58 Subject: Re: Errors Click-->@{" 81 " link IML-61} MSG- 61 Subject: Re: Errors Click-->@{" 82 " link IML-72} MSG- 72 Subject: Re: Errors Click-->@{" 83 " link IML-89} MSG- 89 Subject: Re: Errors Click-->@{" 84 " link IML-17} MSG- 17 Subject: File transfers Click-->@{" 85 " link IML-290} MSG- 290 Subject: Fr Click-->@{" 86 " link IML-296} MSG- 296 Subject: Fr Click-->@{" 87 " link IML-301} MSG- 301 Subject: Fr - I'd like to get a copy. Click-->@{" 88 " link IML-87} MSG- 87 Subject: Fractal landscape generator source Click-->@{" 89 " link IML-198} MSG- 198 Subject: Fractal tree creator? Click-->@{" 90 " link IML-229} MSG- 229 Subject: Re: Fractal tree creator? Click-->@{" 91 " link IML-248} MSG- 248 Subject: Fractal Trees and "fr" in particular Click-->@{" 92 " link IML-303} MSG- 303 Subject: Re: Fr Click-->@{" 93 " link IML-205} MSG- 205 Subject: Glas in Imagine Click-->@{" 94 " link IML-257} MSG- 257 Subject: Re: Glas in Imagine Click-->@{" 95 " link IML-224} MSG- 224 Subject: Re: Glas in Imagine Click-->@{" 96 " link IML-216} MSG- 216 Subject: Re: Glas in Imagine Click-->@{" 97 " link IML-234} MSG- 234 Subject: Re: Glas in Imagine Click-->@{" 98 " link IML-261} MSG- 261 Subject: Glass in Imagine Click-->@{" 99 " link IML-233} MSG- 233 Subject: Help Compiling Textures Click-->@{" 100 " link IML-101} MSG- 101 Subject: Here's Lookin' Up Your Address Click-->@{" 101 " link IML-38} MSG- 38 Subject: Re: ICOONS Click-->@{" 102 " link IML-250} MSG- 250 Subject: IM3.0 Texture Click-->@{" 103 " link IML-80} MSG- 80 Subject: Imagination vs Ab$urd Click-->@{" 104 " link IML-94} MSG- 94 Subject: Re: Imagination vs Ab$urd Click-->@{" 105 " link IML-91} MSG- 91 Subject: Re: Imagination vs Ab$urd Click-->@{" 106 " link IML-99} MSG- 99 Subject: Re: Imagination vs Ab$urd Click-->@{" 107 " link IML-98} MSG- 98 Subject: Re: Imagination vs Ab$urd Click-->@{" 108 " link IML-96} MSG- 96 Subject: Imagine 3.1 Click-->@{" 109 " link IML-71} MSG- 71 Subject: Imagine 3.1 (PAL) Screen Size... Click-->@{" 110 " link IML-74} MSG- 74 Subject: Imagine Companion 2 (fwd) Click-->@{" 111 " link IML-271} MSG- 271 Subject: Imagine in Edge? Click-->@{" 112 " link IML-272} MSG- 272 Subject: Imagine PC Questions Click-->@{" 113 " link IML-289} MSG- 289 Subject: Re: Imagine PC Questions Click-->@{" 114 " link IML-275} MSG- 275 Subject: Re: Imagine PC Questions Click-->@{" 115 " link IML-276} MSG- 276 Subject: Re: Imagine PC Questions Click-->@{" 116 " link IML-278} MSG- 278 Subject: Re: Imagine PC Questions Click-->@{" 117 " link IML-277} MSG- 277 Subject: Re: Imagine PC Questions Click-->@{" 118 " link IML-76} MSG- 76 Subject: Imagine Pro Click-->@{" 119 " link IML-85} MSG- 85 Subject: Imagine Pro Click-->@{" 120 " link IML-75} MSG- 75 Subject: Imagine Pro? Click-->@{" 121 " link IML-92} MSG- 92 Subject: Re: Imagine Pro? Click-->@{" 122 " link IML-122} MSG- 122 Subject: RE: IMAGINE PRO? Click-->@{" 123 " link IML-82} MSG- 82 Subject: Re: Imagine Pro? Click-->@{" 124 " link IML-81} MSG- 81 Subject: Re: Imagine Pro Click-->@{" 125 " link IML-106} MSG- 106 Subject: Imagine textures now on aminet Click-->@{" 126 " link IML-159} MSG- 159 Subject: Imagine.fp error message Click-->@{" 127 " link IML-163} MSG- 163 Subject: Re: Imagine.fp error message Click-->@{" 128 " link IML-97} MSG- 97 Subject: IML_Pro Click-->@{" 129 " link IML-19} MSG- 19 Subject: IMTguide Click-->@{" 130 " link IML-238} MSG- 238 Subject: IMTguide Click-->@{" 131 " link IML-44} MSG- 44 Subject: IMTGuide Click-->@{" 132 " link IML-29} MSG- 29 Subject: IMTGuide ..GET IT NOW!!!! GREAT work RRW/D.Duck Click-->@{" 133 " link IML-36} MSG- 36 Subject: IMTguide Error Solution Click-->@{" 134 " link IML-254} MSG- 254 Subject: Re: IMTguide Click-->@{" 135 " link IML-243} MSG- 243 Subject: Re: IMTguide Click-->@{" 136 " link IML-255} MSG- 255 Subject: Index of Refraction Click-->@{" 137 " link IML-260} MSG- 260 Subject: Re: Index of Refraction Click-->@{" 138 " link IML-259} MSG- 259 Subject: Re: Index of Refraction Click-->@{" 139 " link IML-279} MSG- 279 Subject: Is imagine 3.1 a downgrade? Click-->@{" 140 " link IML-307} MSG- 307 Subject: Re: Is imagine 3.1 a downgrade? Click-->@{" 141 " link IML-288} MSG- 288 Subject: Re: Is imagine 3.1 a downgrade? Click-->@{" 142 " link IML-23} MSG- 23 Subject: ISL - what is it? Click-->@{" 143 " link IML-45} MSG- 45 Subject: Re: ISL - what is it? Click-->@{" 144 " link IML-15} MSG- 15 Subject: ISL 3.0b2 Click-->@{" 145 " link IML-20} MSG- 20 Subject: Re: ISL 3.0b2 Click-->@{" 146 " link IML-269} MSG- 269 Subject: ISL on PC! :-) Click-->@{" 147 " link IML-144} MSG- 144 Subject: L-Parser Click-->@{" 148 " link IML-128} MSG- 128 Subject: LASER ray Click-->@{" 149 " link IML-149} MSG- 149 Subject: Re: LASER ray Click-->@{" 150 " link IML-120} MSG- 120 Subject: Lensflare Click-->@{" 151 " link IML-124} MSG- 124 Subject: Re: Lensflare Click-->@{" 152 " link IML-197} MSG- 197 Subject: Light ROM question Click-->@{" 153 " link IML-203} MSG- 203 Subject: Re: Light ROM question Click-->@{" 154 " link IML-201} MSG- 201 Subject: Re: Light ROM question Click-->@{" 155 " link IML-200} MSG- 200 Subject: Re: Light ROM question Click-->@{" 156 " link IML-267} MSG- 267 Subject: Light Texture Docs Missing Click-->@{" 157 " link IML-86} MSG- 86 Subject: Lunar lander Click-->@{" 158 " link IML-95} MSG- 95 Subject: Lunar lander (fwd) Click-->@{" 159 " link IML-186} MSG- 186 Subject: LW-related stuff on aminet Click-->@{" 160 " link IML-189} MSG- 189 Subject: Re: LW-related stuff on aminet Click-->@{" 161 " link IML-34} MSG- 34 Subject: Making a sun Click-->@{" 162 " link IML-175} MSG- 175 Subject: Metal textures Click-->@{" 163 " link IML-176} MSG- 176 Subject: Re: Metal textures Click-->@{" 164 " link IML-180} MSG- 180 Subject: Re: Metal textures Click-->@{" 165 " link IML-143} MSG- 143 Subject: Mike Halvorson Click-->@{" 166 " link IML-164} MSG- 164 Subject: Re: Mike Halvorson Click-->@{" 167 " link IML-231} MSG- 231 Subject: RE: Mode promoting Imagine Click-->@{" 168 " link IML-251} MSG- 251 Subject: RE: Mode promoting Imagine Click-->@{" 169 " link IML-171} MSG- 171 Subject: Modelling and Snapping Click-->@{" 170 " link IML-225} MSG- 225 Subject: Re: Modelling and Snapping Click-->@{" 171 " link IML-215} MSG- 215 Subject: Re: Modelling and Snapping Click-->@{" 172 " link IML-183} MSG- 183 Subject: Re: Modelling and Snapping Click-->@{" 173 " link IML-28} MSG- 28 Subject: Moving stars Click-->@{" 174 " link IML-35} MSG- 35 Subject: RE: Moving stars Click-->@{" 175 " link IML-39} MSG- 39 Subject: Re: Moving stars Click-->@{" 176 " link IML-30} MSG- 30 Subject: Re: Moving stars Click-->@{" 177 " link IML-56} MSG- 56 Subject: Need Texture.TXT Click-->@{" 178 " link IML-104} MSG- 104 Subject: New "Trans_mod" texture Click-->@{" 179 " link IML-113} MSG- 113 Subject: Re: New "Trans_mod" texture Click-->@{" 180 " link IML-126} MSG- 126 Subject: RE: NEW "TRANS_MOD Click-->@{" 181 " link IML-123} MSG- 123 Subject: RE: NEW "TRANS_MOD Click-->@{" 182 " link IML-5} MSG- 5 Subject: Re: Newmode-Modepro etc Click-->@{" 183 " link IML-247} MSG- 247 Subject: News News News Click-->@{" 184 " link IML-185} MSG- 185 Subject: No subject given Click-->@{" 185 " link IML-146} MSG- 146 Subject: Non US characters Click-->@{" 186 " link IML-310} MSG- 310 Subject: ObjectConversion&LossOfPolygons Click-->@{" 187 " link IML-158} MSG- 158 Subject: Re: Oh Christmans tree?!? Click-->@{" 188 " link IML-139} MSG- 139 Subject: Re: Oh Christmans tree?!? Click-->@{" 189 " link IML-162} MSG- 162 Subject: Re: Oh Christmans tree?!? Click-->@{" 190 " link IML-160} MSG- 160 Subject: Re: Oh Christmans tree?!? Click-->@{" 191 " link IML-145} MSG- 145 Subject: Re: Oh Christmans tree?!? Click-->@{" 192 " link IML-155} MSG- 155 Subject: Re: Oh Christmans tree?!? Click-->@{" 193 " link IML-41} MSG- 41 Subject: Paging Dr. Imagine... Click-->@{" 194 " link IML-165} MSG- 165 Subject: Re: Paging Dr. Imagine... Click-->@{" 195 " link IML-306} MSG- 306 Subject: Particles Click-->@{" 196 " link IML-47} MSG- 47 Subject: Phaser Effect? Click-->@{" 197 " link IML-22} MSG- 22 Subject: Re: Programming ideas Click-->@{" 198 " link IML-57} MSG- 57 Subject: Proper preset for Toaster??? Click-->@{" 199 " link IML-60} MSG- 60 Subject: Re: Proper preset for Toaster??? Click-->@{" 200 " link IML-62} MSG- 62 Subject: Re: Proper preset for Toaster??? Click-->@{" 201 " link IML-66} MSG- 66 Subject: Re: Proper preset for Toaster??? Click-->@{" 202 " link IML-169} MSG- 169 Subject: Re: Randomize Function Proposal Click-->@{" 203 " link IML-166} MSG- 166 Subject: Re: Randomize Function Proposal Click-->@{" 204 " link IML-170} MSG- 170 Subject: Re: Raptor and Two Years Click-->@{" 205 " link IML-157} MSG- 157 Subject: Re sideways jolt in anim Click-->@{" 206 " link IML-109} MSG- 109 Subject: Re waterfall Click-->@{" 207 " link IML-127} MSG- 127 Subject: Re: Click-->@{" 208 " link IML-298} MSG- 298 Subject: Read Write Error problem Click-->@{" 209 " link IML-118} MSG- 118 Subject: Real Time Inverse Kinematics Click-->@{" 210 " link IML-141} MSG- 141 Subject: Re: Reflective objects inside a glass tube!! Click-->@{" 211 " link IML-154} MSG- 154 Subject: Re: Reflective objects inside a glass tube!! Click-->@{" 212 " link IML-16} MSG- 16 Subject: Re: Reflective sphere in glass tube Click-->@{" 213 " link IML-300} MSG- 300 Subject: Re[2]: Texture smear Click-->@{" 214 " link IML-27} MSG- 27 Subject: RRW's IMTguide Click-->@{" 215 " link IML-84} MSG- 84 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 216 " link IML-167} MSG- 167 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 217 " link IML-108} MSG- 108 Subject: Re: Seamless Waterfalls & Fire Click-->@{" 218 " link IML-3} MSG- 3 Subject: Re: Silcon graphics Click-->@{" 219 " link IML-263} MSG- 263 Subject: Re: Silcon graphics Click-->@{" 220 " link IML-1} MSG- 1 Subject: Re: Silcon graphics Click-->@{" 221 " link IML-252} MSG- 252 Subject: Re: Silcon graphics Click-->@{" 222 " link IML-138} MSG- 138 Subject: Re: Silcon graphics Click-->@{" 223 " link IML-32} MSG- 32 Subject: Re: Silcon graphics Click-->@{" 224 " link IML-33} MSG- 33 Subject: Re: Silcon graphics Click-->@{" 225 " link IML-228} MSG- 228 Subject: Skies in Imagine 3 Click-->@{" 226 " link IML-226} MSG- 226 Subject: Skies in Imagine 3 Click-->@{" 227 " link IML-237} MSG- 237 Subject: Re: Skies in Imagine 3 Click-->@{" 228 " link IML-236} MSG- 236 Subject: Re: Skies in Imagine 3 Click-->@{" 229 " link IML-240} MSG- 240 Subject: Re: Skies in Imagine 3 Click-->@{" 230 " link IML-246} MSG- 246 Subject: Re: Skies in Imagine 3 Click-->@{" 231 " link IML-241} MSG- 241 Subject: Re: Skies in Imagine 3 Click-->@{" 232 " link IML-232} MSG- 232 Subject: Re: Skies in Imagine 3 Click-->@{" 233 " link IML-142} MSG- 142 Subject: Smoke Tutorial Click-->@{" 234 " link IML-266} MSG- 266 Subject: Spline Editor Click-->@{" 235 " link IML-31} MSG- 31 Subject: Spline editor Click-->@{" 236 " link IML-63} MSG- 63 Subject: Re: Spline editor Click-->@{" 237 " link IML-65} MSG- 65 Subject: Re: Spline editor Click-->@{" 238 " link IML-50} MSG- 50 Subject: Re: Spline editor Click-->@{" 239 " link IML-46} MSG- 46 Subject: Re: Spline editor Click-->@{" 240 " link IML-52} MSG- 52 Subject: Re: Spline editor Click-->@{" 241 " link IML-273} MSG- 273 Subject: States in a Hierarchy? Click-->@{" 242 " link IML-287} MSG- 287 Subject: States in a Hierarchy? Click-->@{" 243 " link IML-294} MSG- 294 Subject: Re: States in a Hierarchy? Click-->@{" 244 " link IML-295} MSG- 295 Subject: Re: States in a Hierarchy? Click-->@{" 245 " link IML-194} MSG- 194 Subject: Sway effect? Click-->@{" 246 " link IML-214} MSG- 214 Subject: Re: Sway effect? Click-->@{" 247 " link IML-131} MSG- 131 Subject: Tacking down brushes on morphing surfaces .. Click-->@{" 248 " link IML-134} MSG- 134 Subject: Re: Tacking down brushes on morphing surfaces .. Click-->@{" 249 " link IML-182} MSG- 182 Subject: Texture "Smear" Click-->@{" 250 " link IML-204} MSG- 204 Subject: Re: Texture "Smear" Click-->@{" 251 " link IML-202} MSG- 202 Subject: Re: Texture "Smear" Click-->@{" 252 " link IML-208} MSG- 208 Subject: Re: Texture "Smear" Click-->@{" 253 " link IML-284} MSG- 284 Subject: Re: Texture "Smear" Click-->@{" 254 " link IML-221} MSG- 221 Subject: Re: Texture "Smear" Click-->@{" 255 " link IML-217} MSG- 217 Subject: Re: Texture "Smear" Click-->@{" 256 " link IML-218} MSG- 218 Subject: Re: Texture "Smear" Click-->@{" 257 " link IML-282} MSG- 282 Subject: Re: Texture "Smear" Click-->@{" 258 " link IML-223} MSG- 223 Subject: Re: Texture "Smear" Click-->@{" 259 " link IML-206} MSG- 206 Subject: Re: Texture "Smear" Click-->@{" 260 " link IML-2} MSG- 2 Subject: Texture Guide Click-->@{" 261 " link IML-297} MSG- 297 Subject: Re: Texture smear Click-->@{" 262 " link IML-283} MSG- 283 Subject: Re: Texture smear Click-->@{" 263 " link IML-129} MSG- 129 Subject: Textures (was Re: IMAGINE PRO?) Click-->@{" 264 " link IML-102} MSG- 102 Subject: Textures used in an object Click-->@{" 265 " link IML-191} MSG- 191 Subject: Re: Textures used in an object (fwd) Click-->@{" 266 " link IML-114} MSG- 114 Subject: Re: Textures used in an object Click-->@{" 267 " link IML-107} MSG- 107 Subject: Re: Textures used in an object Click-->@{" 268 " link IML-115} MSG- 115 Subject: Re: Textures used in an object Click-->@{" 269 " link IML-177} MSG- 177 Subject: Re: Textures used in an object Click-->@{" 270 " link IML-116} MSG- 116 Subject: Re: Textures used in an object Click-->@{" 271 " link IML-184} MSG- 184 Subject: Re: Textures used in an object Click-->@{" 272 " link IML-210} MSG- 210 Subject: Textures, Scripts, Bugs and a Hello! Click-->@{" 273 " link IML-219} MSG- 219 Subject: Re: Textures, Scripts, Bugs and a Hello! Click-->@{" 274 " link IML-174} MSG- 174 Subject: Textures/States problem Click-->@{" 275 " link IML-168} MSG- 168 Subject: Textures/States problem Click-->@{" 276 " link IML-179} MSG- 179 Subject: Re: Textures/States problem Click-->@{" 277 " link IML-178} MSG- 178 Subject: Re: Textures/States problem Click-->@{" 278 " link IML-181} MSG- 181 Subject: Re: Textures/States problem Click-->@{" 279 " link IML-88} MSG- 88 Subject: Thanks Click-->@{" 280 " link IML-192} MSG- 192 Subject: TIF -> AVI?? MPEG??? Click-->@{" 281 " link IML-196} MSG- 196 Subject: Re: TIF -> AVI?? MPEG??? Click-->@{" 282 " link IML-193} MSG- 193 Subject: Re: TIF -> AVI?? MPEG??? Click-->@{" 283 " link IML-121} MSG- 121 Subject: Transputer stuff Click-->@{" 284 " link IML-132} MSG- 132 Subject: Re: Transputer stuff Click-->@{" 285 " link IML-156} MSG- 156 Subject: Re: Transputer stuff Click-->@{" 286 " link IML-187} MSG- 187 Subject: Tree Makers, good and bad Click-->@{" 287 " link IML-8} MSG- 8 Subject: Re: Trees-algorithmic objects Click-->@{" 288 " link IML-40} MSG- 40 Subject: TTDDD & TDDD Click-->@{" 289 " link IML-48} MSG- 48 Subject: Re: TTDDD & TDDD Click-->@{" 290 " link IML-51} MSG- 51 Subject: Re: TTDDD & TDDD Click-->@{" 291 " link IML-69} MSG- 69 Subject: Understanding Imagine 2.0 Click-->@{" 292 " link IML-249} MSG- 249 Subject: Re: Using MODEPRO Click-->@{" 293 " link IML-302} MSG- 302 Subject: Re: UU me the demo Click-->@{" 294 " link IML-153} MSG- 153 Subject: Uuencode Click-->@{" 295 " link IML-190} MSG- 190 Subject: Re: Uuencode Click-->@{" 296 " link IML-258} MSG- 258 Subject: Wanted: ALL info on Screen Size Hack Click-->@{" 297 " link IML-308} MSG- 308 Subject: Re: Wanted: ALL info on Screen Size Hack Click-->@{" 298 " link IML-110} MSG- 110 Subject: Warp transputer Click-->@{" 299 " link IML-112} MSG- 112 Subject: Re: Warp transputer Click-->@{" 300 " link IML-135} MSG- 135 Subject: Wha? Click-->@{" 301 " link IML-137} MSG- 137 Subject: Re: Wha? Click-->@{" 302 " link IML-305} MSG- 305 Subject: Where can fr be found ? Click-->@{" 303 " link IML-55} MSG- 55 Subject: Where's Steve Worley ? Click-->@{" 304 " link IML-53} MSG- 53 Subject: RE: Where's Steve Worley ? Click-->@{" 305 " link IML-268} MSG- 268 Subject: Wierd object Click-->@{" 306 " link IML-274} MSG- 274 Subject: Re: Wierd object Click-->@{" 307 " link IML-265} MSG- 265 Subject: Wishlist & question Click-->@{" 308 " link IML-262} MSG- 262 Subject: Wishlist & question Click-->@{" 309 " link IML-264} MSG- 264 Subject: Re: Wishlist & question Click-->@{" 310 " link IML-291} MSG- 291 Subject: Re: Your mail @endnode Index @node IML-1 " MSG-1 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Wednesday, 02 November 1994 08:49:49 From: Daniel 'Mega' ---------------------------------------------------------------------------- Don't make me laugh. I used a "bricky" SGI Iris Indy and I was in state of shock. "Bricky" Indy handles shaded graphics in realtime. In Lightwave you put the objects in scene in perspective, in Indy you do this with gouraud shaded models. I said Indy, the weakest SGI computer. So I think this is a joke of someone. Daniel Bueno Bracher Universidade Federal do Rio de Janeiro Internet E-mail: mega@lci.ufrj.br @{" Thread 252" link IML-252} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-2 " MSG-2 Subject: Texture Guide @toc contents Subject: Texture Guide Date: Wednesday, 02 November 1994 09:01:58 From: "Randy R. Wall" ---------------------------------------------------------------------------- Heres a list of some of the features that come with the IMTguide file we created. Main Features are: - Automatic Conversion from Workbench or CLI - Uses texture.txt and litetex.txt from 3.0 disks or placed in ram - User definable paths for Guide, Pics, and Show program - Buttons for all of the individual groups of textures and documentation - Quick Reading Window, read any texture doc with a click of the mouse - Quick Viewing Window, View any texture with a click of the mouse - Sample pictures of all the new 3.0 textures - Easy to use interface Well, I suggest you go give it a try, I uploaded it last night to wcarchive.cdrom.com and it should show up in a day or so on aminet/gfx/3d. Just thought I should give you IMLeer's a bit more info on it than I did.. I'm also sorry that we could not produce this for you PC folks, but I don't own one, So thats up to someone in the PC community to come up with something simmilar. =RRW= @{" Thread 297" link IML-297} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-3 " MSG-3 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Wednesday, 02 November 1994 09:36:08 From: Ron Peterson ---------------------------------------------------------------------------- >SGI having any interest in Amiga technology seems pretty far fetched to >me. Why in the world would they want 680xx based system when they They seem to be involved in building video servers for delivering video to homes. Perhaps the Amiga chip set is the right level of technology for handling some of the set top box workings. It's well developed, debugged, and available. It would be much less expensive to buy than to build from scratch. ron@vicorp.com @{" Thread 263" link IML-263} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-4 " MSG-4 Subject: Digimax! @toc contents Subject: Digimax! Date: Wednesday, 02 November 1994 09:56:38 From: Douglas Rudd ---------------------------------------------------------------------------- It's here..... I got home just in time to get the candy for the trick-or-treaters when the door bell rings. It's this big, ugly trick-or-treater with a big box. He gave me the box, I gave him a candy bar. I'm reading the manual. More to follow. BTW this is the third time I've tried to send this out. something is amiss with the host at my end... Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 18" link IML-18} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-5 " MSG-5 Subject: Re: Newmode-Modepro etc @toc contents Subject: Re: Newmode-Modepro etc Date: Wednesday, 02 November 1994 10:16:35 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- > >I must say that I am really disappointed after having fork out the money for the 3.0 upgrade >to be left with a program I have no pleasure to use anymore, because Impulse supressed the no-lace option >without replacing it with an appropriate WB 2.0 screen management. > >As this seem to be the case of several users, what about making Impulse do something about it, > and how to do it effectively? > > I agree, even though I am a PC Imagine user I can run my video card at up to 1280x1024. It would certainly be nice to open up the Imagine editors on that screen on my 17" Sony Trinitron. Oh well I can dream can I... Maybe this will happen in Imagine 4.0 for Windows ;). Joe Cotellese @{" Thread 247" link IML-247} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-6 " MSG-6 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 10:48:34 From: Patrick Sauvageau ---------------------------------------------------------------------------- There is my little landscape generator. The sources are included. You are free to improve it. This version run on a Amiga, need a lot of memory and a big processor to create interesting landscape. The output is NOT imagine TDDD, but the Textual TDDD. You will need the TTDDD lib package to create Imagine useable object. Since I dont know is this package exist on the PC, I did not include a PC executable. However, it should compile directly on the PC. (The fist time it ran was on UNIX). I forget to check my compiler setting for the Math processor usage. It may not work without a 68882. If you find that anoying, I will post another version. The thing you may do with an fractal landscape is not limited to landscape: I have created a donut object for a friend's project. To create the chocolate toping, i use a primitive torus and a fractal landscape. I put the landscape horizontally in the middle of the torus and "sliced" it. The Upper torus object was then a perfect toping to be applied on another torus. begin 777 fractal.lha M'J@M;&@U+;HJ```@20``6[%?'0``"$9R86,R=#-DY,LBRH3O7NZMIN2_?5Y> M22$*L48J^>@:3U6H<;;0THX[(Z<[(FFVST0]3<2)([-EE0#:0`V-__O[WDVPDEF[>[[,WX7=\KOX4=W=K)'(VV1-?T$Q^39]M M2*@[0B:>./K0??:%ES#LU>7M>J_5?EW/Z3PT#9$GI113Q)I*5HL/]DE*DW_= M<%?)IK1L[IHS9.)@-G,PGPNX11OL]7UZ_J-/.F"C[W$IH;C3RF\RWDDTOZ37 MM'M-KB\IL47SRP)9%NE,Y?_:*L;K`)K4T-/%4UQ8'"X/"X+[5D\]CU?8]51* M:5#^U3=RV>XL[P%DH8&,-MH%>7#A@5M":1OLKZ2S]Q)**M*=GIEKC02`IT"D M,8>C42D+>S.[#T2(4;T:OZ78;TE#ICV^42[#[:A*-.Z]9?IO!7@N9.R&G=(G MBS/"CK<+`3Q:[\I=^-FK,^_&`3)%',\NG,[\&IN=9J M9NHF_/'0D;NU^0KR_W(5)=$Y?W1.]J51=%1KXZET3UX\EDTTD3T%^1M"T%'4 M*D]K\=K_.Y[,FNK*41=*9HMZL/>',T6"\E*1_0)[&^E`*N/!PD8/(/`R]VHX MDD71F4YA/!>2W=1=+XZ^-;>@OCR7(#N,>9'OHJW2_(@Z-?&'OHP=&3R#FQY> MZ@B]2T_,5'40U\B*MWF_L&BLY7?Q9TM.HAD]4T:_1O%\&]E41V/XAJN+N+MN M@8WJB4G:'?RW0)3*"TC;JVM(OH+Y$I,7^I/%R27HXWT@&>BH!F>W5')[?FZL4W4?Q9C0Q;)=3;,5TSNXVZJ1F9NJP6D MO0S=>/-'-_>'FAG]>[(I;<\')Y\Q??&;6.NU-P"K2;]$QFG#*QEDWM>[ACS% M%7L)9);'O153L.Z'EKZ,@>6C<_+>G1Y?H\Z$\B6V_>ARWR,#@'Y2ISS+7%1= MXG>HL0*=F?!<2_1Q"3>8.`\>5GHNWE43X%1J=U`NB>/J)^TD7JEZ,;:Q5I>9 M@5$;"OT;?9M29M>VZ]JT9M>]8M4<#^!EBF7'/;_,6S,B.K1D7!AV=Z&6' M6;7MNO:M&;7O6+5!-OU6.66L7XN66O:_V\LM5.MRRUH49]VQ9Q_'4;UL#)XOPH'4O:"SMHHY%'$^((Y0+H>N52:&WAL8>(\&9O@BQ M\#!SLJ@F-(_BU&F7X@XGPT**\,ZLSYH2_\0*I6L?Q9 M/(&+!?Z^&$*?*"G/B+XH`.(,WBOKI?V?2X(M_X7CR;HPD3\`8?$EVW[N,33[ MWJR[6/Z"^+,(\2\>*\XFB_!!WN)Z*VJ=C1.(#I^"/O`WPR=Q''G@ZFS?:,;K MC9;U]N*\^"FB MEQ-WN);]&I?)8VC/T*QT#/(!+UO^^P;/+V"7T9FC%SH)E2/-$R@U^4$&KK*[ M9V(8&^*/O3@NC8*8+B-A._Z`P.O:DAM_IRLO$V:!WI#+YE/.RVBE,U`7H^8KR^XS M&3?:%LRF%G]H2B_NS3XEZ5XO41%^@*.-7]U72W/=UTJBVK230;1I)=!>2W`7:+Y(+5Q07C"87P MY^N7]V93@R=VI'MMU46J_2%_0#AWI0F;'GST^-=Y`U&%^J7>=W7#S$%7-!>#M!J\FGB M"KFQ:T4BNEU<@[^%F>:)&#H#IM+/O3\^F8#+C(IQ@=B\BZ-?\X6EC3ZCP,@J M/9L6MR&1L^0PJYQT)S4YNCDNHK<>ZB2E-4'`N*-/MUIP\MEITMR"F3-#-I+Q MQ]Q(V%^WI+6T`+X(S_0"P5N@(]`53+UZ&Z6!@*2_`NZL&'XG"W\$H+EC+J:-?W1B>`=_)2>8WV"`P@_A8V6`'53]GH6']!CKG_`+T4\+C[LIJ7Z M@W>L!MSHR;!LG+JXH(CQ8V%GY2&M/U#!KZUJ.Y7Q)3FNZC;GGFS",6CE9,C< M^/S@@Y50P%C2NNB?;P[OMS5PR:Q#3_R&-%@D?%B:-?A27TQ(6N"B[\R2;@#@ MR:!%7!DMT,=M\`3@C;Y%[1JM1T#TO16N7-X0,[Z4E/Q_07Z0YQK`A)Y%U1H1 MFXCRC@DQI4GD:_&M>.+WI71H6T=BAUCGW/*0PEN8K:4F"3>U1G7DU0*37E=4/Z@WC?]-)J9L,,/G3%\'T%^@&,UN?7I\:S M7N#.NDYN=9:#=X?3\>C3N]B^'+3!M>]'4M!,:C.[M'>)-*P:-P0?#Y;\:/BWNN3_J&% MV)40*%I1NG<^&+?S-S>LYV]ER8K65WXU"W,YF2J>5CWM_>H5-^:/*:_G7+%W M`,[/T1I4^->%ZDCC"#H2W&L^A)-V7Z$H]?[TZ+XH\[V M!3"FORF*_?(K@(^8A4CT&<3NS-5?E87LE)^9-N\F:K=@8GJMW>A_GY;%-'>^ M2-5]"D*^O;Z1%]"?J4RDY M=`KLBT>41;2`IT[&HRK%[%;2WGPDYQ7$J`!'O6#);M0S'4%.T7PXF//&9]/\ M9G=O?@0PF,"*-2Q1M3+CZ%T33@C)[NYH,O!C0O(07&A"C%$#O,Q\R,P=W"!. M,+,,-PC$9DA@T>G_QROK'PK+=Y>C;:?HW2?X@/U__.)_Y"O_UJW%',>1-N$( M-Y9OLLRX&!L.'>5]53(7#6%7#S\Y MSBY5KH#-K=^@&(S-+X>O]<:_W#.N:(=7X86'_)+]+0YX)@ZN9H@&7V#0B`N^))ST'- MH8A76H+I<0UH(U7U):;^')X8$KB"4;Z0T;_0`RLQ!'2)7EEE!<1%N!3:9M"5 M`?@NE;EM`5V958^O(V%SK4054@^3C+P7$<8G:D(:_"T-'3*MH47<2S@[:4Q> MI[%@+R!@1]A,8^I@DY&3K!D:N1YQ.[JA$1W3C^<0RM"L;'*(:"X1!QW(@Y.% MV$JUM'Q3P7\&HZP:CJV=1[-?S8V%U>-4^*KLEUQEZD0X>LR]4CCO8#_:K\>- MW1@?PH3\1!E3//J&-]TB_;VT36$Y'UO%B2ID$O#^M*UHO]!24I.Y'AJ-0E-[ MS+KI+>$NNNLS%WN271-= M1NHA-?ZM828AP_5DJZ@FE3'&J9-#>)LVN,/O/D'KU;7<`>T_R?0_)?R>A$B1 M+(]ERSAX/KQ;*4[=Q!!$FYXF3CMVY0L[?*.H\06KW7>SL6C\;=B^<0-EV33V M1@Y$37:39/1>T-S55B6>[-3-MVQ-G;8OE7;[.[T(A\W'[-1UGNSI74B)K<8] M)R*_9EA&`4H^V/B_2_GA.E$Y:DBP[5-.O+.ZY/99U1-[_7W6(ODQ:_7.1Q/" M[K\"_49XE'01$E=.-L-H.P81/RI&A[I_)Y+'GA^'PKVW$S]PG8)S2O"[BM*&BSW0V:ZNG*84@DZCSI'>RL8&.I/^Q00WT6"&]K"F% M-+M(9']2'U,?6XYWVCL<9RG):Q0"63SQ5TZ!7^Y!/),6[PI:5A$_J M1KL$B]]VFT+N"($QNCY+!(H`(U2E+4USU!19:@NKWX^ZF0>X?:%';(W7B7A9 M856$<_,/>([AZ7('O/*P^7N>7]1*-8Z>Q&9H+"QYOG;,N%MQ@:&)7?E\Z/8_E^VC4^WY2R2W\`1MMUJP9@8-&?Y M7U(VP#*CU%>76E/X_TE;\H0+U6NC833`!L];&V'*6);PLCW\K!")$;E\;:'M M%Z"7W8Z/L5K`]RV%CC?NORYOG\9#[G\?E)V2:#JQ>N>8*J1U89U>2*K0HI:X4_R"F0.MBV0N:&PLN? M&Q_.XM]Q[\R$06#92T,)FWCRZ&$(%'@[F6Z#7FY.9SVUI4]CEPU=C\(:O#"E4(+TLF-L*VM6 M+MS#<-6)6%P;+[L/$B?>B?>L,'2CMN9@Q!Y@'U[X60?5L4T:[>-U/>3W9W^A M-VM9N?#%RZ42?-8W4R>4/O`BWHMZ>+X8\O\HR-K&PE[/^TVL9';?X!/=#[2: M0O6TJ`J(+NDZV'$' M=U^_B?[J_\&E&)MV*)X_[\0,Q[Q/2]QQO+TNK0#_=]M6'4M.9N>9]#F?6]+2 M_?'$M2UVF;YWV.=Y_.^__-I?OQ%;"L;/K`=,^I6$P;JK$TB7KK80"/.@6T<2P4;[KPU8GCW ML\\$:3I\L+UJ6)P*EJKI3"/%TJME$TOX1Y9"-"P$;C*#>4%WL2Q4;JQ+^(P% M336Z1`30$?Y[\\[02+'%/-MS]JV+.93F+Z0E$WS:ES6D3"&/J!-P3":4=4O# M+WBFJYLS3"IV*#PX9H!;:Q=V(:20%XW4ZFSJBB0S'9X'7]!N//602WA>Q>\* M]GH*WX4#XWEXWT.MX3`+LYZ;N%50+LJP1E&C?",JO[LE*2[)^#EJ M5]!*`_@AQ+@E5B?,^:(RZ[88(W$(&6T8P^@@!V(.-NT5S;6C^&HZ#R>O)[5S M3DU"=-X#/4HG\B(WZ;2"[@MQ/*Z3ZQUV'/%.MM;11O9^XYPYXI1'(^*KR\XATSVA5W.#P.JOT`)Q%)2Z"' MC$BWFASYO"8G(-O+M1Y=RZ(3?]N)P_02=6'W?H/[8\K)C'3I3??>A8\X2_=Q M%V^NHE$YN4(B[SA@^3)SV7DX*8>D>3&PG&): MVAW<$/H?5Z=M:<58S:8]\C>[W]6]R7CGIU&]PO!:]XC>Y+UO[,BIU\B_9R+K M+XK:O!Q3SG>0OP#>&X79U7:5?R>U[:L^571*^PL;)#[/CJ\OY%4?&[O`-9FW M],%;\H1Z%B).YI$!E=,3\N3C"0@D7!?0&_I\F='P&_IUV.WWW"W[]6:^&!(A M+35-,_.&2XX`(LY>IBE+\";3B]LQ(%V)^;"ET`\_'EO!YS4NCDOQQWCB3*Z\ M_8C%O^8\_)HV:KI%5TBK[!TQH?ZZ*O]:+GR0,SS]&BJ'&M^)=2(7Z>OWB-?N MCU_+/7_*BYV4E);Q,^,/0J#8LIN'Y]S)3/8],JWP@E+VE=U&G:U^.WVC[B,? MZJ_?#!J:P)N=D5+!I0]=W+?:`H?IF7_7'B7+\)OVO/@7+C3QOLK\>FAMH8^J MS7E-7-K`4;4>[/DG#F\CZ7JP+ELF#B_;&M@%O]=\YGV.U>*."AK-)V`VK444A1L"'::S5M9Q>W3*IY M,&`WPA]],+A=)$^F$"?D6?.L]LOQ#)=U5WK])V<*"/G:54*#6"%8TY1NYL]) M\+*[&_27[/TS40^OQ8+O@O*G1B[$%;I7$SL M\,9$3Z5<2AFW`O<%GN\P[`E5E<.`1Z%!:ZPMTAH?8L!F:OO@O[2[4Y6BO'$/ M16&J?RDV+/H`NA%-H6?.*EJ5`FNY6$[LJXGIK@_@^><(/>> M_"#\W!:!\S0?^H%4+3UV![+MD3P%$BO:82C@2-U<"-],="UT$P/7:NS:?8@U M!'#K\B-A=30,)GY.>F-!=W2Z^9=DQ=[4:O+BY6KXR)I>KIQI^:ZWTZ4^GZC> M;TOC/J@,&,[7.AI\WO_T[6T%R[ZVQ5#P(C9HABY-*/:KBNG?^>1RA/(ES1L5 MN6>EQV5*-0^J?7,R$@E MY=O!A.0M_S8?>Y%E)Q#7-\2E-I'+KK>ZFY;.QA?$0TUO8V$YQNLN74A&N7?Z M9Y0RWYZ[KL=K_.YA#K8@DO.>_J;J]DIG1>SA%9^(B+.ILQ9OIA>OE1)\&EO% M(K*]_UH#G+7UJ.7VF]C#$O#Z>]W&J2@.%&ZD62E0\20L)FF)ZS$A:LD!?#/A M$,5[D,8:9Q?M]:'&>N*%0[\([,5',;YM_]HX,V>3?*S0_#P4G;P0L]N/.C$[I M5>48:/H5U0NQ'5=>[?M.3.X=[PYW#6D\IWV!X&PG/^Q4A%B7#F.=\M;I5)*..\6J22THE$8Z74"-_%W'N8"6'78Z6] MI+4S@0L?Z*@GFY7ZFF,YGA8:O.:$OCO@J'_F]75/'_BZ+2DG`NE^C`\0%5[' M^;U96>@2'_T3Q;XN'N-%79E[;?PMOP\!+@?;W#EP&U%VHX2AKY-21:4D@@W:X*R">D/CX6##KG<@`NI=$B>^KA'KSS5`M]Y:VE*4FM%WFI5$ MKLFO.1:]\=K%VVM3<_TEFCNY>>8R],&JEQ:Y6=_$C#C@L3I=Q-V7#G(T?3Q= MMKJ2"?*-)E!%R?+8%-!/L6W21FS3&MV4<:\ER_OM%8#OL^=\CK=DG^08>9:, M$G=W1>EP;AWPL/V,/.J#?/4C;`T#)^T1,.JI+EQ#!5[U_(?:8$@N8&R'IP9'L/?@8[4]_ MO4(%SA*?F_$@7L30$QQRC#,]'!W%U58.XE.U)#_JQQK+H3.AC87N]O4[@,;.GM;02SS#:O3H/GC[B;4>B+WO66D&E)ESSU"'//L)<0/- MNT'3^^&I79PM&3"!#KW161:#1:TGA)BJ['US%V\IEQI?.+U8*.:-1U/0'SX`F&6\-. MLMX)N"AZKZ-O:V@#J6U*8[-D[E/4.`=`#:7IL[L;"Z?5M;2(+EAGG;7EM:'J M4,R[>+?2D$HG`$S#YH"V2'ZMEN[I61>I/:E0RVWR"FD)D'[X$AFE;RP?1,`\)I74 MACZ&KU1O)>J)XM])H'SB\*D2GYVS]R'DGPG_QU^GO/U:_]K_MK_]RA`'HP#] M!E`>8@#YM^XGO@9\NRJ'*`:3*L](X-RKP&3:\D0'NA-E8`]YU60/@5) M"$5NGS@4_XQGZ0"-#[68C.[_6(W`$>V8G]_Q"-KP/UB-VP(WV;'G>?Y"5">L M^TW>4(Y+Z?P3Q3*7AK(T7YPP]")%[?S&5!OO<1"@TXU&&Z']'0MK3:B1;-GN MAI5UU'%?SE\&>V7Q/D[+!KA7IE6M@9F)4H^]0-*X_JW+63-*"T'NS.&9_EY[ M(/^O9\Y59?ZIZCIZ=21>:C5:Y2TV-Q-E7-W^^I3TY%8VWOJ;G6:F;J)OS\QE[8G/HD#M?P-__1AX>_]FO5$]NQ;UBW M=A.$=+4L`V7CW1V"QTW.3"_4[JO=USDCI\SZGS!3413Y/U.[KXM<)(FW_)]217U99EIOEKM"SL=`_:S.@?M"#>HZWZOMTAK1<"6KR5G\.!3E6`NU.!4% MY@0IU;YN(,WZ;]SL@*OW-)/(AQ02;']\A4-U_E MH8:](>+'>?D!FO\L=JUO7[UP1]^J/NY-9CS#A1[\VDZ"?5X6&HYDN9F:0;N3$G#,V\3-L'1PF>,^KZX8Y=P=<'EJ( M.'SRERGDQK\,`:4F@!^>2P8KD(G69G(ZC>,QPL]IO0D7HPQLABW]YU3E!;1L M+_A]AEB_H%&QL'LE)YOT/78>LW++[6UQSE4;!E_Q]FS3'VD.0,']:F^^CZZ8 MP;7H#[S!@O'-Y+^_CIXMP3;VPBCA3X4G,.`TO(.=5$6(#;J[#):'`56Y;4HL M7S'++;)-52I`;4LUI@SKHXM#.NZ`7](+OU+8\CN1!->B+&P&1"]5L(Z"2HIB M`)MMH,Z]!,?3E&KY=BYBBU^N!2;@OT8G\@XI#'FVDF)7X919=3,:/@HZ;4O) M_BCSA$S5'Q,T7\%T,GTP>^^J?$&3[<`41H$O`%.LMK0_(7\STQK.\4P]D]D< M"!@"16PAC=>;0^GS11VR*/&%'^%%'VA1]-%'$%'UD4?4%'\2*.\%'HHH_95N M6CE%'S11T"*/EC7ZHJPD5?&%&*<<;%-8<=J/H#9^*?IU*PN>_1@]6<)?VI;[ M`;'./;_:%O&"5Q!=:@FM%!AB2LN#)Y:=$8_9@!J#V_%O2J-\JWU+( M;=U-\>9%[5C.[8X6#4S@=[!*LG_0.YACMJ4@)^5LSIX#(+\0^]\K M;O0V@8A&S_>K"GZ[YO'G>BM/>U-[!:3P6T]?,!?M&"TN?\`+RM$ MM/KF`1R/EYV_S,[D(SN"QG1QZ2\`^/TG3&\TO)RN/SL:!FU1W_(6Q5CXUD3C M`)D"I:%`--N+>;4F,'OCX?Z3'%;XI$[>SCXO-FE&)V>+?8JPB6+=GB>E&G=" M?')Q.4:Q8M:T6KDXF3E8>U!E_21L6UG_0/:HQZTY`'M@8M9$=$8CCK(".8)R M],^%XGTQ9L<,U@L_K]<2V8L6.*[.?]`ECH$NU`EAHXOI4<7S6.&6DK*XO2%C ML48N.*/C(H@TU+R$4>W#IOR%^*P>N1,'KM'@;?2."NP#B"KA@J-II\6^#!?A MLH`^FQBR.#&Y6+I]&3W9-6.<0]+NMDTB[="C.RG\[^C?2J":EA3I2>S-R#7D MP&>(RY/T-TM'G*&J3YKYMPUE&\&N)X^"2"Q:`?Y'P#^W"_4W(E^$_ MM*$_L"8ZO\`TJ/X_XE'``(45EY8S[T#[2CZ'BQL+=L%-;>&/?5' MM\/?3'O0#Z),FWJQ7Y3*I\*IVX5/MZ(?4_@53M&.+6O&#B&:R=$.##EN_^G^ M`$UT80"XC*R6.:B/\W\0CF:8^N7X54TB47P]:E'\/C^'V5>),C9$\I-N'E6E M1$4T*EVOF`"IHF7^RM3D[+V4Z0A;O;:T^G^!"VD..K.@^_RH!'1')2P_,GE[ M:VM$9$X-'\Y'<.0SCX!R>N?#[S)EV88';MY%OKMWOA$C[EOO?/)S=-]F$+VK.]O_AO0A77H1>UO#-N!2[R=R)U.TJ=ME:O5&CX7MB<[EYF\ M6N;,P"+LCN^K[9Z=0E59T+U>"QH4P3'G<>=/`X$YH638<5!@:/AK4[23&?-^ M&LA&^8+^B^;[H]+SD8]@&[/X`:+_K@_`ZP/9Y[>(AK*`F3PTP9O.K$DO90O] M\;-:"`WO6AT*""Z(+?4$HM(V+N.2L)-&]#1SMV&:EG.Z"?`>\IGO/,T>5F7N M9F7DG*@*.8@S]MD?J``H?20/X##`?_I-`#P\6^&_WBF=.Q^/I!8X;"($Y0R4 MH7;TY9*^;3T+:IHJ6)1.!B]IQ+7T9_OHLZ6Z MB[<3S3XK+*W64)AMC/3:OJ>#_J&/[4WLG6I6&X8C**Z[#:6:$FLO\ MM%34Z?,14T?70SMV4#?1'WJ#[QR(T%S7GC[C9B#?FA!OVG=R*[2V.D4T7@J5 MMI-M[B;VZE;(N+BW'JRUES<=N$-^B#LLBZ4UG@J:F[V&OMPY+:GYZG9J:C7V MZG9]FZ1@?WRK]1K^RO%+N9<:]24,T`DZ*TV`L92EU<75W-^?4C$Z)2UU'S_! MU$NX4LINHU5YJ+E1T,+$BJ1+B7K->H^5UEP',35:L!Y\!VHI86,BOGWC.:%P MH/TA6NM5)&KU$RX4^6I59EG9ZBZF"RA(SZBEK:2.Y4MOEPE/F#[WWRX3&)KK M;N9"EM7;(;3MOE]GF6?S$6?S.O9]\BS[Z?9R.Y[ZQ&5[2J&&'COAX`KKP[(W MFLU\M24QMEC%VL;3R%+6O'&UXIHK?K6=V';K][16_S0"=%;@$CQWWR]%*1SC M\9&'L;#2V*ECEYO*$-C;R[CP769@Q70"@`SQ'_VY,:Y>P]1JIXALJZOL5-/[ M^P46=?=Z_7W&JO,L"98A_OOV-NV(([1VWU^U=.""G1'=F0G\)!H_4I?K_+&L M>YI?]?S5V7_[\8K3!RX]4`_YGY%FF3*YOY.Q`QK/@L_&RL/E9OMIGQ9M&K;S MW[/MO&^+#]MY+$FPG_J4_RGZORKSW_VVROS-A.1^:?V?F+^]1^2_L_'>J?_Q M^C@1*>_SMF>/]Z/OG#ZF[WO__&[`I<0`#:Z[;<'=`FZ!-P M-N&LC;;<[YXL>:>`P6I9H#Q^+FVUZ-*I#(_CF?S>+FJ+K]^`T)XC!@P@'VUZ M].=[KS[WMSW;WF"P.>C0\U[CP=#-E?U1G@6X9YL&"[=NL;M[?=!J.>9ND0$$$,66XHQ]6'8,AOD34>3:0Z MY'')!80*?4^D%!Y/P?SX6R\O64Z'#)!(8=WG?/$P6B_)DQMX^9^0&FAQ^IE? M\UUE%59J&R.04Y6:%2-T^81I9"!WS&@$C+'A8(@]ZW]C*ZPC*W1(._"Q4\M_ M<\COW!5E"T)S-)MA:(3'T1&V^2*HV1N\]?E%+%NE=8V:4R2%++C?B05_5YW. M5NI5@J-^!*QI07?W MV4%BA%;C\7AF`AP(2!:LM#%]KE20R11"*I&8;=Z(\RG/L4+>V6'RN[[:D>62 M?80[RCNC120ED0*BFK#@6K2F>,UG+-.Z]KW4[U$:"E9;A4;EKIII)SR&THX. MP"-E"A:6LT(+0YF<6`PASFYXY-'BTN+4*]*7+%`]G/,P.UTKI^*5T/WE=*,D MHXCMY4Q;!,/M=:%1Z(.J5:H<3^B5_(8-(UR1*07V!'#X_O#QFR'B#DJ;QS2/ MR8^880^2IK#`"Z[?N4!ZC#\PL`O[VYQ!?YG^@H3;':"[[_/T""5_F"<7#?O! MAMUP>'_BM_0'W,-Z^&'[@7$@%Q?4%OWL3HFO:L"2A\8A\ M*"EUMEH?@WW;XI_>X,%\&D?;-)&&O6@DW)#/S'BR`JO3]&#D1>*X,]TP58"E M71'NTB-]`C'(P>W7LGM(V+)ZU95,,MG*.SEM)J=94;*8N/D9RK&>>K!RBK]6 M`5?'QBMU82.VJM<-:5O*RVQ@PM'9V4UGL#S65&)YO3932#44E/[=\CH.ZF+L;36IC6P#%A.@R%&-YD*S@$<9A8Q M^KE2MBRZ7)J;"![0,**(Y.QLX904`/$`:FW#3$!C+6<9$!32913*54,^*MB@ M*'%"X-*P3![W"`V'7J`#:#2JD!-6K*K`T(0P<=^TI2?!X!T,NG0>9_Y&*SG\ M(P>ED.$/_0@`^*$=*RW=%5[8J=WL,_/5QZD-D;K_II MBV6Q[PE*D?Z@0EWL+78;B?1K1K2@G]4E>M)71XM*+B7\W#,`W:->R1!*\'\+ MOI`4Q-*N!BJL@_++'C.6`!Y MVOXSF!"E+@D``/177!'WKY$X+``XG"O05MAP)3D7$":\%9F`,%8,[3%!_:VA MKDU@T-4KZF#Y'9T#N[.E,0`,($&=WT4\%,3.CGIT]#8;[ZN?`RWH_;=9V5$\ M>XTF6T`C]2UL:#4MNP(``!H%``!FN5\=```-9G)A8W0R=#-D+G1X=*"3`K5J MFM7&XX;C:O@#Z]A2APPZ2=`YS!H6%"!:2!'@=B^U+S;7-:EHDM;FWXX_^6MR M2PN`71MIO;9FWKKV.UL9=U8/B_]RV;/#P\"514X%`XNHT\4+G`AVP+J"E'1\Y/A`CA#D>?1HT@=F M3X,C+OZ?!+/\;*N=(JNA-F@A+K#AEUO-BVU]K;$8Z7HD2+D* M[K]JA,OHK%:HG.1:!O7$K`#CFQ]"%0)BP76<)6%IY*A$( MEDM>;9`+?W,KY.ST-9M45UEI^&A`#9/9-&H-@1GQ*$N2X1X9E!]1H*,HL$CSP&0O'_/[%I!4":Y$S'-GF8R%; MP+T/+B>Y#R90<[N;D`NUJ"%-\U5^"[AW61IMSB.@[O3IS' M=_0YXW#-234@6*^T/UVT'3%)+*<(Z@6LP/HS4293@>8,U4F?/%-C'/.%_@5N M8+SP7.$+SU_`'6K_6KJDRE4L3'LY.CIZN+E">H.;BYN?DZ.*O3)!;-,GS#-/ M50$I\X33Y?YH'_Q2GBIGD3Y#M/:9JLO(@2>WRW5-%6.FJ@@ZP>Q!0>D4<+)! MW)FD!`#=>]:+1U@`-0`U># M#A6SFO+Q+RUZFS(+3M05H*Z%]]I6:ED0-)VI,L5B$P0L0F-#B"#2U,$#&>B% M2"RDIF25DM+M.8U%):KM+#3JS$.C(O$DF;J`H0'`3C$DVD4'.VA6H:6V-/GV M&+]'\%JPM5!#YNPQOZGDC#UG%P`NC9#:AS6Z=]+MDK,-I:N4U:P#,QP4O"Q" M`-@,[$JPQDFCC_B&*JD]5#:'=#NGO590KCC*6H^<,#S^J.[KU^F)\R95DRJ^ MOB_#J_$S0QXS4H;V^4XQ%IT^[&[NQC"OEB&7S@_:;;)9OLEQ:(M!HPP/![O< M&D,,`%XZ.&!C]$X[/7$"SZ$(NX$,^"^&$\(9Z,X2R99*3BMM2R%P9Y&:*BF2A,LAT]^A\`@I+0;L:7'J]'$RK]N?BUY^).? M6)B9JP-K71.92-O-@90&%`';7O70TVV*#RUESZZS4F;GU3-FLKL&)G"A@;[9 M,/@.+?;H/@+`MM;$&Q:VPV(1FA<&GY@516*'H+8>R*B2*F2>940=;R64;V0E M+I-"[1:6P]KLOH[/4%/FW_7&RL;-M_$SC)_;^+(1QW+M]RW_YH4::S5]"9\X M3/"!C837?&!)VQXGD3<6LFKL6+KQ;+7_YU4V4@'820!68MC`!X>)4??LBS9C MR\$,`*,T.M@/=217:LALM6=RUR>-CYW)7:V9:C]_`1S?J->ZT#*Z]L-`?N+4 M\@,M7%9]LJP_*U/XG!H=WZRTD$7;7R^*64CFX8W0SE$U3+Y;-G+8,>:D?=X#TAZ=_?WL M!O-*W5'U32]7/)5R+1'1OWWO4]O7K^^KEKJQ\(JQP%ZFXODT*+ MJ]#Z`>T<8_)A=$\ET5S`'S$M;&@U+38!``!\`@``S+%?'0``"69R86-T86PN M:#IJ`3-BEY&G8]C;W@#H.!;9@66XTPDOXV(,(D947"3:S93@CT3GHC2E\;MD MLG".5\*6H`$TW(8!S3Y?2C+H\9`@A%2LBZF4G5C&W2*R(9;#ZP7PM>>>CVCT M#Y/@RQRS9YXQ\U*4[YXG=2N3FV[W*#Z4`+8X=1G3$"*L:>ZU@\;+D[V%"9Z^M M(,:3&II;W%7$_>++7[B]Q!*7&*]L@!Y&WF2123#VG\+3PPVBEN<;6DMB-P!0 M?8YL*VH$\ZA@_>A1"&F>:B:C;ICU!?PWQOYPK"T#!G8MV!._PB5SL72(?XT^ MM6T^LA-4`,VZ0K7':W%4&FUTB;#@A$.I`#635DY=C'SIR93<160V4KJ4H!U_ M+6QH-2V5`P``)0<``'>Q7QT```=T<#,N9&]C2^<#4VNZU=3;B7&'\`>\.;)2 MBU(7;:97)"@$PE,01297<1QG8#F?F_9MN*3XY?]?O`2V7);9P':MIJ:,^S'B M_,O<6C3G[>O7DU?OHS*U+G%K/[+7A+Y+IY+W&NBOT_`L?1C+'^6)2MFKH4/V M#KS:]P]*_(V$XR?#T`U+=%=N]O^4$M00](RPJ[!#0[_$YRN`QE$Y2.P3[Y MDNM@Y!&%*^"U?I(8(EA+L]?JJ0ARG"GBE:)BXBFG-"G-;7`#L@^4UOG=,\)@ MCE.HVA(R51Z"&Q+ZDQ%JW[D)>U*XY96QAXFR;8/*0Q@*K:Y;R^?]`<6@=B8, M43C,CS#(%?BV4&&X\)=6];*/DE@8*UQ@9%4A1-S1EL4D$!1T\ZZ)\WT`JM!F+P6T0@M]3=4K3.,5M?]2MMYJ/-6Z-<#7W;E(OA9WQ]O.4@A+EDQ M,>5\UU(MHV4EO963V@0BC++>NG!(C.)A%/@WD:[]*@-!(8%-C7F=2^"&MVZ$ M6SWV'Q3NI7<_CJB?I;5'U0W79C9HDT^E6#W_C?6TI?'Z?$L7PY?/X>_%RVBI M65,M>05RFS`I(;:"HK!?3\VRF,_]/!>P2-GG/HVJO^]ZJ_5?W^K]^R_%9\0G MO_E]FS+ERE]VP_.=%N+8C5LK44``L/!E7-993DR+;4\7WJ_ZR`V&]OJY"JQ)R4B;1H6YY:TQU-L?;!5PW!_X5A.$/NFUS9+0'=)*5^ MU^%>V.T%SK3@B+3"S*>>XQJ57T])8-?%D:-+'R@ZD[\_7JW#'N*D8^L<:L&# MLAN7>B`WEWKEOQ-8.YJ\G(YTM,)IEWB%3G]LO5X5VOVG M:;Q3)R_4!;!J3A!`0L''?=,\Y/YFC@RC.ZV>2W7E>N+4E-I^0Q%-$1;:)P^" MZUH%[I>< RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-7 " MSG-7 Subject: Digimax! @toc contents Subject: Digimax! Date: Wednesday, 02 November 1994 11:18:19 From: Douglas Rudd ---------------------------------------------------------------------------- It's here..... I got home yesterday just in time to collect the candy for the trick-or- treaters when the door bell rings and this big ugly trick-or-treater is there with a big box. He gave me the box and I gave him a candy bar. I am reading through the manual. More to follow. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 4" link IML-4} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-8 " MSG-8 Subject: Re: Trees-algorithmic objects @toc contents Subject: Re: Trees-algorithmic objects Date: Wednesday, 02 November 1994 11:35:29 From: Stephen Wilkinson ---------------------------------------------------------------------------- On Nov 1, 10:35am, Steven Cockrill wrote: [snip] > I've got a program called FR, anyone heard of it? > > It produces 3D snow flakes and tree variations in sculpt 3-D scene format > for Amigas. I've converted a few trees using Pixel Pro and they look good > (albeit without leaves). I'm _sure_ I got this from Aminet but I can't > find it in the index. It was written in 1989 by Cathryn and Eric Graham. [snip] There was a program example in the Amiga Transactor (RIP) a _MILLION_ years ago that did what you describe. I'll see if I can find that issue and see if it was "freely redistributable"... Cheers, -- Stephen ____________________________________ Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The Sr. Software Engineer reward for doing it well is the LB&M Associates opportunity to do it again." ____________________________________ #define OPINION (myown) #define COMPANYOPINION (~myown) This message created using 87% recycled neuro-transmitters @{" Thread 40" link IML-40} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-9 " MSG-9 Subject: Re: Amiga-PC connection @toc contents Subject: Re: Amiga-PC connection Date: Wednesday, 02 November 1994 11:43:54 From: The_Doctor@nesbbx.rain.COM (Michel J. Brown) ---------------------------------------------------------------------------- In , Nikola Vukovljak writes: > > There is something like Parnet (or at least it uses the Parallel port) to > connect between Amiga and PC. In fact you can also use it to connect 2 > Amigas or 2 PC's. > Well, the bridge board does basically the same thing, and very quickly, too! > > It is a commercial package (Cable + software) made by Legendary Design > Technologies in Canada. > Do you have an address or phone number? That might help ;^) > > The cost is pretty good though (US$ 59.95) so I've just ordered one. > The software on the PC runs through Windows, and on the Amiga - via WB. > Would it be compatible with a bridge board? ARead and AWrite are pretty quick, but real time peer to peer networking is beter IMHO. > > If anyone is interested as to how well this works E-mail me in about 2 > weeks (after I get it and use it) and I'll let you know. > The makers claim speeds faster than Parnet. > Why not send out a short review to comp.sys.amiga.reviews? > > I hope that it is. It'll make transferring files (especially images) from > the PC to the Amiga much easier. > Well transferring files may be nice, but does this product also, like parnet, allow for peer to peer networking (like Twin Express)? Virtually yours, Michel > > Nik. > Generic Sig -- enter your sig below 101010 -- The answer to life, the Universe, and *EVERYTHING*! @{" Thread 199" link IML-199} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-10 " MSG-10 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 12:36:52 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Thu, 27 Oct 1994, Joe Cotellese wrote: > Help! > > I've banged my head against a wall long enough, I need some help. I created > a chrome ball, (chrome attrs plus metals texture). When I place the object > in my scene and ray-trace it everything works OK (i.e,. properly reflects > its environment). When I try to place the ball inside of a glass tube, it > no longer reflects anything!!. As an experiment, I placed the ball halfway > inbetween the tube and the outside. When I raytraced it, I got reflections > only on the half of the ball that is outside of the tube. > > What's going on. I'm sure that I am not the first person to try to trace a > reflective object inside of glass? The tube by itself renders correctly > (can see through it and has some reflective properties). > > This is very frustrating and if anyone has an answer I would appreciate it. > > Joe Cotellese > > I believe you have discovered one of the famous "behind glass" raytrace bugs that have ALWAYS plagued Imagine. You also cant get a glass attribute inside a glass attribute object to render! There is NOTHING you can do but try to fake the effect (i.e. wrap a brushmap around your sphere to imitate the sourroundings- maybe a global brushmap would work?) @{" Thread 11" link IML-11} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-11 " MSG-11 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 12:43:22 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Wed, 26 Oct 1994, Kent Marshall Worley wrote: > > > On Tue, 25 Oct 1994, Stephane Payette wrote: > > > Hi. Since the past few weeks, i'm trying to record my anims to VTR's. I get > > stuck with this problem: all my renderings are not bright enough. This is > > probably because the brightness on my monitors are not at the right level. > > > > I've downloaded a colorBars-code from a BBS, but i dont know how to use it. > > > > Can someone tell me how to use Bar-codes to adjust the bright. & cont. of > > monitors. > > > > Thanks! You may also need to look into the VTR! Is the video gain high enough, and what about the condition of your heads? Try your VTR with another T.V. @{" Thread 140" link IML-140} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-12 " MSG-12 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 13:40:41 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Thu, 27 Oct 1994, Goeran Ehrsson wrote: > I've been thinking and thinking and thinking, but I cannot > come up with an idea of how to do a memory and speed efficient > christmas tree that is detailed enough to look photo realistic. > You see, xmas is here any day now and I cannot do a project that > takes weeks to render (or weeks in the detail editor, adding > 100000 needles) I have Imagine 2.0, Essence 1 and 2 but there's > no xmas tree texture in any of them. :-) > My plan is to make one branch of a tube, then add needles made of > triangles. I'll then copy and scale it to different sizes. > Anyone got a better idea? > > - Goran > > -- > Email: goran@abalon.se (MIME compliant) > WWW : http://www.abalon.se/~goran > EARTH: Abalon AB, Box 11129, 16111 BROMMA, SWEDEN > --------------------------------------------------------------------------- > Try forming just the large basic tree shape in the editor, then apply a large, detailed brushmap as an altitude map. The map should be made to look like your needles, and you can play with the Y axis to deepen the texture effect. Of course, you need a green color applied to your tree shape. @{" Thread 13" link IML-13} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-13 " MSG-13 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 13:50:32 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Darryl Lewis wrote: > Ok, don't flame me, but I thought some of you might be interested in this. > > There is a strong rumour going around that Silcon Graphics is interested in > buying the Amiga technology from the receivers. > > Just imagine, a high end affordable machine that could possible do realtime > raytracing! Marry the amiga technology and silcon graphics technology and > you could have a machine for the cost of a regular machine that would blow > everything else away......... > > Darryl > > -- Via DLG Pro v1.0 > > Wishful Thinking. @{" Thread 10" link IML-10} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-14 " MSG-14 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 02 November 1994 14:05:56 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Benjamin Choi wrote: > > > I'm just a newbie here, but I have been with Imagine (and TS) for quit e > a while. > Along this whole time, (as TTDDD, IM-staging) "languages" and > "programs" came out, I was hoping thatsome of the programmer/math proficient > Imagineers could come up with some sort of FRACTAL or ALGORITHMIC objects. > I think that it would be perfect to generate such things as realistic > trees, landscapes, snowflakes?... Anything that could be accurately described > mathematically, (fractals, splines...). > Any takers? Am I wrong? Any ideas? > > > Ben C > b2choi@artscourse.uwaterloo.ca > > > > All you would need is a Raptor and your object would render in well under TWO YEARS! @{" Thread 103" link IML-103} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-15 " MSG-15 Subject: ISL 3.0b2 @toc contents Subject: ISL 3.0b2 Date: Wednesday, 02 November 1994 15:19:25 From: grieggs@netcom.com (John Grieggs) ---------------------------------------------------------------------------- Hi. ISL 3.0b2 is now available for your testing pleasure. The changes are entirely in the sample stages, so you don't really need this one unless you were having problems with frames.c or ISL.doc. ftp.netcom.com:/pub/grieggs/isl3_0b2.lha ftp.netcom.com == 192.100.81.1 _john @{" Thread 20" link IML-20} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-16 " MSG-16 Subject: Re: Reflective sphere in glass tube @toc contents Subject: Re: Reflective sphere in glass tube Date: Wednesday, 02 November 1994 17:41:11 From: Rodney McNeel ---------------------------------------------------------------------------- Hi there. I saw this answered a few days ago, you must have missed it. just copy your glass tube and scale it slightly smaller or larger so you get a double-walled tube. I have used a global map and animated chrome spheres going up the tube. They all reflected the global map correctly. I hope this is what you were seeking. rodman@infinity.ccsi.com To: imagine@email.sp.paramax.com From: Mike McCool Subj: IMTguide Date: Nov 03, 1994 09:59 ----------------------------------------------------------------------------- Maybe this should be a private post, but hey, it's worth being out in the open about this. If y'all are thinking of nabbing this item from Aminet--DON'T HESITATE! It's FABULOUS. My hat's off to Randy Wall and his web-footed friend. And it's cold today, so it takes a lot to get my hat off. And a special thanks, Randy, for inspiring me to finally get into AmigaGuide. I've been lazy, up till now. You inspired me. Steven Lee was thoughtful to share his cool imagine texture pix with us last summer--but Randy and the Duck have gone way out on this one. @{" Thread 300" link IML-300} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-17 " MSG-17 Subject: File transfers @toc contents Subject: File transfers Date: Wednesday, 02 November 1994 20:06:44 From: beardm@hoskyns.co.uk ---------------------------------------------------------------------------- Please don`t all flame me for this one .... but it follows on nicely from a previous posting... do any of you NET experts know how to access FTP sites using email only... ?? i think my service provider only has e-mail access... file attachments work ok so i was wondering if there is a method of requesting specific files (well mainly imagine stuff i suppose) without having to find a new service provider ??.... again sorry for a net specific posting to the IML! Regards @{" Thread 290" link IML-290} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-18 " MSG-18 Subject: Re: Digimax! @toc contents Subject: Re: Digimax! Date: Thursday, 03 November 1994 03:35:32 From: Douglas Rudd ---------------------------------------------------------------------------- > > It's here..... > I had a problem with my server yesterday and couldn't seem to get any messages out. Then all three messages show up today... Oh well. I got to try it out last night. I am having some problems with it recording actual points though the puck calibrates and reads coordinates okay. This thing is interesting in its simplicity - don't get me wrong, I think if I can master it, it will prove to be a real value. I can already see certain interesting "qualities", though: Mounting a model will require some forethought (the manual-talks about it, but not enough-is a "work in progress" with plenty of info in some areas and not enough in others-I know it will get better). Keeping track of subsequent rows of points may prove challenging, drawing a grid on the model may help, we'll see. Now I'm at work, so I can't play with it for a few hours. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 79" link IML-79} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-19 " MSG-19 Subject: IMTguide @toc contents Subject: IMTguide Date: Thursday, 03 November 1994 09:59:19 From: Mike McCool ---------------------------------------------------------------------------- Maybe this should be a private post, but hey, it's worth being out in the open about this. If y'all are thinking of nabbing this item from Aminet--DON'T HESITATE! It's FABULOUS. My hat's off to Randy Wall and his web-footed friend. And it's cold today, so it takes a lot to get my hat off. And a special thanks, Randy, for inspiring me to finally get into AmigaGuide. I've been lazy, up till now. You inspired me. Steven Lee was thoughtful to share his cool imagine texture pix with us last summer--but Randy and the Duck have gone way out on this one. @{" Thread 238" link IML-238} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-20 " MSG-20 Subject: Re: ISL 3.0b2 @toc contents Subject: Re: ISL 3.0b2 Date: Thursday, 03 November 1994 11:19:43 From: joec@ensoniq.COM (Joe Cotellese) ---------------------------------------------------------------------------- >> >> >Hi. >> > >> >ISL 3.0b2 is now available for your testing pleasure. The changes are >> >entirely in the sample stages, so you don't really need this one unless >> >you were having problems with frames.c or ISL.doc. >> > >> > ftp.netcom.com:/pub/grieggs/isl3_0b2.lha >> > >> > ftp.netcom.com == 192.100.81.1 >> > >> Is this program available for the PC? If not, would you make the source >> available for a possible conversion? >> >I'm working on a version for the PC. It's not a trivial port - ISL is a >real compiler, using byacc and flex. > >The source will never leave my disk. :-) But be patient, a version should >be available pretty soon. > >> Joe Cotellese >> >_john > Ok, no problem thanks! Joe Cotellese @{" Thread 269" link IML-269} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-21 " MSG-21 Subject: Error installing IMTguide @toc contents Subject: Error installing IMTguide Date: Thursday, 03 November 1994 23:00:41 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I downloaded the 1/2 meg-o-byte of IMTGuide from AMINET, extracted the file to RAM: and executed the installer. I get the error: Reading ram:litetex.txt Uh oh. Syntax error on line number 392 Invalid argument to function - Nebula Texture - call node ('Lights',strip(readln(x),'T','0O'x':')) Call 916 899-9811 (bbs) and report the error to Dirty Duck. This probably didn't work as I've installed the upgrade to 3.1, which had some changes to the light textures. I deleted all of the lines from the Arex script that had to do with litetex, un-lha'arced the file again, (but NOT writing over anything that was already there) and did an RX IMTguide.rexx from the CLI. This time everything worked fine...A really good job on the IMTguide, and kudos to Randy R. Wall and Dirty Duck! Thanks! Now that I can 'see' the textures (I use ViewTek as my show program) things start to click into place. And now for my request: How about an update to the guide for 3.1? :-) \KenR @{" Thread 54" link IML-54} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-22 " MSG-22 Subject: Re: Programming ideas @toc contents Subject: Re: Programming ideas Date: Friday, 04 November 1994 00:52:01 From: Allen=Richard%sysadmin%eci@larry.cdsar.af.mil ---------------------------------------------------------------------------- Andrew, I'd really like to see a program that lets you create Imagine objects using CSG. Some objects are so much easier to create just by merging, cutting, differencing basic objects. Imagine's slice functions don't work very well. they start with shapes as polygons, instead of using primitives and converting to polygons as a final step. ---------------------------------------------------------------------------- -------- Rich Allen rico%sysadmin%eci@larry.cdsar.af.mil I want my MtG @{" Thread 57" link IML-57} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-23 " MSG-23 Subject: ISL - what is it? @toc contents Subject: ISL - what is it? Date: Friday, 04 November 1994 09:18:43 From: Steve McLaughlin ---------------------------------------------------------------------------- Hi, can someone explain what ISL is and why one would want to use it? @{" Thread 45" link IML-45} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-24 " MSG-24 Subject: Sorry Could Not Find Subject! @toc contents Date: Friday, 04 November 1994 20:36:26 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Tue, 1 Nov 1994, Daniel 'Mega' wrote: > Don't make me laugh. I used a "bricky" SGI Iris Indy and I was in > state of shock. "Bricky" Indy handles shaded graphics in realtime. In > Lightwave you put the objects in scene in perspective, in Indy you do > this with gouraud shaded models. I said Indy, the weakest SGI > computer. So I think this is a joke of someone. > > Daniel Bueno Bracher > Universidade Federal do Rio de Janeiro > Internet E-mail: mega@lci.ufrj.br > If it is such a joke, why are so many projects rendered on Amigas by professional outfits? Because Indies are EXPENSIVE. For the same price of ONE INDY and WaveFront, You can set up a Large Amiga LightWave or Imagine rendering farm, and produce your animation FASTER. Of course, the Raptor is out, and the REAL joke is that SGI manufactures the RISC processors that the Raptor uses to make quality 3D animations for far less than the big SGI units, and SGI is bound by law to sell these chips to their own competitors who have bought the license to use them! @{" Thread 14" link IML-14} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-25 " MSG-25 Subject: DAKDUNGN obects..... @toc contents Subject: DAKDUNGN obects..... Date: Friday, 04 November 1994 21:05:20 From: D.Asch@bton.ac.uk (asch) ---------------------------------------------------------------------------- Hi guys and Gals(maybe) Just a brief not about the aformentioned objects...... I recently downloaded these objects from wustl and they are extremely good! There is a little problem though, I have only found it in one at the moment but it could be a bit of pain.. There is an embedded texture(wood) in the lionshield object which uses the MS-Dos(spit!) directory notation '\' as opposed to '/' that we all know and love! I had to use a disk hex editor and change it as you cannot change it in Imagine. If I find any more I will change them and possibly re-post them to a Mirror site. Bye for now...... David A. +-------------------------------------------------------------------+ | All I want is to live long enough to see a 300 frame animation of | | 5 chrome spheres raytraced on my 600!! | | | +-------------------------------------------------------------------+ | LIVE LONG AND RENDER! | +-------------------------------------------------------------------+ @{" Thread 147" link IML-147} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-26 " MSG-26 Subject: Re: Best way to make... @toc contents Subject: Re: Best way to make... Date: Friday, 04 November 1994 21:21:47 From: Charles Blaquiere ---------------------------------------------------------------------------- On Wed, 26 Oct 1994, Perry Lucas wrote: > Okay, I have been working on a solar system animation...(nothing new > really) I have about 4 planets in orbit around a "sun". My question is, > what is the best way to make the "Sun"? I do not know if should put an > extremely bright light source nearby and have it reflect off of it or to do > something totally different. Any suggestions? > > Perry Lucas > plucas@vt.edu > > p.s. I am trying to keep it to an orange color. > > Create a sphere. Give it a yellow-white color. Make it Bright. Make it a Light. Rename as Sun. Save. Simple. Dontcha love Imagine? @{" Thread 93" link IML-93} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-27 " MSG-27 Subject: RRW's IMTguide @toc contents Subject: RRW's IMTguide Date: Friday, 04 November 1994 21:56:11 From: Mike McCool ---------------------------------------------------------------------------- Got this beaut today, off aminet. Now, if I can just figure out how to set it up . . . The texture pix are great,--but I guess I'm finding out how little I know about AmigaGuide. Anyway, a thanks out here in the open, to Randy and his pals, for sharing this with us. @{" Thread 84" link IML-84} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-28 " MSG-28 Subject: Moving stars @toc contents Subject: Moving stars Date: Friday, 04 November 1994 23:53:10 From: "COLIN..HANNAH" <9461815@arran.sms.edinburgh.ac.uk> ---------------------------------------------------------------------------- Ok, This has probably been covered hundreds of times, but how does everyone else animate spacy scenes with moving stars? I currently use a number of flat planes, with repetitive bump maps on them... but this seems pretty memory intensive, and won't shadows be cast in reaytrace mode? What is the star generation control like on 3.0/3..1 And can you get imagine generated stars to move with cammera swings etc... Colin Hannah. Edinburgh Universty. @{" Thread 35" link IML-35} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-29 " MSG-29 Subject: IMTGuide ..GET IT NOW!!!! GREAT work RRW/D.Duck @toc contents Subject: IMTGuide ..GET IT NOW!!!! GREAT work RRW/D.Duck Date: Saturday, 05 November 1994 00:14:51 From: Foivos Kourendas ---------------------------------------------------------------------------- To all AMIGA Imagine freaks , Get the IMTGuide N O W !! . It's increadible!!! You CAN'T live without it after you grab it . C O N G R A T U L A T I O N S to my friend Randy R.Wall and his Arexx's feak great friend D.Duck ... One suggestion . It's not so crucial but it would help the guide itself (and me). I would like to see quikcpreviews in GIF format which is more accurate. Fringing of HAM isn't the best choice . 256 colors can of much better quality ev en with less colours using a dithering method like Floyd-Steinbergs. Besides the gif's can be viewd IN the amigaguide and IN the wb which is far more cool usoing multiview . At last I think gigs take less disk space than iff's . JUST a wish... Yours sincerely , ________ / ' _ ,-/-, o \ _ _ ( (_/ <___\/ (_)_) Email:foivos@phgasos.ntua.gr @{" Thread 36" link IML-36} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-30 " MSG-30 Subject: Re: Moving stars @toc contents Subject: Re: Moving stars Date: Saturday, 05 November 1994 08:11:26 From: Ed Totman ---------------------------------------------------------------------------- > Ok, This has probably been covered hundreds of times, > but how does everyone else animate spacy scenes with > moving stars? > > I currently use a number of flat planes, with repetitive > bump maps on them... but this seems pretty memory > intensive, and won't shadows be cast in reaytrace mode? > > What is the star generation control like on 3.0/3..1 > And can you get imagine generated stars to move with > cammera swings etc... > > Colin Hannah. Edinburgh Universty. 3.1 star settings are the same as 3.0 but the stars now pan with the camera. @{" Thread 56" link IML-56} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-31 " MSG-31 Subject: Spline editor @toc contents Subject: Spline editor Date: Saturday, 05 November 1994 08:18:26 From: David Shaw ---------------------------------------------------------------------------- Hi everyone, Can anyone give me an idea of what the new 3D Spline editor is like in 3.1? Is it as good as the Freeform one? thanks David Shaw @{" Thread 63" link IML-63} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-32 " MSG-32 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Saturday, 05 November 1994 08:23:01 From: Ken Morton ---------------------------------------------------------------------------- > > Don't make me laugh. I used a "bricky" SGI Iris Indy and I was in > > state of shock. "Bricky" Indy handles shaded graphics in realtime. In > > If it is such a joke, why are so many projects rendered on Amigas by > professional outfits? Because Indies are EXPENSIVE. For the same price of > ONE INDY and WaveFront, You can set up a Large Amiga LightWave or Imagine > rendering farm, and produce your animation FASTER. Of course, the Raptor Gee, why is it that so many projects are rendered on SGIs by pro outfits? Maybe they should ditch them and get amigas instead. What's that? C= is dead? Gee I thought that was last years news. Anyway, with a amiga rendering farm you may be able to *render* a project faster than using a SGI system of comparable price, but you won't be able to *produce* it faster. The ability to have real-time feedback whilst modeling/animating makes all the difference in the world. I think you'll find that people spend as many man-hours actually producing a animation than they do rendering. Upcoming GL software/hardware will bring real-time or near-real time previewing to your basic desktop pc, which should make things very interesting next year. Please don't compare LW or Imagine to Wavefront. That would be too funny. k @{" Thread 33" link IML-33} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-33 " MSG-33 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Saturday, 05 November 1994 08:26:22 From: Douglas Rudd ---------------------------------------------------------------------------- > > Don't make me laugh. I used a "bricky" SGI Iris Indy and I was in > > state of shock. "Bricky" Indy handles shaded graphics in realtime. In > > Lightwave you put the objects in scene in perspective, in Indy you do > > this with gouraud shaded models. I said Indy, the weakest SGI > > computer. So I think this is a joke of someone. > > > > Daniel Bueno Bracher > If it is such a joke, why are so many projects rendered on Amigas by > professional outfits? Because Indies are EXPENSIVE. For the same price of > ONE INDY and WaveFront, You can set up a Large Amiga LightWave or Imagine > rendering farm, and produce your animation FASTER. Of course, the Raptor > is out, and the REAL joke is that SGI manufactures the RISC processors > that the Raptor uses to make quality 3D animations for far less than the > big SGI units, and SGI is bound by law to sell these chips to their own > competitors who have bought the license to use them! > I believe the original message in this thread conjectured that SGI might pick up the Amiga technology for their low end. The above points are both valid, but the big concern is if SGI DID buy the Amiga, that we would end up paying SGI prices for software. Nevermind paying $2k US for the CPU, when each s/w package would cost between $7-25k. That would leave Amiga users in the cold. The SGI solution is more elegant and much more ex$pen$ive. If I can save money, I'll forego the elegance and play games to get the speed. Now with that new 4600 accelerator for the pc (Shablam is the name), I can use my 486 to render and image process on my Amigas for less than half the cost of a Raptor and never even consider the $GI. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 228" link IML-228} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-34 " MSG-34 Subject: Making a sun @toc contents Subject: Making a sun Date: Saturday, 05 November 1994 08:26:56 From: Ed Totman ---------------------------------------------------------------------------- > > Okay, I have been working on a solar system animation...(nothing new > > really) I have about 4 planets in orbit around a "sun". My question is, > > what is the best way to make the "Sun"? I do not know if should put an > > extremely bright light source nearby and have it reflect off of it or to do > > something totally different. Any suggestions? > > Create a sphere. Give it a yellow-white color. Make it Bright. Make it a > Light. Rename as Sun. Save. Simple. Dontcha love Imagine? > Also try this - make the sphere a fog object - fog length about 3 - and add the ghost texture, default settings. You probably need to turn off bright for this to work and add a black plane behind the sphere. Try adjusting ghost texture 'fog length at T' to 2000-3000 to make the corona more diffuse. Simple but looks cool. @{" Thread 175" link IML-175} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-35 " MSG-35 Subject: RE: Moving stars @toc contents Subject: RE: Moving stars Date: Saturday, 05 November 1994 09:23:15 From: Stethem Ted 5721 ---------------------------------------------------------------------------- Interesting that this topic should come up again. It has been an on and off topic on the IML for a couple of years at least. Well, maybe you might be interested (and maybe not!) but I have uploaded a demo animation to the aminet called StarTrip.lha under gfx/anim which is a first-person view of a flight through a 3D starfield. I am basically following Steve Worley's suggestion in Understanding Imagine 2.0 to make the effort to build a 3D star "universe". I still have some improvements to make but I am almost there and the results are quite satisfying. There have been multiple alternate approaches suggested here, and I have tried most of them, but they were not fully satisfactory for me. The only thing that really works is a 3D starfield with thousands of star objects. Now, this may seem like it would result in long rendering times, but surprisingly, it doesn't. So, if you are interested, maybe you will view my animation and I would be glad to help anybody out with the details, although I don't pretend to have all the answers! I am still tweaking and may even try to take a stab at the doppler shift effect thingy and some other stuffs. _\|*****************<<<-ooOoo->>>***********************|/_ * * * I have a terabyte appetite on a kilobyte budget! * * * << - Kwantum Kid, Inventor of the SCRAM, >> * Semi-Conscious Redundant Access Memory * * * _ ******************<<<-xxXxx->>>************************_ /| |\ ---------- From: bennett @{" Thread 39" link IML-39} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-36 " MSG-36 Subject: IMTguide Error Solution @toc contents Subject: IMTguide Error Solution Date: Saturday, 05 November 1994 09:31:26 From: "rob (r.d.) hounsell" ---------------------------------------------------------------------------- Folks, The problem that Ken describes is not just for Imagine 3.1 - I have 3.0 and experienced the same result. The root cause is that apparently on the install disks that Randy has the litetex.txt file is on DISK1 in unencoded form: on my set of disks it is part of the im30_3.lzh file on DISK3:. All you need to do to fix it is to extract the litetex.txt file to ram: yourself, since the rexx script doesn't attempt to copy it from DISK1: if it is already in ram: I was able to then run the script with no errors. I haven't had a chance to dig into the guide deeply yet, but what I've seen looks great! Rob +-----------------------------------------------------------------------------+ | Rob Hounsell Internet: HOUNSELL@BNR.CA | | Team Leader: UNIX PHONE: (613) 765-2904 | | DMS System Performance Development ESN: 395-2904 | | Dept. 7D23 Bell Northern Research | +-----------------------------------------------------------------------------+ ---forwarded message----> Thu Nov 3 20:52:00 1994 I downloaded the 1/2 meg-o-byte of IMTGuide from AMINET, extracted the file to RAM: and executed the installer. I get the error: Reading ram:litetex.txt Uh oh. Syntax error on line number 392 Invalid argument to function - Nebula Texture - call node ('Lights',strip(readln(x),'T','0O'x':')) Call 916 899-9811 (bbs) and report the error to Dirty Duck. This probably didn't work as I've installed the upgrade to 3.1, which had some changes to the light textures. I deleted all of the lines from the Arex script that had to do with litetex, un-lha'arced the file again, (but NOT writing over anything that was already there) and did an RX IMTguide.rexx from the CLI. This time everything worked fine...A really good job on the IMTguide, and kudos to Randy R. Wall and Dirty Duck! Thanks! Now that I can 'see' the textures (I use ViewTek as my show program) things start to click into place. And now for my request: How about an update to the guide for 3.1? :-) @{" Thread 254" link IML-254} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-37 " MSG-37 Subject: Re: Electrical Arc @toc contents Subject: Re: Electrical Arc Date: Saturday, 05 November 1994 10:00:13 From: David Shaw ---------------------------------------------------------------------------- Hi Paul / Everyone :) > I had a quick play with the new animatable `Electric' texture that came > with 3.1, this maybe what you're looking for. I only had time to do a quick > animation using the default atts applied to a simple plane object, but i was > very impressed. It resulted in a random pattern of electrical arcs that > move around the surface of the object. The object can be totally filtered > so only the arcs show giving the effect of arcing in mid-air. Well I should be able to upgrade finally so I'll probably postpone this project until then. These new textures sound pretty good. On another note regarding textures....If I set an object to be fully transparent (255,255,255) and then add a texture like DanceSpark for eg. does this add the colour on topof the filter settings or does it re-adjust the filter settings? (excuse the bad formatting of this, but I am not that up on texture maths etc.) see ya David Shaw @{" Thread 21" link IML-21} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-38 " MSG-38 Subject: Re: ICOONS @toc contents Subject: Re: ICOONS Date: Saturday, 05 November 1994 11:05:12 From: Patrick Sauvageau ---------------------------------------------------------------------------- In , Ayalon Hermony wrote: >Would you be kind plaese, and tell me nad/or the IML groupe where the >above prog is availble? > >Thanks in advance. > >Ayalon M. Hermony Internet: ila2024@datasrv.co.il I am sory, i have just seen that i did not give the coordinate of the ICOONS program in my original post. it is on Aminet: gfx/3d/ICoons1.0.lzh 373K Spline based object modeller gfx/3d/ICoons_Nofp.lzh 172K Spline based object modeller (no 68881) There is two version of the prog: one to be used with a math co and one without. If i remember correctly, the second archive do NOT include the complete documentation, so you must get the first archive. The sources are included in the first archive. If you have a math processor, you dont need the second archive. You will need the TTDDD lib package, because ICOONS generate only TTDDD (and Animation Jorneyman) object. It canot load any imagine or TTDDD object, but it load and save it's own format. This program is verry usefull to create organic or any curved shape. It's interface is one of the most pleaseant to use i have seen. It is simple, fast and intuitive. I like it verry much. There is another spline based modeler called Free Form on aminet. The first version crashed all the time on my 4000/30. I have just downloaded the last version and i will make a report as soon as i will have the time to play with it. -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 250" link IML-250} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-39 " MSG-39 Subject: Re: Moving stars @toc contents Subject: Re: Moving stars Date: Saturday, 05 November 1994 11:12:39 From: Mike McCool ---------------------------------------------------------------------------- Hey Colin, If you have, or are soon upgrading to, 3.1, ignore this post. But of all--and there were lots--the suggestions for starfields, only one was quick, easy, and memory-friendly. A very generous IML'er shared with us a star pic he'd generated with Distant Suns. He suggested we map this pic onto a bright sphere, or a hemisphere. I tried it. I ended up with a perfect stardome, with dead accurate stars that pan with the camera. The object, xpk'd, is 3k, and the star pic is 1.7k. @{" Thread 30" link IML-30} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-40 " MSG-40 Subject: TTDDD & TDDD @toc contents Subject: TTDDD & TDDD Date: Saturday, 05 November 1994 11:13:32 From: Andrew Conway ---------------------------------------------------------------------------- Can anyone point me in the direction of a FAQ or other such docs that explain how to create and manipulate TDDDs and TTDDDs? thanks Andrew @{" Thread 48" link IML-48} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-41 " MSG-41 Subject: Paging Dr. Imagine... @toc contents Subject: Paging Dr. Imagine... Date: Saturday, 05 November 1994 16:38:02 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- Could the person who wrote that tutorial for creating smoke particles please contact me via. private e-mail? Also, does anyone have the address of that 3D Artist magazine? A contact there? Many Thanks! Paul -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 165" link IML-165} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-42 " MSG-42 Subject: Re: @toc contents Subject: Re: Date: Saturday, 05 November 1994 16:38:45 From: flynn@scala.ping.dk (Finn Kettner) ---------------------------------------------------------------------------- In a message of 02 Nov 94 at 05:20:56 Patrick Sauvageau wrote to Benjamin Choi about : IRe> There is a 3D tree generator on one of the (old) Fred fish disk. The IRe> branches looks realistics, but the leaves ares too big. Perhaps they IRe> can be replaced by some kind of green fog object. I dont have here my IRe> fred fish catalog, but if somebody get the prog, please upload it to IRe> Aminet. If a remember, the only output of the prog is a Sculpt object. Well, I found it with the KingFisher database and it's on FFdisk 586, which should also be on Aminet either now or soon, as the Aminet admin is in the phase of adding all the FFDisks to Aminet. The program is called Tree4D. Yours faithfully. Finn Kettner. END OF LINE -- Fribert Consult, Chief of development Finn Kettner, (Home address), Ved Bellahoej 17A 3 tv., DK-2700 BRH, Denmark Home (VOICE only) (+45) 31 28 83 55 Fido-Net: 2:236/19.13 E-Mail: flynn@scala.ping.dk AmigaNet: 39:141/104.13 -- Via Xenolink 1.90 / XenolinkUUCP 1.0 @{" Thread 43" link IML-43} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-43 " MSG-43 Subject: A few questions about Imagine... @toc contents Subject: A few questions about Imagine... Date: Saturday, 05 November 1994 16:50:56 From: Shane Davison ---------------------------------------------------------------------------- Hi all ! This is my first post here but I hope to become a regular contributor. I have Imagine 3.1 for my Amiga and my IBM-PC clone. Today, I have a few questions for everyone: 1. What's the official ftp site and directory ? 2. Does texture morphing work yet ? How ? (I tried but got pop-morphing) 3. What is the cheapest/best way to dump video to a VCR from an IBM-PC ? 4. Here's a question to test your memory(s): Does anyone remember those 2 pictures that came with _Terrain_ (on the Amiga) ? One was a close-up picture of ice-cubes in a glass and the other was of a trumpet lying ontop of sheets of music. They were/are incredible !!! ... given the fact that I was viewing them about 4 years ago on a basic Amiga 500. Is that quality accessible to mere mortals :) ? If anyone has done/seen anything else _that_ photorealistic, please let me know. I know that's a handful of questions but isn't that what this mailing list is for ? (sorry... you don't have to answer _that_ one :) If any of these are answered in the FAQ, don't waste your time (or bandwidth) responding to them. I am currently in the process of getting the FAQ(s). Thanks, Shane Davison daviso@cs.uregina.ca P.S. I have tried a few times but I'm still not a member of this list yet so PLEASE send email to me directly or at least cc me when you post to the list. P.P.S. I'm not sure what's been happening recently on the IML but in some of the archives I read, there were many comments/complaints about Impulse's inability to meet suggested deadlines. If you really want to hear someone complain about a software company delaying a product, just ask a Caligary trueSpace user if s/he's waited long for the promised free CD-ROM. If you _are_ a trueSpace user, you know what I mean :). @{" Thread 286" link IML-286} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-44 " MSG-44 Subject: IMTGuide @toc contents Subject: IMTGuide Date: Saturday, 05 November 1994 17:59:54 From: Eric Smith ---------------------------------------------------------------------------- I read a message about the IMTGuide. What is it and where is it? @{" Thread 29" link IML-29} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-45 " MSG-45 Subject: Re: ISL - what is it? @toc contents Subject: Re: ISL - what is it? Date: Saturday, 05 November 1994 18:58:44 From: grieggs@netcom.com (John Grieggs) ---------------------------------------------------------------------------- > > Hi, can someone explain what ISL is and why one would want to use it? > Hi. ISL is the Imagine Staging Language. It is a language which fully describes the contents of Imagine 'staging' files. 'staging' files are what are created by the Action editor when you create a project. They are normally in a very non-intuitive binary form. ISL lets you convert them to an easy-to-grok ASCII format. It also lets you convert from this ASCII format back into staging format. It's most useful to people who are really into Imagine. Some uses, off the top of my head: Precise object positioning Algorithmic stage generation Project moving Mass changes Basically, it's easier to work with staging files in ASCII. If you've ever had to modify 50 or 100 objects at a time, you've probably built up enough frustration to be a candidate for ISL. Much more information is available in the documentation in the package... _john (author of ISL) @{" Thread 15" link IML-15} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-46 " MSG-46 Subject: Re: Spline editor @toc contents Subject: Re: Spline editor Date: Saturday, 05 November 1994 19:21:23 From: Kent Marshall Worley ---------------------------------------------------------------------------- The main improvement to the spline editor for me is the ability to load a backdrop picture and trace thic picture using splines. It is great for creating logos. The spline editor is only a 2d work surface then you are given som extrusion options when converting to Imagine objects. I am knew to splines and finding the less knots you have the better. I would like to see spline implemented in the detail editor. Kent Worley @{" Thread 52" link IML-52} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-47 " MSG-47 Subject: Phaser Effect? @toc contents Subject: Phaser Effect? Date: Saturday, 05 November 1994 22:44:32 From: macd_ci0@computer-science.paisley.ac.uk (Rory Macdonald) ---------------------------------------------------------------------------- Someone must have the answer to simulating a phaser blast from the Enterprise. My firtst thoughts were a cylinder set as a light source but the effect was not very impressive (maybe it was my choice of attributes). I appologise if this is an obvious and repetitive question but your help would be appreciated. Cheers @{" Thread 22" link IML-22} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-48 " MSG-48 Subject: Re: TTDDD & TDDD @toc contents Subject: Re: TTDDD & TDDD Date: Sunday, 06 November 1994 05:59:29 From: Mike McCool ---------------------------------------------------------------------------- Hey Andrew, The file you need is down at pub/aminet, in the gfx/3d section. I think it's called T3d, something obvious like that. I just downloaded it, to help me with that neat fractal landscape maker some French IML'er was courteous enough to share with me last week. His program yielded an asci TDDDD file, which I then used the above program to convert to a TDDD file. @{" Thread 51" link IML-51} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-49 " MSG-49 Subject: Re: @toc contents Subject: Re: Date: Sunday, 06 November 1994 06:38:34 From: Mike McCool ---------------------------------------------------------------------------- Hey Finn, Thanks, sir, for sharing that tip about FFdisk 586. I thought I had the fractal tree generator everyone's been talking about. But the version I have is called 'fr.' Sounds like you've found another one in 'Tree4d.' @{" Thread 42" link IML-42} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-50 " MSG-50 Subject: Re: Spline editor @toc contents Subject: Re: Spline editor Date: Sunday, 06 November 1994 11:00:41 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- > > The main improvement to the spline editor for me is the ability to load > a backdrop picture and trace thic picture using splines. It is great for > creating logos. The spline editor is only a 2d work surface then you are > given som extrusion options when converting to Imagine objects. I am knew > to splines and finding the less knots you have the better. I would like > to see spline implemented in the detail editor. I'll second spline support in Detail! Actually, I'd love it in Forms. A please give us splines in Forms... It seems, to me though, that the MORE knots you have the better. Bevels work a lot better with lots of evenly spaced knots. I tried beveling an outline with the basic number of knots needed for the shape (e.g 3 knots for a 'hazard' sign). My bevels were all off. In some places (nearer knots) the bevel was fine, but along large curves, in the middle, where there are no knots, the bevel almost disappeared. This happened with all manner of axis sizes (number of poygon subdivisions). The only thing that helped was to subdivide the actual spline outline itself. Thankfully, this cleared everything up. So, if anyone's bevels seem to be off (strange) try subdividing your the splines to create more knots. Chances are, it'll clear things up... And, could we please drop the Amiga vs. SGI thing? It's getting pretty ludicrous... J.----> E-Mail: jgoldman@acs.bu.edu @{" Thread 46" link IML-46} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-51 " MSG-51 Subject: Re: TTDDD & TDDD @toc contents Subject: Re: TTDDD & TDDD Date: Sunday, 06 November 1994 13:00:53 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >Can anyone point me in the direction of a FAQ or other such docs that >explain how to create and manipulate TDDDs and TTDDDs? >thanks >Andrew > I believe you can find both things on AMINet. TTDDD is Glenn Lewis's very cool utility to convert text base object descriptions into Imagine objects. TDDD is Imagine's object format which is now documented and free for public use. Hope that helps. Joe Cotellese @{" Thread 69" link IML-69} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-52 " MSG-52 Subject: Re: Spline editor @toc contents Subject: Re: Spline editor Date: Sunday, 06 November 1994 13:09:43 From: David Shaw ---------------------------------------------------------------------------- HI Kent, > The main improvement to the spline editor for me is the ability to load > a backdrop picture and trace thic picture using splines. It is great for > creating logos. The spline editor is only a 2d work surface then you are > given som extrusion options when converting to Imagine objects. I am knew > to splines and finding the less knots you have the better. I would like > to see spline implemented in the detail editor. > Kent Worley I was under the impression that the 3.1 spline editor was similar to that of Freeform or Icoons ie. fully 3D. When I called Impulse a few months ago I was told that it would be. Bummer .:( see ya David Shaw @{" Thread 273" link IML-273} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-53 " MSG-53 Subject: RE: Where's Steve Worley ? @toc contents Subject: RE: Where's Steve Worley ? Date: Sunday, 06 November 1994 13:34:00 From: Stethem Ted 5721 ---------------------------------------------------------------------------- Check out the December issue of Amiga World...an article on some Imagine 3.0 techniques by STEVE WORLEY!!! On another note, why is the IML originating from "bennett" now? ---------- From: bennett @{" Thread 268" link IML-268} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-54 " MSG-54 Subject: Errors @toc contents Subject: Errors Date: Sunday, 06 November 1994 14:26:43 From: Kent Marshall Worley ---------------------------------------------------------------------------- Have you ever done something in imagine that will bring up an error requestor for each object or even worse each edge of an object. Impulse needs to put a cancel option into thes requesters so you do not have to reboot or click ok all day. Kent worley @{" Thread 58" link IML-58} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-55 " MSG-55 Subject: Where's Steve Worley ? @toc contents Subject: Where's Steve Worley ? Date: Sunday, 06 November 1994 15:43:31 From: Shane Davison ---------------------------------------------------------------------------- Hi all ! I've been trying for ages to get a hold of Steve Worley but have not yet suceeded. I have tried his old e-mail addresses and his new ones. However, I'm sure there are others who can help me with this question: Does Steve have a new book for _Understanding Imagine 3.x_ ? If not, will he ? If so, how can I get it ? I've read many positive comments about his book for version 2.0. And the first 25 (so far :) archives of the IML have been extremely helpful. Thanks to everyone who contributed !! But I'm in desperate need of a Worley book for version 3.x. The manual is a few hundred pages shorter than it should be. Boy am I glad I went from Turbo Silver straight to Im 3.0. It sounds like some of the previous versions of the manual were quite painful to read :). It sure helps having a good index. Thanks in advance, Shane Davison daviso@cs.uregina.ca P.S. Still not getting the list so PLEASE e-mail me directly. @{" Thread 53" link IML-53} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-56 " MSG-56 Subject: Need Texture.TXT @toc contents Subject: Need Texture.TXT Date: Sunday, 06 November 1994 16:11:30 From: "Andrew P. Vogel" ---------------------------------------------------------------------------- Hi everyone... I'm trying to use IMTguide, but I've changed the format of my Texture.TXT file and don't have the original around anymore. Can someone please mail me the original Texture.TXT? Thanks! ======================================================================== Drew Vogel: Admissions Officer at University of Cincinnati Undergraduate Admissions (call 800-827-8728), SysOp of The Cafe' BBS (513-232-4895) FidoNet 1:108/245, Actor, director, Amiga fan, Imagine 3.0/LW 3.5 user, vice-president of Ohio Valley Amiga Users' Group, documentation author, single guy, and much, much more! "The only way OUT is THROUGH." @{" Thread 104" link IML-104} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-57 " MSG-57 Subject: Proper preset for Toaster??? @toc contents Subject: Proper preset for Toaster??? Date: Sunday, 06 November 1994 17:00:33 From: "Mr. Scott Krehbiel; ACS (PC)" ---------------------------------------------------------------------------- Hi I need to render some images to be output through a toaster. (yes, using Imagine, not LightWave) Does anyone know the proper resolution and aspect ratio for this?? Thanks for any help Scott Krehbiel @{" Thread 60" link IML-60} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-58 " MSG-58 Subject: Re: Errors @toc contents Subject: Re: Errors Date: Sunday, 06 November 1994 17:13:34 From: Bush Doktor ---------------------------------------------------------------------------- On Sun, 6 Nov 1994, Kent Marshall Worley wrote: > Have you ever done something in imagine that will bring up an error > requestor for each object or even worse each edge of an object. Impulse > needs to put a cancel option into thes requesters so you do not have to > reboot or click ok all day. Seems like I've gotten alot of these lately also. I, too, wish there was a way to cancel out when this happens! BUSH DOKTOR sppcarso@ultrix.uor.edu @{" Thread 61" link IML-61} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-59 " MSG-59 Subject: E-Z Sun @toc contents Subject: E-Z Sun Date: Sunday, 06 November 1994 17:57:00 From: KEN_ROBERTSON@robelle.COM ---------------------------------------------------------------------------- All this chit-chat about generating suns made me want to try it out, too. I got a great-looking sun (albeit not as nice as the one with the solar flares and sunspots that is on Aminet in gfx/3d, I think) by doing: Add a sphere primitive, default values Set the colour to 255,255,0 Set the Fog Length to 10 Make it a light, intensity 655,655,255, point source, diminishing intensity Add the Ghost Texture (Imagine 3.0 supplied) with default values. The fog/ghost combination made a fairly nice corona. \KenR --------------------------------------------------------------------- If doing everything in Imagine were easy, then we'd all have all of the answers. Naahh - it's more fun this way. --------------------------------------------------------------------- @{" Thread 37" link IML-37} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-60 " MSG-60 Subject: Re: Proper preset for Toaster??? @toc contents Subject: Re: Proper preset for Toaster??? Date: Sunday, 06 November 1994 19:11:03 From: Lycaeon ---------------------------------------------------------------------------- Aspect Ratio for Medium Resolution on a Video Toaster (standard NTSC resolution) is 752 x 480 pixel aspect ratio is .859 hope that helps. _______________________________________________________ wolfkind@gate.net `Exist to Live, Never Live to Exist' _______________________________________________________ @{" Thread 62" link IML-62} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-61 " MSG-61 Subject: Re: Errors @toc contents Subject: Re: Errors Date: Sunday, 06 November 1994 21:37:15 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- > Have you ever done something in imagine that will bring up an error >requestor for each object or even worse each edge of an object. Impulse >needs to put a cancel option into thes requesters so you do not have to >reboot or click ok all day. > Kent worley > Noooooooooooo Kidding :-| That has to be the dumbest UI design thing I have ever seen. It seems as if it was either A) a debug message left in there for themselves B) Something that was tacked on as an afterthought. I really like Imagine but things like that really make me nuts. Joe Cotellese @{" Thread 72" link IML-72} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-62 " MSG-62 Subject: Re: Proper preset for Toaster??? @toc contents Subject: Re: Proper preset for Toaster??? Date: Sunday, 06 November 1994 23:08:08 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Sun, 6 Nov 1994, Mr. Scott Krehbiel; ACS (PC) wrote: > > Hi > I need to render some images to be output through a toaster. > (yes, using Imagine, not LightWave) > Does anyone know the proper resolution and aspect ratio for this?? > > Thanks for any help > Scott Krehbiel > I use X=768 Y=482 which is the firecracker setting. This will be extreme overscan ntsc so you will not see a boarder if used in the video toaster. The default DCTV setting will work as well. The toaster framestore size is 752x480. Kent Worley @{" Thread 66" link IML-66} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-63 " MSG-63 Subject: Re: Spline editor @toc contents Subject: Re: Spline editor Date: Sunday, 06 November 1994 23:08:40 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Sun, 6 Nov 1994, David Shaw wrote: > > I was under the impression that the 3.1 spline editor was similar > to that of Freeform or Icoons ie. fully 3D. When I called Impulse a few > months ago I was told that it would be. > > Bummer .:( > > see ya > David Shaw > As far as I can tell it is still a cookie cutter type editor. If You try and edit in the front window then extrude you get errors. There needs to be a way to create mesh spline objects. Kent @{" Thread 65" link IML-65} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-64 " MSG-64 Subject: Anim mapping @toc contents Subject: Anim mapping Date: Sunday, 06 November 1994 23:36:21 From: Kent Marshall Worley ---------------------------------------------------------------------------- Well I tried the new 3.1 feature and did not get very far. I applied a dpaint anim to an object and got an error message when I rendered. I have not tried a flc file yet. What kind of anim format is impulse looking for. This was an anim I created with A sqaured LIVE digitizer years ago. I thought it would be simple NOT! Kent Worley @{" Thread 152" link IML-152} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-65 " MSG-65 Subject: Re: Spline editor @toc contents Subject: Re: Spline editor Date: Monday, 07 November 1994 00:09:20 From: Kent Marshall Worley ---------------------------------------------------------------------------- > > It seems, to me though, that the MORE knots you have the > better. Bevels work a lot better with lots of evenly spaced knots. I tried > beveling an outline with the basic number of knots needed for the shape (e.g 3 > knots for a 'hazard' sign). My bevels were all off. In some places (nearer > knots) the bevel was fine, but along large curves, in the middle, where there > are no knots, the bevel almost disappeared. This happened with all manner of > axis sizes (number of poygon subdivisions). The only thing that helped was to > subdivide the actual spline outline itself. Thankfully, this cleared > everything up. > So, if anyone's bevels seem to be off (strange) try subdividing your > the splines to create more knots. Chances are, it'll clear things up... > > J.----> > > E-Mail: jgoldman@acs.bu.edu > I will have to try the bevel thing. I started off with more knots and deleted some to get the curves I wanted. The extra knots made the object bumpy. @{" Thread 50" link IML-50} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-66 " MSG-66 Subject: Re: Proper preset for Toaster??? @toc contents Subject: Re: Proper preset for Toaster??? Date: Monday, 07 November 1994 00:19:04 From: "Mr. Scott Krehbiel; ACS (PC)" ---------------------------------------------------------------------------- Regarding the Toaster rendering size preset thingie, that's what I needed. Thanks, Kent. Scott Krehbiel @{" Thread 169" link IML-169} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-67 " MSG-67 Subject: Cycle object corrupted @toc contents Subject: Cycle object corrupted Date: Monday, 07 November 1994 00:54:54 From: "Mr. Scott Krehbiel; ACS (PC)" ---------------------------------------------------------------------------- Is there any fix when a cycle object won't load?? In Imagine 2.0 cycle editor, it says "Not a (properly) animated object file" I just saved this thing, then went back to the detail editor to work on some parts. Now it loads into the detail editor as a nicely articulated group, but not into cycle. Thanks Scott Krehbiel scott@umbc7.umbc.edu @{" Thread 68" link IML-68} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-68 " MSG-68 Subject: Re: Cycle object corrupted @toc contents Subject: Re: Cycle object corrupted Date: Monday, 07 November 1994 02:26:54 From: jgoldman@acs.bu.edu ---------------------------------------------------------------------------- > > > Is there any fix when a cycle object won't load?? In Imagine 2.0 cycle > editor, it says "Not a (properly) animated object file" I just saved > this thing, then went back to the detail editor to work on some parts. > Now it loads into the detail editor as a nicely articulated group, but > not into cycle. Try adding just an axis and parenting the main axis of your cycle object to it (in effect changing the main axis to the new null axis). I was having this problem a long time ago until I realized that you can't have more than one 'arm' coming off of the main parent axis. As an example, I was cycling a human. The main axis was located in the pelvis. From there I had three 'arms'; two branching to the hips, and one going to the neck. For a pictorial representation imagine a Mitsubishi (three diamond) symbol. Because I had more than one thing coming off the main axis the object wouldn't be recognized properly in the cycle editor. BTW, the object was ORIGINALLY created in the cycle editor (not detail, as can be done as well), so Imagine won't tell you you're doing things wrong. We're getting into longer-than-necessary-expanation territory here. Just remember, only one branch off the main cycle axis. If you've only got one thing branching off your main cycle axis then disregard all of the above, and yell at me... J.----> E-Mail: jgoldman@acs.bu.edu @{" Thread 73" link IML-73} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-69 " MSG-69 Subject: Understanding Imagine 2.0 @toc contents Subject: Understanding Imagine 2.0 Date: Monday, 07 November 1994 08:39:18 From: Julian Cook ---------------------------------------------------------------------------- I'm just now getting into Imagine with the 2.0 version. Anyone know where I can get a copy of Understanding Imagine 2.0? Is it still available now that 3.0 is out? Used copies are kooool too. Thanks! Julian --------------------------------------------------------------------------- // // "Imagination is more important than knowledge" \\ // Albert Einstein \X/ --------------------------------------------------------------------------- xlr8r@metronet.com Improved .sig under construction @{" Thread 249" link IML-249} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-70 " MSG-70 Subject: 3D - artist @toc contents Subject: 3D - artist Date: Monday, 07 November 1994 10:45:39 From: Steve McLaughlin ---------------------------------------------------------------------------- Here's the info for 3d-artist magazine, p.o. box 4787 Santa Fe, NM 87502-4787 voice: 505/982-3532 fax: 505/820-6929 voice mail: 505/820-6929 x3 12 issue us-subscription is $29, 6 issue sub is $16. It's a Great magazine, I'm sending my subscription in today! @{" Thread 83" link IML-83} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-71 " MSG-71 Subject: Imagine 3.1 (PAL) Screen Size... @toc contents Subject: Imagine 3.1 (PAL) Screen Size... Date: Monday, 07 November 1994 11:00:34 From: "Alex..." ---------------------------------------------------------------------------- Hi All, Due to some serious over eagerness while cleaning out my mail directory I managed to delete my mail about the Hex locations for the screen size hack for Imagine 3.1 (PAL). Could someone please mail me back with the locations? Cheers in advance, Alex... %-----\|/------------------- #include <.siggy.h> --------------------------% % (o o) eezer@dcs.warwick.ac.uk Real men do it with a Z3 BLT % %-oOO-(_)-OOo- CSE Student @ Warwick Uni. UK "All opinions are just mine" % @{" Thread 74" link IML-74} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-72 " MSG-72 Subject: Re: Errors @toc contents Subject: Re: Errors Date: Monday, 07 November 1994 11:38:11 From: Douglas Rudd ---------------------------------------------------------------------------- > > Have you ever done something in imagine that will bring up an error > requestor for each object or even worse each edge of an object. Impulse > needs to put a cancel option into thes requesters so you do not have to > reboot or click ok all day. > Kent worley > > I assume you're refering to the "Check Object" requestor. If in doubt, merge! You should ungroup first, check each object, and look at the size of the object before engaging "Check Object" else you may end up in Mouse Banger Hell. In fact, I (usually) have the good sense to save before I use this option, just in case the three finger salute is needed. Boy, a cancel on that button would be NICE! Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 89" link IML-89} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-73 " MSG-73 Subject: Re: Cycle object corrupted @toc contents Subject: Re: Cycle object corrupted Date: Monday, 07 November 1994 11:51:28 From: Ayalon Hermony ---------------------------------------------------------------------------- On Sun, 6 Nov 1994, Mr. Scott Krehbiel; ACS (PC) wrote: > > Is there any fix when a cycle object won't load??In Imagine 2.0 cycle > editor, it says "Not a (properly) animated object file"I just saved > this thing, then went back to the detail editor to work on some parts. > Now it loads into the detail editor as a nicely articulated group, but > not into cycle. > > Thanks > Scott Krehbiel > scott@umbc7.umbc.edu > > Hello! Try to delete your 'parent' (top) axis, and put a new one. Well. if your 'top' axis is the head in your human figure, it's not much of solving the problem. So, next time make yourself a rule: ALWAYS have the top axis of your cycled object, an axis with no polyies. This way, you can replace it when the cycle object got bad. And it gives you the ability to get motion in stage editor, that otherwise you won't get if your 'top' axis is something you want to animate. how do you come back from 3D ? Ayalon M. Hermony, Internet: ila2024@datasrv.co.il @{" Thread 25" link IML-25} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-74 " MSG-74 Subject: Imagine Companion 2 (fwd) @toc contents Subject: Imagine Companion 2 (fwd) Date: Monday, 07 November 1994 12:45:53 From: Ed Phillips ---------------------------------------------------------------------------- Here's a message posted a while ago about the electronic version that is available from the author. /****************************************************************************/ /* Ed Phillips flaregun@udel.edu University of Delaware */ /* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */ /****************************************************************************/ ---------- Forwarded message ---------- Date: Mon, 29 Aug 94 19:55:25 PDT From: DDuberman@cup.portal.com @{" Thread 271" link IML-271} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-75 " MSG-75 Subject: Imagine Pro? @toc contents Subject: Imagine Pro? Date: Monday, 07 November 1994 23:38:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- What the heck is that? Is that available for the PC or the Amiga? The latest version out for the Amiga is 3.1, and I saw no mention of "Imagine Pro" in the Impulse newsletter. I'm sure that they would have been flogging it... \KenR @{" Thread 92" link IML-92} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-76 " MSG-76 Subject: Imagine Pro @toc contents Subject: Imagine Pro Date: Monday, 07 November 1994 23:40:03 From: Bob ---------------------------------------------------------------------------- Is anyone familiar with the features of Imagine Pro? @{" Thread 85" link IML-85} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-77 " MSG-77 Subject: Sorry Could Not Find Subject! @toc contents Date: Tuesday, 08 November 1994 05:05:57 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Sat, 5 Nov 1994, Rory Macdonald wrote: > Someone must have the answer to simulating a phaser blast from the Enterprise. > My firtst thoughts were a cylinder set as a light source but the effect was > not very impressive (maybe it was my choice of attributes). I appologise if > this is an obvious and repetitive question but your help would be appreciated. > Cheers > > I would try wrapping your first cylinder in another cylinder that is slightly larger and made into a fog object. Adjust the fog intensity until you achieve the effect. @{" Thread 285" link IML-285} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-78 " MSG-78 Subject: Sorry Could Not Find Subject! @toc contents Date: Tuesday, 08 November 1994 06:07:25 From: bennett@email.sp.paramax.com ---------------------------------------------------------------------------- On Fri, 4 Nov 1994, Ken Morton wrote: > > > Don't make me laugh. I used a "bricky" SGI Iris Indy and I was in > > > state of shock. "Bricky" Indy handles shaded graphics in realtime. In > > > > If it is such a joke, why are so many projects rendered on Amigas by > > professional outfits? Because Indies are EXPENSIVE. For the same price of > > ONE INDY and WaveFront, You can set up a Large Amiga LightWave or Imagine > > rendering farm, and produce your animation FASTER. Of course, the Raptor > > Gee, why is it that so many projects are rendered on SGIs by pro > outfits? Maybe they should ditch them and get amigas instead. What's > that? C= is dead? Gee I thought that was last years news. > Anyway, with a amiga rendering farm you may be able to *render* a > project faster than using a SGI system of comparable price, but you won't > be able to *produce* it faster. The ability to have real-time feedback > whilst modeling/animating makes all the difference in the world. I think > you'll find that people spend as many man-hours actually producing a > animation than they do rendering. Upcoming GL software/hardware will bring > real-time or near-real time previewing to your basic desktop pc, which > should make things very interesting next year. > Please don't compare LW or Imagine to Wavefront. That would be > too funny. > > > k > > I would never compare an over-priced, over-rated rendering set-up to one in which the average joe can stretch his imagination and be in control of his own project. That is one thing SGI cannot offer- a system that the majority can afford to use. Which is my entire point. I'm not knocking SGI, I'm attacking the guy who was attacking Imagine. The software for PCs and Amiga platforms are getting more complex and sophisticated. They do not have the size and backing of SGI, but for the price, they are more than adequate. Anyway, NewTek revolutionized Television technology with the Video Toaster, and Lightwave is only ONE component of that system. How many Video switching transitions can an Indy do? I'll stick to a format that has a price I can afford. @{" Thread 172" link IML-172} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-79 " MSG-79 Subject: DOF transition bounce @toc contents Subject: DOF transition bounce Date: Tuesday, 08 November 1994 20:43:25 From: "rob (r.d.) hounsell" ---------------------------------------------------------------------------- Folks, I seem to (belatedly) recall someone posting about a problem I experienced on the weekend: I rendered a scene where the DOF is slowly increased, bringing the unfocused background objects into focus. The problem is that after the end of the transition frames, the camera seems to jump a few pixels to one side. Is there a work-around/fix for this, other than moving the post-transition camera position by trial and error? (the action bar for the camera shows the SAME position for both the pre and post transition frames. Thx Rob +-----------------------------------------------------------------------------+ | Rob Hounsell Internet: HOUNSELL@BNR.CA | | Team Leader: UNIX PHONE: (613) 765-2904 | | DMS System Performance Development ESN: 395-2904 | | Dept. 7D23 Bell Northern Research | +-----------------------------------------------------------------------------+ @{" Thread 119" link IML-119} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-80 " MSG-80 Subject: Imagination vs Ab$urd @toc contents Subject: Imagination vs Ab$urd Date: Tuesday, 08 November 1994 21:51:23 From: Douglas Rudd ---------------------------------------------------------------------------- I was going to let this go by then I thought: "What the heck?" > Anyway, with a amiga rendering farm you may be able to *render* a > project faster than using a SGI system of comparable price, but you won't > be able to *produce* it faster. The ability to have real-time feedback > whilst modeling/animating makes all the difference in the world. I think > you'll find that people spend as many man-hours actually producing a > animation than they do rendering. Upcoming GL software/hardware will bring > real-time or near-real time previewing to your basic desktop pc, which > should make things very interesting next year. > Please don't compare LW or Imagine to Wavefront. That would be > too funny. > I WILL compare LW and Imagine to Wavefront! For 95% or more of the people who post here, LW or Imagine are VASTLY superior to Wavefront - with either of those two packages, we have the opportunity to do productive work. We can not afford Wavefront or the cpu it runs on. The choice is a step function: 1-LW or Imagine = productive 8-> 0-Wavefront = broke -> not productive 8-< I can drive an MR-2 or Miata and enjoy it or I can walk and think about driving a Ferrari. To even contemplate such absurdly expensive alternatives on IML elevates the Amiga and Imagine in the comparison and denigrates SGI by "lowering" it to our level. The ONLY value Wavefront has to me is in the objects residing on avalon.chinalake.navy.mil. That having been said, let's get back to what is real for the majority of us: Imagine. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- 0-Wavefront = broke .. @{" Thread 94" link IML-94} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-81 " MSG-81 Subject: Re: Imagine Pro @toc contents Subject: Re: Imagine Pro Date: Tuesday, 08 November 1994 21:51:48 From: Douglas Rudd ---------------------------------------------------------------------------- > > Is anyone familiar with the features of Imagine Pro? > Yes. Imagine Pro is the new super-high end rendering engine that runs exclusively on HP's new risc multi-processor Avatar. I don't have the exact specs on the Avatar - it is ex$pen$ive and it is FAST!!! It uses four R4600 cpus and has room for 12 more for a tolal of 16 - killer speed! IM Pro can access all 16 cpus for massively // processing. IM Pro will set you back about $35k US and that's not including the service contract. This package blows the Wavefront/SGI Onyx RE out of the water - it is easily an order of magnitude faster in renderings and it can actually render production quality images in REAL time to HD or tape. These are 8kx8k images! An Amiga/PC version is in the works - It will allow those platforms to equal the performance of Wavefront on the Indy - INCLUDING REAL TIME 24 bit rendering (although it is low res:-( ). This package will require some small modifications to your Amiga or PC: A special R4600 multi- processor board must be installed with 128 mb ram and a 4 gig HD along with the new geometry processor. This board is known as the Super High AniM board or SHAM Board. It uses the proprietary Jpeg Overtone Kinetic Effects or JOKE system. For more info on this extraordinary package, call 1(800)0NO-DEAL. If you can't get through, wire me ALL of your money, and I'll see what I can do for you 8-> Doug Rudd ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 106" link IML-106} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-82 " MSG-82 Subject: Re: Imagine Pro? @toc contents Subject: Re: Imagine Pro? Date: Tuesday, 08 November 1994 23:17:49 From: Mjourdan@aol.com ---------------------------------------------------------------------------- I have seen an ad in Digital Video Magazine for it, along with Imagine Lite ($99). No idea what Impulse is up to. @{" Thread 81" link IML-81} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-83 " MSG-83 Subject: 3D images (ZBuffer & SIRDS) @toc contents Subject: 3D images (ZBuffer & SIRDS) Date: Tuesday, 08 November 1994 23:56:49 From: "Ducharme, Alain: FOB" ---------------------------------------------------------------------------- We all know that Imagine allows you to create stereo pair images for use with special 3D glasses. But did you know that Imagine 3.0 will, with the help of shareware, let's you create 3D images that don't require glasses and that you can also print? I'm talking about SIRDS (Single Image Random Dot Stereograms) or sometimes called Stareograms; you know, those posters made of dots which, when you look (persistently) straight through them, will reveal extruding shapes. It's easy! All you need: a shareware SIRDS generator (I'm not sure about the PC, but for the Amiga there's a bunch of them in Aminet under gfx/3d), Imagine 3.0 and a scene. An example: Load an object into the Detail editor (i.e. Cow.iob). To simplify the process UnGroup any parts then Join them all together as one object. Attributes should be: Color white, set the rest to zero (0); Bright should be on (x), set Quickdraw on (x) and Texture: ZBuffer. Now reset your perspective view and rotate your object just as you would like to see it by the camera as viewed in the perspective view. This is important because ZBuffer is relative to Global coordinates, and not relative to the camera. Go into the "Top" view window, turn Coordinates on, move your cursor to the bottom of the bounding box and write down the Y coordinate (Y1), move the cursor to the top of the bounding box and write down the Y coordinate (Y2). These two Y coordinates should be entered in the ZBuffer texture's Y1 and Y2. Leave the color settings from white (255,255,255) to black (0,0,0) (assuming your SIRDS generator expects white as out and black as in). Save the object Go into Action editor, Add your object and set camera position to 0,Y1-n,0 alignment to 0,0,0 where n is the distance from the object to be viewed. Save Changes. Go to Stage editor, add a light and place it anywhere in front of the object, turn on camera view and fine tune the placement of the camera making sure not to change it's alignment. Render. The resulting image should be a gray scale image which can be loaded into and processed by a SIRDS generator. I've had excellent results with this technique, many of which surpassed some commercially available SIRDS posters. regards, Ducharme.Alain@istc.ca @{" Thread 90" link IML-90} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-84 " MSG-84 Subject: Re: Seamless Waterfalls & Fire @toc contents Subject: Re: Seamless Waterfalls & Fire Date: Wednesday, 09 November 1994 00:30:27 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >First begin with a 2D outline such as the one below: > . > . > . > >Now, add the BumpNoiz texture. Make the X, Y, and Z sizes >something like 100,10,200, which basically give you long, thin bumps. Is the BumpNoiz texture a Imagine 3.0 texture or an Essence one? Since I don't have Imagine 3.0, I used the Essence Bump texture. My waterfall came out looking more like lava than water. What are the X, Y, and Z values you mention (texture axis sizes or is that a texture parameter?). Thanks! -Scott spack@adobe.com @{" Thread 167" link IML-167} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-85 " MSG-85 Subject: Imagine Pro @toc contents Subject: Imagine Pro Date: Wednesday, 09 November 1994 00:37:44 From: gray@access.digex.net ---------------------------------------------------------------------------- Before every highend vendor starts mailing me--I was mistaken! I guess I'm looking for info about Imagine L/T (quite a different story). Thanks everyone for specs on Pro--we can all dream. @{" Thread 75" link IML-75} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-86 " MSG-86 Subject: Lunar lander @toc contents Subject: Lunar lander Date: Wednesday, 09 November 1994 02:11:09 From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) ---------------------------------------------------------------------------- HI all, Does any one have an object of a Lunar lander? If any one does can they please send it to me or contact me. Darryl -- Via DLG Pro v1.0 @{" Thread 95" link IML-95} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-87 " MSG-87 Subject: Fractal landscape generator source @toc contents Subject: Fractal landscape generator source Date: Wednesday, 09 November 1994 02:25:24 From: Patrick Sauvageau ---------------------------------------------------------------------------- In a mail a received today, Mike McCool said that it is possible that some people received the fractal landscape generator without the C source code. If it is the case, mail me a request and i will send you the sources code. Since the prog is verry simple, it is important to me that the source spread with the executable, so people will be able to modify it according to their needs. The way the code is arranged make it verry simple to use it in any way you need a semi-randomly disturbed map of values. There is two module: a fractal generating one and a ttddd generator and interface. So the fractal generator may be used in any othes application, like a LightWave fractal gen. or automatic generation of object movement in a staging. (If you can understand half franch/half english comments and variable names!). In fact, i distributed the source in the hope that it will spawn many other applications. Fractal perturbation (adding random but logical variation to a shape) can do a large amount of effects.I am working on some kind of "behavioral" animation system by fractaly disturbing the position and orientation of an object in the time, to simulate the concording but different movement of hordes of animals. Something like the scene, in Jurassic Park, when the large group of two-legged dinosaur are running and simultaneously changing direction. I think that this effect can be simulated by using the same path for each member of the "swarm" and applying to each one a different fractaly disturbance. This way, every animals will have it's own distinctive path, but, as a group, they will seem to be coordinated. Don't be affraid, it will be distributed freely (otherwise, I would have not talked about it!). Again, sorry for my english; By the way, somebody said on the list i was French. That is not true! I am french speaking, but i am canadian. Tomorow gift: A texture to apply non-transparent brushmap on transparent object (like the label on a bottle). Stay tuned; same IML chanel, same IML time! bye! -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 198" link IML-198} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-88 " MSG-88 Subject: Thanks @toc contents Subject: Thanks Date: Wednesday, 09 November 1994 02:30:55 From: Mike McCool ---------------------------------------------------------------------------- Just a quick thanks, to all of you who recommended DCTV, as a standby till my 24bit ship comes in. This discussion started when I mentioned PCHG format as a viewing option for Imagine rendered files. I was curious if this format was animatable. Turns out it's not--but it prompted several of you to mention DCTV. Like Steve Worley says, "If you don't have a single frame recorder, this is the next best thing when you get tired of HAM." Amen. @{" Thread 192" link IML-192} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-89 " MSG-89 Subject: Re: Errors @toc contents Subject: Re: Errors Date: Wednesday, 09 November 1994 03:31:06 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Mon, 7 Nov 1994, Douglas Rudd wrote: > > > > Have you ever done something in imagine that will bring up an error > > requestor for each object or even worse each edge of an object. Impulse > > needs to put a cancel option into thes requesters so you do not have to > > reboot or click ok all day. > > Kent worley > > > > > I assume you're refering to the "Check Object" requestor. If in doubt, > merge! You should ungroup first, check each object, and look at the size > > Boy, a cancel on that button would be NICE! > > > Doug Rudd > rudd@plk.af.mil > ------------------------------------------------------------------------------ - > They will get my Amiga from me when they pry it from my cold, dead hands. > ------------------------------------------------------------------------------ - > > I have come across the check object error before. This one was cased by an attempt to use the spline editor as a 3D editor I got edge error messages when I tried an extrusion. Someone had mention that the spline editor in 3.1 was supposed to be a full 3D editor. It still onl does cookie cutter type objects. I do like it though, especially with the ability to load a backdrop picture. I will never have to use pixel 3D pro for logo objects again. Kent Worley @{" Thread 17" link IML-17} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-90 " MSG-90 Subject: Re: 3D images (ZBuffer & SIRDS) @toc contents Subject: Re: 3D images (ZBuffer & SIRDS) Date: Wednesday, 09 November 1994 04:00:31 From: beeton@SEDSystems.ca (Gary Beeton, beeton@SEDSystems.ca) ---------------------------------------------------------------------------- Thanks Alain for the ZBuffer tip. I was stuck trying to get my objects illuminated properly. Normally the light reflected from an object would be effected by the angle of incidence of the light, resulting in highlights and shadowing. Normally this is what you want, but for a SIRDS it makes artificial hills and valleys. I was too busy trying to make my objects optically "flat" to think of using the ZBuffer texture! BTW, don't stop at SIRDS posters. Animations work great too!!! Gary beeton@SEDSystems.ca @{" Thread 49" link IML-49} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-91 " MSG-91 Subject: Re: Imagination vs Ab$urd @toc contents Subject: Re: Imagination vs Ab$urd Date: Wednesday, 09 November 1994 04:44:44 From: Ayalon Hermony ---------------------------------------------------------------------------- How many of you SGI people have 2 or 3 SGI computers at your homes? How many highschool kids can start 3D in their homes? ( they are the artists of the future) How many students can learn a new proffesion (3D) in their free time? (at home) How many can start making a living with 3D, without working for others that have SGI? IBM AT used to cost $5000 doing not much more than C-64. Make SGI as cheap as PC Pentume/Amiga 4K/Mac PowerPC, and I have my hat off. (and my pockets empty for you) There are bilions people around the glob seeing/reading/wanting to get a start at the wonder of 3D/VR, you don't care much about them, do you? Thanks to ViewTek/Impulse/CBM/DPS and others, that give a chance to start, to people that don't need to sell their house in order to have a studio. Anyway, either Silicon get down to earth, or tomorrow Nintendo will buy them out. Look back to history, it happened many times. P.S. Please don't compare it to cars, computers fanatics are not cars fanatics. How do you come back from 3D ? Ayalon M. Hermony Internet: ila2024@datasrv.co.il @{" Thread 99" link IML-99} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-92 " MSG-92 Subject: Re: Imagine Pro? @toc contents Subject: Re: Imagine Pro? Date: Wednesday, 09 November 1994 04:53:21 From: videoman@netcom.com ---------------------------------------------------------------------------- > What the heck is that? Is that available for the PC or the > Amiga? The latest version out for the Amiga is 3.1, and I saw > no mention of "Imagine Pro" in the Impulse newsletter. > I'm sure that they would have been flogging it... > \KenR Sheeesh! some people need to footnote there jokes a tad better on here.. one "silly" post is one thing ... the 25 "is that for real's" after it gets old fast. As I understand it Imagine Pro, is a newsletter started by a user. No doubt from the Lightwave Pro concept. It more than likely has nothing to do with Impulse, other than it's about there software. -- .__________________________________________________________________________. | -== When Dreams Become Reality ==- -= IM Design=- | |"""""""""""""""""""""""""""""""|"""""""""""""""""""""|""""""""""""""""""""| | videoman@netcom.com | FTP: ftp.netcom.com | Video Production | | videoman@cyberspace.org | DIR: pub/videoman | 3D Graphics & DTP | | Mosaic Home Page: file://ftp.netcom.com/pub/videoman/web/HOME.html | ~""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""~ @{" Thread 122" link IML-122} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-93 " MSG-93 Subject: Boing effect @toc contents Subject: Boing effect Date: Wednesday, 09 November 1994 06:09:21 From: Tommy Carlsson ---------------------------------------------------------------------------- Hi folks I have some trouble with the boing effect. What Im trying to do is to have a text to come in from the right side of the screen and at the end of the path get the text to squash and stretch. The text does this but it jumps back along the path a bit and then back to the end of the path before it get squashed. The text is 10 letters long with the main axel in the 5th letter. Can anyone help me ? That all folks bye! TC @{" Thread 207" link IML-207} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-94 " MSG-94 Subject: Re: Imagination vs Ab$urd @toc contents Subject: Re: Imagination vs Ab$urd Date: Wednesday, 09 November 1994 06:17:13 From: Douglas Rudd ---------------------------------------------------------------------------- > > How many of you SGI people have 2 or 3 SGI computers at your homes? Got me here. Only two Amigas and a pc. If I pick the right six numbers, then I'll get one - no rich relatives. > > How many highschool kids can start 3D in their homes? ( they > are the artists of the future) That's why Imagine is superior to Wavefront. A kid could (possibly) use Imagine at home or at school, but Wavefront? Not likely. I haven't seen too many highschools that can afford a suite of SGIs for a classroom. > > How many students can learn a new proffesion (3D) in their free time? > (at home) Don't know. I never had a proffesion. I do have a profession. When I was a student the likes of Imagine was not available at ANY price. Now most any student can afford Imagine and not wait for scant time on the SGI. > > How many can start making a living with 3D, without working for others > that have SGI? How many can make a living in 3D?. > > IBM AT used to cost $5000 doing not much more than C-64. > > Make SGI as cheap as PC Pentume/Amiga 4K/Mac PowerPC, and I have > my hat off. (and my pockets empty for you) > If you make an SGI as cheap as a PC, you'll have a PC. > There are bilions people around the glob seeing/reading/wanting to get > a start at the wonder of 3D/VR, you don't care much about them, do you? That many? Wow! And it's such a small "glob" too. So, you mean to say, that by advocating affordable 3D software, that I don't care? Opposed to your advocacy of SGI/Wavefront which is supposed to make 3D available to the thousands rather than the millions (or as you would, milions). > > Thanks to ViewTek/Impulse/CBM/DPS and others, that give a chance to start, > to people that don't need to sell their house in order to have a studio. > I'm not sure you caught my drift.... > Anyway, either Silicon get down to earth, or tomorrow Nintendo will > buy them out. Look back to history, it happened many times. > Actually, silcon is one of the most common elements in the Earth's crust ;-) > > P.S. Please don't compare it to cars, computers fanatics are not cars > fanatics. > Speak for yourself. I have more than one interest in life, and I can get fanatical about several of them. Cars, people, computers, politics, geology, physics, camping, travel, art, music, etc..... Do you have any other interests? Well, english grammar isn't one of them, right? > How do you come back from 3D ? > Ayalon M. Hermony Internet: ila2024@datasrv.co.il > > Well, I guess we may both want the same thing? We just see it differently. If I can't afford it, I can't use it. So what is it's value? Creativity does not run on the clock. If I get an idea, I work on it NOW, or the depth of the concept may vanish while the shell of the idea remains. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 91" link IML-91} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-95 " MSG-95 Subject: Lunar lander (fwd) @toc contents Subject: Lunar lander (fwd) Date: Wednesday, 09 November 1994 07:04:17 From: Christopher Barger ---------------------------------------------------------------------------- >HI all, >Does any one have an object of a Lunar lander? >If any one does can they please send it to me or contact me. I, too would be interested in receiving a copy. In addition, I'm looking for an object of the Apollo CSM (command and service module). Can anyone point me to one ? Thanks in advance. @{" Thread 186" link IML-186} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-96 " MSG-96 Subject: Imagine 3.1 @toc contents Subject: Imagine 3.1 Date: Wednesday, 09 November 1994 07:54:38 From: w.graham6@genie.geis.com ---------------------------------------------------------------------------- Have any other 3.1 users noticed that you can load a backdrop image into each of the quad views- at the same time? A friend of mine told me about it last nite, I tried it when I got home, and sure enough it works. You just click in the respective view, and load a backdrop, then click in another view, load another backdrop, etc. It works in Newmode also. Very handy for Forms work. @{" Thread 71" link IML-71} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-97 " MSG-97 Subject: IML_Pro @toc contents Subject: IML_Pro Date: Wednesday, 09 November 1994 12:18:39 From: Wizard ---------------------------------------------------------------------------- ___ | O | .MODEL SMALL | | .DATA | O | LOGIN DB " _ __ ___ ______Wizard logged in" | | .CODE | O | MAILING PROC FAR |/\_| Hi fellows, I'm writing this message to inform Ya all I realized a 'number zero' of the pc hypermedia version of IML Pro (or whatever we want call it): the newsletter Shinobi told days ago. As the words 'number zero' suggest, it is the first idea, a possibly statement of the final work. What am I asking Ya??? I'd like U all tell me how improve my silly work. Why? Coz this should, this could be our newsletter. How??? Just email me and I'll uuencode Ya the executable file so You can test it: this file is about 250Kb, I realized it using 'NeoBook', an authoring util by NeoSoft, a sort of hypermedia text with buttons, text windows, picture windows, etc.... A FINAL NOTE: this could be an opportunity to realize what we all need, please help me and Shinobi to accomplish this task!!!!! (and again exc me for my english!) SEND REQUESTS to POLA@novell.dima.unige.it (Wiz4rd) /\_ | O | RET | | MAILING ENDP T-H-A-N-X | O | STACK 200H ae(-_^)ue |___| END MAILING _ __ ___ ______Wizard signing off @{" Thread 19" link IML-19} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-98 " MSG-98 Subject: Re: Imagination vs Ab$urd @toc contents Subject: Re: Imagination vs Ab$urd Date: Wednesday, 09 November 1994 13:03:43 From: Ayalon Hermony ---------------------------------------------------------------------------- Hello Mr. Rudd, Due to a glitch in my server, it did the cut without the paste, so it seems I wrote an 'attack' on your opinions. Well, what I was doing is backing your post, trying to add to the point that a mega dollar computers aren't my cup of tea as well. I know you didn't ask for support to your post, and I'm sorry if it offended you in any way. It wasn't meant to. It was an answer to the guy that wrote, SGI is better than x, y, z. Which he was right of course, but I wanted to make a point, that buying an expensive h/w isn't a solution now days. But, On Tue, 8 Nov 1994, Douglas Rudd wrote: > geology, physics, camping, travel, art, music, etc..... Do you have any > other interests? Well, english grammar isn't one of them, right? I have many. And I don't compare my track to mount Everest to computers either. (And I had motorbikes, have and love cars etz...) My english grammar is bad, I know. It seems it's easyier for me to read well, and write badly. (Even if your second language is better than my english, I don't get the point of your last remark. And I don't mean it, as Politicly Correct mumble) > > ------------------------------------------------------------------------------ - > They will get my Amiga from me when they pry it from my cold, dead hands. > ------------------------------------------------------------------------------ - > If you have past post of the above, you'll find your grammer wasn't the best either :) You fixed it by now, as seen. @{" Thread 96" link IML-96} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-99 " MSG-99 Subject: Re: Imagination vs Ab$urd @toc contents Subject: Re: Imagination vs Ab$urd Date: Wednesday, 09 November 1994 19:35:50 From: Douglas Rudd ---------------------------------------------------------------------------- > Due to a glitch in my server, it did the cut without the paste, so it > seems I wrote an 'attack' on your opinions. > Well, what I was doing is backing your post, trying to add to the point > that a mega dollar computers aren't my cup of tea as well. > I know you didn't ask for support to your post, and I'm sorry if it offended > you in any way. It wasn't meant to. > > It was an answer to the guy that wrote, SGI is better than x, y, z. > Which he was right of course, but I wanted to make a point, that buying > an expensive h/w isn't a solution now days. > Point taken. Please accept my apology for the flames. Since I use vi, the editor from hell, I can understand how glitches occur. Perhaps I should have contacted you "at home", but I saw your post as an attack. For my part, the only real reason to discuss the SGI here is when Imagine is ported to the SGI. Grammmar is usually overlooked on the net except when flames are intended, then it becomes a weapon. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 98" link IML-98} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-100 " MSG-100 Subject: Don't take me wrong @toc contents Subject: Don't take me wrong Date: Wednesday, 09 November 1994 20:22:59 From: Daniel 'Mega' ---------------------------------------------------------------------------- Dear friends of Amiga In my post "Re: Silicon Graphics", I want to say that SGI don't need to buy Amiga cause they Gfx tech is far better than C=. Everybody, including myself, wants low-cost Gfx workstation. Decrease SGI workstations prices is a eco-political decision of SGI. I don't think they will do it, cause they have "almost" the monopoly in this area. Daniel Bueno Bracher Universidade Federal do Rio de Janeiro Internet E-mail: mega@lci.ufrj.br @{" Thread 59" link IML-59} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-101 " MSG-101 Subject: Here's Lookin' Up Your Address @toc contents Subject: Here's Lookin' Up Your Address Date: Wednesday, 09 November 1994 22:38:51 From: dave@flip.eag.unisysgsg.com (Dave Wickard) ---------------------------------------------------------------------------- Welcome welcome welcome IML readers! :-) I haven't talked to you for quite a while. Now, I break my self-imposed vow of silence to let you know that things are boiling here at Unisys again. Months ago, long term IML readers may remember that we had an email address change here. It was a monumental task, but finally everything got changed over and settled down. So now, for your convenience, ;-) we are changing the email address of the IML once more. Trust me, I have no say in this... it's a global change across the entire Unisys email system. Soon, your postings to the IML via the old address: imagine@email.sp.paramax.com will no longer go through. They will bounce. This will take place in the near future. Currently, mail is still being allowed to go through, but the plug will be pulled within a few weeks. You can begin using the NEW address immediately. It's live...it's working. The NEW IML address is: imagine@email.eag.unisysgsg.com I know you're dying to find out what it all means. (email is the system name) (eagan is the facility I am in) (Unisys GSG is the division I work for- Govt. Systems Group) It's hard to believe that something could be both fun AND enlightening like that, isn't it? So... once more, write it on the dog in markers, tatoo it on your buttocks, and scrape it into the paint on your car: imagine@email.eag.unisysgsg.com Naturally, the: imagine-request@email.eag.unisysgsg.com address follows along with. If you need to SUBSCRIBE, UNSUBSCRIBE, CHANGE SUBSCRIPTION ACCOUNTS, or whatever, *always always always always always always always always* use that address. If you post your message to the whole list, hundreds of people will hate you and hey... aren't you disliked ENOUGH already? ;-) Dave Wickard (612) 456-2783 "Don't you want to live forever?" dave@flip.eag.unisysgsg.com "Not if drawstring pants make a dave@email.eag.unisysgsg.com comeback." dave@shell.portal.com -Fox Mulder "The X-Files" @{" Thread 38" link IML-38} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-102 " MSG-102 Subject: Textures used in an object @toc contents Subject: Textures used in an object Date: Wednesday, 09 November 1994 23:36:16 From: Steve McLaughlin ---------------------------------------------------------------------------- Hi, does anyone have a utility that will take an Imagine object and tell me what textures and bitmaps and whatever are needed to render this object? and the path names where these textures/bitmaps should be found. Ideally, it would be great to change these as well. @{" Thread 191" link IML-191} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-103 " MSG-103 Subject: Sorry Could Not Find Subject! @toc contents Date: Thursday, 10 November 1994 00:24:12 From: Tommy Carlsson ---------------------------------------------------------------------------- Hi! I have 5 questions that I hope someone can give me the answers to. 1. What is the Imagine Gazett and were,how can I get it. 2. The update that I have read about, how do I do to get it from Sweden and can I get some information what the money will buy me. 3. The metals texture is giving me results that does not look anything like metals. For example gold looks more like something green and I can`t seem to get the other types to look anything like metal. 4. In the swedish alphabet there is 3 more letters dotted a, dubble dotted a and dubble dotted o. The spline editor will not recognize this and it gives me only an axel. Is there something wrong with my copy or is it somethis that Impulse didnt think about. 5. For last in my manual about textures there is a texture called lightflare but I cant find it anywhere. Is it a glitch i the text or is there a texture called lightflare. If so where can I get it. A lot of questions but I hope u can help me. Thanks T.C @{" Thread 6" link IML-6} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-104 " MSG-104 Subject: New "Trans_mod" texture @toc contents Subject: New "Trans_mod" texture Date: Thursday, 10 November 1994 00:43:45 From: Patrick Sauvageau ---------------------------------------------------------------------------- This is a texture a have written for a friend who wanted to apply a brushmap label on a transparent bottle. Normally, the filter setting of the bottle will make the label as transparent as the rest bottle. With this texture, you may specify a single color to have another filter setting. So you may crete a green (0,150,60) bottle, with filter value set to 0,0,0. Apply a brush as the label, then the texture. In the texture, you will specify t hat you want the color "Green (0,150,60)" to have ( 100,255,200) as it's filter value. The only restriction is that you canot have this exact color on your brush, unless you want this part to become transparent. begin 777 tm.lha M(TLM;&@U+?8```"H`0``?$-I'0``#71R86YS7VUO9"YD;V,?K0$#6W:QMJ'- M^\`?M`2RS@&68`EF`Q%6XNMG:V!-)23KL3QRZ062!(*`$<33PF<:>WH>O@18 M:/H%3Z7::#G)S^50NB#D^"I,=#ALTDI@Q1\1<5`ZG02F_-\3A4. M2C\XHX+('KJWB8@>*0$HM$MKMJ!PL'*UQ&,]J:#[%RU/Y:\2Q] MTR6P9SKI;LJ>[AYX>7K?RN6[V!\8VG+L"$T:A49B[@'Q<_(U2Y&[!:$U%9;# MJV`M++/F?PGZI=Q'%WX;N<_`&56NH;`YPI8[48H-J-@!]T4W71)T1L35\2-S MFR!_X'N\[/*/\\R(@"-A+6QH-2T;`@``<`0``'Q#:1T```UTR:`HVY MO-7';6G.K#1H(@P&`P$1@(B"P%!@:`P&`P-`8"(P&`C"0=`0RIH"?L)PAON[ MNNY@9@+`P^`+X;MP*MMV0"']@]D)_VH2T3TR[^;B=]%G7PC(BKXB^@W3SUJT M2P*=)$6%:`U=7'Q*R%M0+R_29K1E_@R/O*.FXBIRB?K3VZVHI5@?J2M9_W'' MZWW/GVHC3KRC9HY`"=UHRE](3]SF"-N,P2$S<8"[2!:32(3DGVW9-&M)QO[)Y;\GE._,R?Y\S-J@3W7]UL/\!U_=[# M]7B_"0$WGL5H\M[3MSV=M],PFT?W+RB3L.,DFD31)7)H$JDWY,XF8]O]#-LA M_1S?]ANIF]'F<:O5&+7:KMHI,VT>&VRSFOI\!JRR`Q7:9,=S643)^]O\'!W8 MX70:SF7I2VF]+6U7IC7SQHWV%A8"./.1R*EGI5*S-2S;=1R;HE!.\)WY.._^ MN;&.<3SRI`<.T/_GZO_[761`?]D>`\1C)8UWO7 M)]<"SO#NY>X=J?(GXE,]NQZ"=`GSD^8GRDYY/D)\1/A)[Y/=)/=<=HGLD]A^ %QN\6P`#N ` end -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 113" link IML-113} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-105 " MSG-105 Subject: 3.1 States @toc contents Subject: 3.1 States Date: Thursday, 10 November 1994 02:36:45 From: Carsten Bach ---------------------------------------------------------------------------- I have just recived my version 3.1 and whanted to make a morphe between the Electric texture and the Fire texture. I have created 4 states Main - Electric timing 0 End-Electric timing 1 Fire timing 0 End-Fire timing 1 But every time i try to go to Main-electric state i get the fire texture. Am i missing something ? Or is there at good reason for what is happening? Arne Voigt Denmark @{" Thread 111" link IML-111} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-106 " MSG-106 Subject: Imagine textures now on aminet @toc contents Subject: Imagine textures now on aminet Date: Thursday, 10 November 1994 04:25:58 From: Steve McLaughlin ---------------------------------------------------------------------------- I saw this on the AMIGA graphics news, I thought I would repost it here. Please note that I am not the author of these textures. ------------------------------------------------------------------- I have written a few textures for the FP version of Imagine 3.0 on the Amiga. They have been uploaded to Aminet as IITextures.lha in the gfx/3d directory. AttrMath.itx : Perform simple math operations. ColorCube.itx : Give an object all 16 million colors. ColorSpiral.itx : Create an animated vortex. EdgeFill.itx : Simulate wireframe or latticize. LedCount.itx : Flash the LED for every ray hit and keep count. RadialColor.itx : Custom radial color flows. Roughness.itx : A replacement roughness, no crawl. SetChild.itx : Similar to Apply, set a groups attrubutes. Ian.Smith@f564.n2601.z1.fidonet.org @{" Thread 159" link IML-159} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-107 " MSG-107 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 10 November 1994 04:52:28 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Wed, 9 Nov 1994, Steve McLaughlin wrote: > Hi, does anyone have a utility that will take an Imagine object and > tell me what textures and bitmaps and whatever are needed to render this > object? and the path names where these textures/bitmaps should be found. > Ideally, it would be great to change these as well. > What is wrong with using the attributes requester in the detail editor? @{" Thread 115" link IML-115} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-108 " MSG-108 Subject: Re: Seamless Waterfalls & Fire @toc contents Subject: Re: Seamless Waterfalls & Fire Date: Thursday, 10 November 1994 05:09:45 From: dsan@ct.se (Dan Santos) ---------------------------------------------------------------------------- In a message of 08 Nov 94 spack wrote to me: s> Is the BumpNoiz texture a Imagine 3.0 texture or an Essence one? Since It's an Imagine 3 texture.. s> I don't have Imagine 3.0, I used the Essence Bump texture. My waterfall s> came out looking more like lava than water. It seems like your waterfall just needs more speed to look like water... You could also try using essences randomripple texture instead. s> -Scott s> spack@adobe.com Dan Santos (dsan@cindy.ct.se) DigiLight Studios - 3D Animation & Image effects - +46-40-138678 +-------------------+---------------------------+-----------------------+ |A3000-040/A4000-040|SGI Indigo Elan, ALIAS PA 5|AbekasA65/DPS-PAR (Ami)| |Real 3D 2/Imagine 3|Liberty, Elastic Reality |Sony D2/1"C/BetaSP VTRs| +-------------------+---------------------------+-----------------------+ @{" Thread 3" link IML-3} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-109 " MSG-109 Subject: Re waterfall @toc contents Subject: Re waterfall Date: Thursday, 10 November 1994 11:57:11 From: D.Haines@unsw.edu.au ---------------------------------------------------------------------------- Shinobi,excellant work with the waterfall,this is something that I have wanted to do since 1.0 days, funny it was there all along, except for the bump maps. Just goes to show how powerfull this software really is. Good stuff. David Haines College of Fine Arts Phone: +61 +2 +339-9555 Fax: +61 +2 +339-9506 @{" Thread 127" link IML-127} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-110 " MSG-110 Subject: Warp transputer @toc contents Subject: Warp transputer Date: Thursday, 10 November 1994 12:58:33 From: D.Haines@unsw.edu.au ---------------------------------------------------------------------------- With the invention of the pentium and its quickness this may be a moot point, but I read that Alladdin 4d now addresses the warp transputer board, I wonder if imagine will ever address this thing, as it seems like it might be a reasonable way to get some speed, since its modular and so would be more cost effective. If everyone wrote software for this type of hardware, then the amiga would be revived and could be a very serious rival to those SGI boxes. Then again hardware comes and goes these days. See ya. David Haines College of Fine Arts Phone: +61 +2 +339-9555 Fax: +61 +2 +339-9506 @{" Thread 112" link IML-112} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-111 " MSG-111 Subject: Re: 3.1 States @toc contents Subject: Re: 3.1 States Date: Thursday, 10 November 1994 16:11:13 From: "Randy R. Wall" ---------------------------------------------------------------------------- No your not missing anything, you just have found out that you can't morph two different textures from one to the other. You can however fake this with textures that have filter settings for them. You can however morph one textures settings in the states and it will remember the different settings for that texture, for the different states. You must also remember to select the Texture/Brushes and if you want Face Colors Buttons. This will keep the data you created for each state set. Just make sure you select it/them for each state in the object. =RRW= > I have just recived my version 3.1 and whanted to make a morphe between > the Electric texture and the Fire texture. > > I have created 4 states > > Main - Electric timing 0 > End-Electric timing 1 > Fire timing 0 > End-Fire timing 1 > > But every time i try to go to Main-electric state i get the fire texture. > > Am i missing something ? Or is there at good reason for what is happening? > > Arne Voigt Denmark > > > @{" Thread 211" link IML-211} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-112 " MSG-112 Subject: Re: Warp transputer @toc contents Subject: Re: Warp transputer Date: Thursday, 10 November 1994 16:50:30 From: joerg fiedler ---------------------------------------------------------------------------- > With the invention of the pentium and its quickness this may be a moot > point, but I read that Alladdin 4d now addresses the warp transputer board, > I wonder if imagine will ever address this thing, as it seems like it might > be a reasonable way to get some speed, since its modular and so would be > more cost effective. Warp Transputer...oh, man...what do you think... =8/ I wonder wether they (IM) will do a 060 tune up. Even a C= style GUI outfit seems to be an impossible mission =8( Not so hopefully Joerg Fiedler @{" Thread 135" link IML-135} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-113 " MSG-113 Subject: Re: New "Trans_mod" texture @toc contents Subject: Re: New "Trans_mod" texture Date: Thursday, 10 November 1994 19:10:30 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >This is a texture a have written for a friend who wanted to apply a >brushmap label on a transparent bottle. Normally, the filter setting of the Any chance of a PC version ? Joe Cotellese @{" Thread 126" link IML-126} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-114 " MSG-114 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 10 November 1994 19:27:02 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- > > >On Wed, 9 Nov 1994, Steve McLaughlin wrote: > >> Hi, does anyone have a utility that will take an Imagine object and >> tell me what textures and bitmaps and whatever are needed to render this >> object? and the path names where these textures/bitmaps should be found. >> Ideally, it would be great to change these as well. >> > What is wrong with using the attributes requester in the detail editor? If your not joking then what is wrong is it is needlessly time consuming to change paths or find them especially if you have alot of maps/textures on an object. Not to mention if you have textures on sub-groups. Big pain in the butt. Joe Cotellese @{" Thread 107" link IML-107} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-115 " MSG-115 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 10 November 1994 20:40:16 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >Hi, does anyone have a utility that will take an Imagine object and >tell me what textures and bitmaps and whatever are needed to render this >object? and the path names where these textures/bitmaps should be found. >Ideally, it would be great to change these as well. > Actually, I am writing one now. It is a PC program that will allow you to change the path of textures and brushmaps. I'm doing it because it was a big pain in the butt going from my Amiga to my PC. All of the paths hard-coded into the objects didn't work and I had to change them all via the Detail Editor (that blows). Unfortunately, I am swamped at work so I don't know when I'll get it completed. Joe Cotellese @{" Thread 177" link IML-177} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-116 " MSG-116 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 10 November 1994 21:46:18 From: Douglas Rudd ---------------------------------------------------------------------------- > > > Hi, does anyone have a utility that will take an Imagine object and > > tell me what textures and bitmaps and whatever are needed to render this > > object? and the path names where these textures/bitmaps should be found. > > Ideally, it would be great to change these as well. > > > What is wrong with using the attributes requester in the detail editor? > This brings up an interesting point. Is there a utility to convert attributes between PC and Amiga formats? If you have an objects with 20 or so brushes, then changing \ to / or vice versa can become a pain, especially if you have several of these objects. Obviously, such a utility would need to exist in both Amiga and PC formats. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 184" link IML-184} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-117 " MSG-117 Subject: Animated Brushmaps @toc contents Subject: Animated Brushmaps Date: Thursday, 10 November 1994 23:21:15 From: Stethem Ted 5721 ---------------------------------------------------------------------------- Has anybody gotten the animated brushmap feature to work in Imagine 3.1? I finally got around to trying it last night and couldn't get it to work at all. I took a DPaint anim and used it as a brush map on a primitive sphere object, set up a little test project and tried to render. I got an error message saying it could not load the anim file. I went back to the detail editor and tried a quickrender, same error message. I entered the number of frames in the max sequence block, tried a quickrender, and got an error message saying unable to load anim.0001. I don't know, the docs with 3.1 say you don't need to break up an animation into individual frames anymore to use them as an animated brushmap. What gives? @{" Thread 161" link IML-161} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-118 " MSG-118 Subject: Real Time Inverse Kinematics @toc contents Subject: Real Time Inverse Kinematics Date: Friday, 11 November 1994 00:01:31 From: enigma@amanda.dorsai.org ---------------------------------------------------------------------------- I am pleased to annouce the addition of real time Inverse Kinematics modeling to FreeForm3D Bspline Modeler version 1.9. The Inverse Kinematics are at intreactive frame rates, even on a A3000. What I mean by interactive and real time, is that you not only see the objects' bones being updated before you, you see the bones and, the whole object being updated right before your eyes, as you move the mouse. You can choose from constrained and un-constrained movement. Contrained movement means that the last bone point on the object acts as an anchor, and all of the other bone points can move feely by pulling on just one point, but the bones cannot move the object away from the anchor. Un-constrained means that the object is free to move around the screen, like a snake, by pulling on any point. On my 3000, I was able to grab the first bone point on an tube shaped Bspline object, and whip it around the screen like it was an old rag, or piece of string flapping around in the wind, in real time. This can not only bend tubes into shapes easily, but any object can be bent and snaked, along its bone direction. You can take an object and bend it into an S shape just by grabing one bone point, and moving your mouse in an S shape manner on the screen, and the whole object will adjust itself to that shape; and you can see how the whole object is affected interactively, as you move the mouse. You can make an Octopus tenticle, grab the tip of it an move it around, and the whole tenticle will curl and wave around. You can make a bottle, and make it seem to bend over and look at the ground, or move its "head" around, simply by grabbing the bone point that applys to the section and pulling it over and around, in the direction you want, and see, as you pull, how the whole bottle comes to life, just with that one point. I've included a sample tutorial with the demo for you to try right away. Its really easy, and quite fun. I've just uploaded the new 1_9 demo to: ftp 128.252.135.4 in pub/aminet/gfx/3d and ftp tomahawk.welch.jhu.edu in pub/LW/utils or pub/LW/incoming/utils If you don't see it, give it a day or two, for the operators to transfer it over. If you wish to purchase FreeForm3D, or would like to know more about its other capabilities, the information is provided below. Below is a desription of FreeForm3D Bspline Modeler and some of the other features it has to offer, for those of you who haven't heard about it yet. FreeForm 3D Bspline modeler brings truly affordable, super- fast Bspline modeling to your current 3D program rivaling that of high end workstations. FreeForm can output to Lightwave, Aladdin4D, Real3D2, Imagine, Caligari and RenderMan. FreeForm has real-time object and point editing in all views; and a real-time, 3D space, through the camera perspective view. In addition to the standard 3D tools, FreeForm has tension adjustment to Bsplines(giving NURB like control), deformations, rail extrusion, morph extrusion, cross sectional skinning, automatic Bones creation, real-time Bones manipulation, an easy keyframe animator and on-line help. FreeForm even gives users of other Bspline programs, a faster, easier to use Bspline environment, and the fastest grayscale preview, true curve-level rendering. FreeForm 1.9 is $80, requires at least a 68020 with a FPU, and 1.2 megs of Ram. Usable demo of V1_9 on Aminet ftp 128.252.135.4 in gfx/3D , on the Lightwave ftp tomahawk.welch.jhu.edu pub/LW/utils and may also be on Compuserve. Cash, check or money order to: Fori Owurowa 1873-75 Cropsey Ave Brooklyn, NY 11214 718-996-1842 12 noon to 7pm Eastern enigma@dorsai.dorsai.org @{" Thread 141" link IML-141} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-119 " MSG-119 Subject: Re: DOF transition bounce @toc contents Subject: Re: DOF transition bounce Date: Friday, 11 November 1994 01:11:10 From: Ed Totman ---------------------------------------------------------------------------- Yes, I've noticed this problem also. Seems to occur whenever DOF is changed or the camera moves in a DOF animation. I emailed and called Impulse about this but they wanted a project mailed to them on floppy disk. Impulse, if you are listening, make an animation, any animation will do, and morph the DOF settings. You will see a the animation bump as if the camera was jolted. On Tue, 8 Nov 1994, rob (r.d.) hounsell wrote: > Folks, > > I seem to (belatedly) recall someone posting about a problem I experienced o n > the weekend: I rendered a scene where the DOF is slowly increased, bringing th e > unfocused background objects into focus. The problem is that after the end of > the transition frames, the camera seems to jump a few pixels to one side. > > Is there a work-around/fix for this, other than moving the post-transition > camera position by trial and error? (the action bar for the camera shows the > SAME position for both the pre and post transition frames. > > Thx > Rob > +----------------------------------------------------------------------------- + > | Rob Hounsell Internet: HOUNSELL@BNR.CA | > | Team Leader: UNIX PHONE: (613) 765-2904 | > | DMS System Performance Development ESN: 395-2904 | > | Dept. 7D23 Bell Northern Research | > +----------------------------------------------------------------------------- + > @{" Thread 100" link IML-100} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-120 " MSG-120 Subject: Lensflare @toc contents Subject: Lensflare Date: Friday, 11 November 1994 03:23:49 From: Tommy Carlsson ---------------------------------------------------------------------------- Hi ! Thanks for the anwers and I was wrong it is lensflare and not lightflare but not global. In my texture text it says that there is a lensflare texture and also in the IMTguide that RRW was so nice to share with us there is a ref. to lensflare. I dont know why I dont have it is there anyone else outthere that have Imagine3.0 and cant find either ? About the letters . I have WB 2.04 and in Typesmith I can get the letters !!!!!. Thanks ! TC @{" Thread 124" link IML-124} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-121 " MSG-121 Subject: Transputer stuff @toc contents Subject: Transputer stuff Date: Friday, 11 November 1994 08:06:23 From: BOCONNELL@mecn.mass.edu ---------------------------------------------------------------------------- according to the documentation i have read, Cybernetica is in the process of writing a program called "the light engine". this is a program for the warp transputer. it is an optimised raytracer that loads lightwave and imagine staging files, and thusly traces them. while it would be nice if impulse would port imagine 3.x to imnos t-805 code, i think that this utility will serve the purpose well enough. plus, the relative power of a modular accelerator will make rendering frames with extreme anti-aliasing and lensflare, fog, DOF, 500 essence textures, etc. etc. much less painful. I am in the process of saving for a full rack of these chips. I have done alot of reading on these products. I suggest you all call the 800 # and also read about it. the more information you are exposed to, the more effective you will be as animators. * Bob O'Connell - boconnell@mecn.mass.edu * Cross Platform Productions - Boston, MA * A4000/Warp Engine 40/40 18mb RAM * 1 gig Micropolis AV / Toshiba CD-ROM / Bernoulli 90 Pro * Imagine 3.0 / Essence I, II, Forge / Lightwave 3.5 * and a honkin' huge coffee urn @{" Thread 132" link IML-132} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-122 " MSG-122 Subject: RE: IMAGINE PRO? @toc contents Subject: RE: IMAGINE PRO? Date: Friday, 11 November 1994 09:50:19 From: greg.tsadilas@hofbbs.com ---------------------------------------------------------------------------- Since there are questions about Imagine LT and Imagine Pro, here's the scoop. Imagine LT (LITE) is available for the PC platform only. It is Imagine with the advanced animation tools removed (bones, states, kinematics, etc). It comes on a CD only. The CD has sample animations, images, objects, etc. The cost is $100, and offers an upgrade path to the full blown Imagine for $200. Imagine Pro is the full blown version of Imagine. The new name was given to distinguish it from the LITE version mentioned in the ads. There was an ad for it in Digital Video, November issue. Another add will be appearing in Computer Graphics World (CGW) very soon. -GreG @{" Thread 82" link IML-82} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-123 " MSG-123 Subject: RE: NEW "TRANS_MOD @toc contents Subject: RE: NEW "TRANS_MOD Date: Friday, 11 November 1994 10:59:28 From: greg.tsadilas@hofbbs.com ---------------------------------------------------------------------------- Joe Cotelese: You can have the same type of textures for the PC. Steve Blackmon wrote several textures that are on Compuserve. Note, they are PC specific. FRPAINT.ITX will allow you to alter the filter value by keying off of a key color REFPAINT.ITX will do the same with reflections. Then there are also Steve's DE*.itx line of textures. They are DEBUMP, DECOLOR, DEREFLECT, DEFILTER. These textures allow you to blend one texture into another, or only apply the texture (color or bump or reflect or filter) to just a specific area of an object. The affected area can be defined by using an image map, or in a linear or radial fashion. These textures are invaluable in doing something like blending DinoSkin into a Leather texture, where the dino bumps gradually get less pronounced as they seemlessly blend into the Leather texture bump and color pattern. These textures and sample objects can be found in the Graphics User Group A forum, where the Imagine section is now located. "GO GUGRPA" to get there. -GreG @{" Thread 5" link IML-5} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-124 " MSG-124 Subject: Re: Lensflare @toc contents Subject: Re: Lensflare Date: Friday, 11 November 1994 17:30:06 From: Waland J F ---------------------------------------------------------------------------- >In my texture text it says that there is a lensflare texture and also in the >IMTguide that RRW was so nice to share with us there is a ref. to lensflare. >I dont know why I dont have it is there anyone else outthere that have it was renamed 'twinkle.itx' as far as I know. jon @{" Thread 197" link IML-197} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-125 " MSG-125 Subject: Caustics / rain drops on a 'block' of water @toc contents Subject: Caustics / rain drops on a 'block' of water Date: Friday, 11 November 1994 18:22:56 From: Waland J F ---------------------------------------------------------------------------- Hi, Does anyone know how to simulate the lighting effects found on the bottom of a swimming pool/bath etc, when the surface is rippled? I tried using the rain.itx with a water like attrbute (ie it was semi transparent) but nothing showed up on the primative plane I placed below it (appart from the change in colour from the water). I assume this is because rain.itx is only a bump texture - is there a Imagine 3.0 texture that will attempt to do what I want? tanks in retreat, jon @{" Thread 133" link IML-133} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-126 " MSG-126 Subject: RE: NEW "TRANS_MOD @toc contents Subject: RE: NEW "TRANS_MOD Date: Friday, 11 November 1994 21:50:11 From: Ed Phillips ---------------------------------------------------------------------------- On Thu, 10 Nov 1994 greg.tsadilas@hofbbs.com wrote: > > Joe Cotelese: > > You can have the same type of textures for the PC. Steve Blackmon wrote > several textures that are on Compuserve. Note, they are PC specific. > Does anyone have Steve Blackmon's email address? Maybe we could get him to post these textures to the IML.(??) There has been plain few (if any) PC textures posted to the list. Thanks, Ed /****************************************************************************/ /* Ed Phillips flaregun@udel.edu University of Delaware */ /* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */ /****************************************************************************/ @{" Thread 123" link IML-123} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-127 " MSG-127 Subject: Re: @toc contents Subject: Re: Date: Friday, 11 November 1994 22:09:19 From: dsan@ct.se (Dan Santos) ---------------------------------------------------------------------------- In a message of 09 Nov 94 Tommy Carlsson wrote on the IML: TC> 1. What is the Imagine Gazett and were,how can I get it. From Impulse, If you bought Imagine directly from them, or if they got your registration card. TC> 2. The update that I have read about, how do I do to get it from Sweden and TC> can I get some information what the money will buy me. Send 100 to Impulse, Impulse sends back 3.1 to you. :) TC> 4. In the swedish alphabet there is 3 more letters dotted a, dubble dotted TC> a and dubble dotted o. The spline editor will not recognize this and it gives TC> me only an axel. Is there something wrong with my copy or is it somethis that TC> Impulse didnt think about. According to one of David Lettermans top ten list, the average american hate swedes :) No big deal, just use a and o and put the dots there yourself. TC> 5. For last in my manual about textures there is a texture called TC> lightflare but I cant find it anywhere. Is it a glitch i the text or is TC> there a texture called lightflare. If so where can I get it. I didn't find any lightflare.. is it on the printed manual or in the texture.txt file? Dan Santos (dsan@cindy.ct.se) DigiLight Studios - 3D Animation & Image effects - +46-40-138678 +-------------------+---------------------------+-----------------------+ |A3000-040/A4000-040|SGI Indigo Elan, ALIAS PA 5|AbekasA65/DPS-PAR (Ami)| |Real 3D 2/Imagine 3|Liberty, Elastic Reality |Sony D2/1"C/BetaSP VTRs| +-------------------+---------------------------+-----------------------+ @{" Thread 298" link IML-298} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-128 " MSG-128 Subject: LASER ray @toc contents Subject: LASER ray Date: Saturday, 12 November 1994 00:06:14 From: leyen@inf.ufrgs.br (Christian Leyen) ---------------------------------------------------------------------------- Hello all, I have to make a "laser ray" animation and I'm looking for a texture that can simulate some kind of heterogeneity flowing through this ray (smoke or something like that). What 3.0 texture does what I want? I don't have the time to try all of them !! thank you! Christian Leyen (leyen@inf.ufrgs.br) @{" Thread 149" link IML-149} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-129 " MSG-129 Subject: Textures (was Re: IMAGINE PRO?) @toc contents Subject: Textures (was Re: IMAGINE PRO?) Date: Saturday, 12 November 1994 00:06:48 From: Stephen Wilkinson ---------------------------------------------------------------------------- On Nov 10, 6:05pm, greg.tsadilas@hofbbs.com wrote: [snip] > Imagine LT (LITE) is available for the PC platform only. It is Imagine with > the advanced animation tools removed (bones, states, kinematics, etc). It > comes on a CD only. The CD has sample animations, images, objects, etc. The > cost is $100, and offers an upgrade path to the full blown Imagine for $200. I was in B.Dalton's yesterday and saw a Book/CD bundle with Imagine on it. It seemed it was about USD $50. It came with lots of demo objects and some animations. All for the PC. [snip] > There was an ad for it in Digital Video, November issue. Another add will be > appearing in Computer Graphics World (CGW) very soon. Speaking of CGW, the latest issue (Nov) has an advertizement for a book on page 37 titled "Texturing and Modeling: A procedural approach" by David Ebert, F. Musgrave, Darwyn Peachey, Ken Perlin and Steve Worley! Is this "our" Steve Worley? It would make lots of sense. The book looks great and comes with a 3.5" disk. There was a snail address, but also e-mail -- app@acad.com. I'm not affiliated with these guys, I just saw Steve's name. I don't even own Essence... :( -- Stephen ____________________________________ Stephen Wilkinson wilks@lbm.com "Programming is like pinball. The Sr. Software Engineer reward for doing it well is the LB&M Associates opportunity to do it again." ____________________________________ #define OPINION (myown) #define COMPANYOPINION (~myown) This message created using 87% recycled neuro-transmitters @{" Thread 102" link IML-102} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-130 " MSG-130 Subject: Animated frames for the global brush ... @toc contents Subject: Animated frames for the global brush ... Date: Saturday, 12 November 1994 01:04:51 From: dlm@cvsd.cv.com (David McKell) ---------------------------------------------------------------------------- Hi fellow adventurers into virtual Imagine land, Well, usually I have been able to figure things out on my own (sometimes just by sheer random brute force) but this time I have to conceed. Maybe it was because it was 1.00AM and too many of my brain cells had already gone to bed but I finally got disgust ed and went to bed also. So here's the question: How do you get a series of fram es to get played to the global brush map? I went to the action editor and clicke d on the global actor, browsed to the directory where I had saved off my anim fr ames and then entered the max sequence number that matched the number of frames I had. First I tried this format: Brushname001 Brushname002 Etc . . and then I tried this format: Brushname.001 Brushname.002 . . It did'nt seem to care whether there was a period (dot) inbetween the name and frame number all I got was the first frame as my global brush throughout my enti re animation. This is probably (I hope) just one of those really obvious things I was overlooking due to the late hour. Who can clear this up for me? Thanks ! David McKell DLM@CVSD.CV.COM San Diego A4000 040 18 megs RAM Imagine 3.0 Forge and Essence II DCTV and a four month old baby, whew! @{" Thread 173" link IML-173} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-131 " MSG-131 Subject: Tacking down brushes on morphing surfaces .. @toc contents Subject: Tacking down brushes on morphing surfaces .. Date: Saturday, 12 November 1994 01:24:04 From: dlm@cvsd.cv.com (David McKell) ---------------------------------------------------------------------------- Hi again everybody, Can anyone tell me how to get a brush to stay tacked down when morphing an objec t? I had scanned in a dollar bill and then layed it down on a plane and created var ious states and got it to walk around but could not get the bottom edges where the "f eet" were to hold the brush down. I tried various combinations of the shape, grouping and properties buttons when I was creating the the states but to no avail. What am I missing? Help ! Thanks ! David McKell DlM@CVSD.CV.COM San Diego A4000 040 18 megs RAM Imagine 3.0 Forge and essence II DCTV and a four month old baby, whew! @{" Thread 134" link IML-134} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-132 " MSG-132 Subject: Re: Transputer stuff @toc contents Subject: Re: Transputer stuff Date: Saturday, 12 November 1994 02:33:00 From: dsan@ct.se (Dan Santos) ---------------------------------------------------------------------------- In a message of 11 Nov 94 BOCONNELL wrote to me: B> according to the documentation i have read, Cybernetica is in the process B> of writing a program called "the light engine". this is a program for B> the warp transputer. it is an optimised raytracer that loads lightwave B> and imagine staging files, and thusly traces them. while it would be nice B> if impulse would port imagine 3.x to imnos t-805 code, i think that this B> utility will serve the purpose well enough. Almost too good to be true.. it would have to have all rendering features of both Lightwave and Imagine. B> I am in the process of saving for a full rack of these chips. I have Don't forget RAM for each one of those chips.. Dan Santos (dsan@cindy.ct.se) DigiLight Studios - 3D Animation & Image effects - +46-40-138678 +-------------------+---------------------------+-----------------------+ |A3000-040/A4000-040|SGI Indigo Elan, ALIAS PA 5|AbekasA65/DPS-PAR (Ami)| |Real 3D 2/Imagine 3|Liberty, Elastic Reality |Sony D2/1"C/BetaSP VTRs| +-------------------+---------------------------+-----------------------+ @{" Thread 156" link IML-156} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-133 " MSG-133 Subject: Re: Caustics / rain drops on a 'block' of water @toc contents Subject: Re: Caustics / rain drops on a 'block' of water Date: Saturday, 12 November 1994 04:10:14 From: Michael North ---------------------------------------------------------------------------- ------------------------------TEXT-OF-YOUR-MAIL-------------------------------- > Hi, Does anyone know how to simulate the lighting effects found on the bottom > of a swimming pool/bath etc, when the surface is rippled? > > I tried using the rain.itx with a water like attrbute (ie it was semi > transparent) but nothing showed up on the primative plane I placed below it > (appart from the change in colour from the water). I assume this is because > rain.itx is only a bump texture - is there a Imagine 3.0 texture > that will attempt to do what I want? > There is a caustics lite texture that is undocumented as far as I can tell, but it works fine. Make an axis into a light object and then use caustics as a texture. It produces pretty nice results when shining on a ground with the old waves texture applied. @{" Thread 136" link IML-136} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-134 " MSG-134 Subject: Re: Tacking down brushes on morphing surfaces .. @toc contents Subject: Re: Tacking down brushes on morphing surfaces .. Date: Saturday, 12 November 1994 04:40:05 From: Ed Totman ---------------------------------------------------------------------------- Add the name of state you wish to use as a reference (such as "default") in the attributes:brush/texture info:LockState box. See manual page 189. Ed Totman etotman@gort.ucsd.edu On Fri, 11 Nov 1994, David McKell wrote: > Hi again everybody, > > Can anyone tell me how to get a brush to stay tacked down when morphing an obj ect? > I had scanned in a dollar bill and then layed it down on a plane and created v arious > states and got it to walk around but could not get the bottom edges where the "feet" > were to hold the brush down. I tried various combinations of the shape, groupi ng and > properties buttons when I was creating the the states but to no avail. What am I missing? Help ! > > Thanks ! > > David McKell DlM@CVSD.CV.COM San Diego > A4000 040 18 megs RAM Imagine 3.0 > Forge and essence II DCTV > and a four month old baby, whew! > > @{" Thread 182" link IML-182} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-135 " MSG-135 Subject: Wha? @toc contents Subject: Wha? Date: Saturday, 12 November 1994 05:51:11 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all Got that post, from the person advertising the new spline modeller. He mentioned that there's a demo at-or-about-to-be on aminet. Only the title was a long string of numbers. No letters, just numbers dot numbers dot numbers. I've never seen anything down there with this kind of title, and though he did mention that it may take a few days for it to show up, is it going to be there under such a title, or did my mailer just babble at me? "128.252.134.4?" @{" Thread 137" link IML-137} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-136 " MSG-136 Subject: Re: Caustics / rain drops on a 'block' of water @toc contents Subject: Re: Caustics / rain drops on a 'block' of water Date: Saturday, 12 November 1994 06:28:31 From: dsan@ct.se (Dan Santos) ---------------------------------------------------------------------------- In a message of 11 Nov 94 Waland J F wrote to me: WJF> From: Waland J F WJF> To: imagine WJF> Hi, Does anyone know how to simulate the lighting effects found on the WJF> bottom of a swimming pool/bath etc, when the surface is rippled? EssenceII has a texture that does exactly what you mentioned. It's called caustics or something similar. I have used it with great success.. WJF> jon Dan Santos (dsan@cindy.ct.se) DigiLight Studios - 3D Animation & Image effects - +46-40-138678 +-------------------+---------------------------+-----------------------+ |A3000-040/A4000-040|SGI Indigo Elan, ALIAS PA 5|AbekasA65/DPS-PAR (Ami)| |Real 3D 2/Imagine 3|Liberty, Elastic Reality |Sony D2/1"C/BetaSP VTRs| +-------------------+---------------------------+-----------------------+ @{" Thread 150" link IML-150} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-137 " MSG-137 Subject: Re: Wha? @toc contents Subject: Re: Wha? Date: Saturday, 12 November 1994 08:37:04 From: Roger Straub ---------------------------------------------------------------------------- On Fri, 11 Nov 1994, Mike McCool wrote: > Hey y'all > > modeller. He mentioned that there's a demo at-or-about-to-be on aminet. You can find it on tomahawk.welch.jhu.edu:/pub/LW/incoming/utils/FreeForm1_9.lha, or something like that. See ya, Roger @{" Thread 305" link IML-305} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-138 " MSG-138 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Saturday, 12 November 1994 09:48:57 From: "Mark A. Jones" ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Darryl Lewis wrote: > Ok, don't flame me, but I thought some of you might be interested in this. > > There is a strong rumour going around that Silcon Graphics is interested in > buying the Amiga technology from the receivers. > > Just imagine, a high end affordable machine that could possible do realtime > raytracing! Marry the amiga technology and silcon graphics technology and > you could have a machine for the cost of a regular machine that would blow > everything else away......... > > Darryl > > -- Via DLG Pro v1.0 > > Wishful Thinking. @{" Thread 32" link IML-32} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-139 " MSG-139 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Saturday, 12 November 1994 10:32:50 From: "Mark A. Jones" ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Benjamin Choi wrote: > > > I'm just a newbie here, but I have been with Imagine (and TS) for quit e > a while. > Along this whole time, (as TTDDD, IM-staging) "languages" and > "programs" came out, I was hoping thatsome of the programmer/math proficient > Imagineers could come up with some sort of FRACTAL or ALGORITHMIC objects. > I think that it would be perfect to generate such things as realistic > trees, landscapes, snowflakes?... Anything that could be accurately described > mathematically, (fractals, splines...). > Any takers? Am I wrong? Any ideas? > > > Ben C > b2choi@artscourse.uwaterloo.ca > > > > All you would need is a Raptor and your object would render in well under TWO YEARS! @{" Thread 162" link IML-162} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-140 " MSG-140 Subject: Sorry Could Not Find Subject! @toc contents Date: Saturday, 12 November 1994 11:34:48 From: imagine-relay@email.sp.paramax.com ---------------------------------------------------------------------------- On Sat, 5 Nov 1994, Rory Macdonald wrote: > Someone must have the answer to simulating a phaser blast from the Enterprise. > My firtst thoughts were a cylinder set as a light source but the effect was > not very impressive (maybe it was my choice of attributes). I appologise if > this is an obvious and repetitive question but your help would be appreciated. > Cheers > > I would try wrapping your first cylinder in another cylinder that is slightly larger and made into a fog object. Adjust the fog intensity until you achieve the effect. @{" Thread 24" link IML-24} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-141 " MSG-141 Subject: Re: Reflective objects inside a glass tube!! @toc contents Subject: Re: Reflective objects inside a glass tube!! Date: Saturday, 12 November 1994 11:57:22 From: "Mark A. Jones" ---------------------------------------------------------------------------- On Thu, 27 Oct 1994, Joe Cotellese wrote: > Help! > > I've banged my head against a wall long enough, I need some help. I created > a chrome ball, (chrome attrs plus metals texture). When I place the object > in my scene and ray-trace it everything works OK (i.e,. properly reflects > its environment). When I try to place the ball inside of a glass tube, it > no longer reflects anything!!. As an experiment, I placed the ball halfway > inbetween the tube and the outside. When I raytraced it, I got reflections > only on the half of the ball that is outside of the tube. > > What's going on. I'm sure that I am not the first person to try to trace a > reflective object inside of glass? The tube by itself renders correctly > (can see through it and has some reflective properties). > > This is very frustrating and if anyone has an answer I would appreciate it. > > Joe Cotellese > > I believe you have discovered one of the famous "behind glass" raytrace bugs that have ALWAYS plagued Imagine. You also cant get a glass attribute inside a glass attribute object to render! There is NOTHING you can do but try to fake the effect (i.e. wrap a brushmap around your sphere to imitate the sourroundings- maybe a global brushmap would work?) @{" Thread 154" link IML-154} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-142 " MSG-142 Subject: Smoke Tutorial @toc contents Subject: Smoke Tutorial Date: Saturday, 12 November 1994 12:36:57 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- Can someone please e-mail me the smoke tutorial that came up awhile ago? Thanks!! Paul -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 266" link IML-266} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-143 " MSG-143 Subject: Mike Halvorson @toc contents Subject: Mike Halvorson Date: Saturday, 12 November 1994 12:42:24 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- Can someone tell me Mike Halvorson's e-mail address? Thanks! -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 164" link IML-164} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-144 " MSG-144 Subject: L-Parser @toc contents Subject: L-Parser Date: Saturday, 12 November 1994 13:34:18 From: Ed Totman ---------------------------------------------------------------------------- If you have: time, 386 or 486, Imagine3.1 check out this L-systems compiler. It creates AWESOME 3space fractals. Ferns, lobster shapes, trees, spiders, flowers, shells, spirals, etc., all based on mathematical equations you can edit. It's written by Laurens J. Lapre and you can find it on any simtel mirror such as: ftp.cdrom.com /.2/simtel/msdos/graphics/lparser3.zip (400k) Unzip the file then type this as an example: go lsys00 (or use any of the other *.ls files) esc key to exit viewer When you are ready to export dxf for imagine type: lparser -d lsys00 (or lparser -3 lsys00 for a smaller object) The file to load in imagine is "output.dxf". Awesome!! Special thanks to Impulse for fixing dxf support! I also found a windoze object editor that exports dxf and allows creation of smooth, skinned shapes like a hand or face. Here's one ftp site: Host plaza.aarnet.edu.au Location: /graphics/graphics/mirrors/uniwa.uwa.edu.au/utilities FILE -r--r--r-- 106775 05-Nov-1994 11:13:50 winblobs.zip A dos version also exists but the windoze version is better. Both lparser and winblobs are freeware. Experiment and have fun! I'll be playing with these programs for weeks! Ed Totman etotman@gort.ucsd.edu @{" Thread 128" link IML-128} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-145 " MSG-145 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Saturday, 12 November 1994 23:49:26 From: "Mark A. Jones" ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Benjamin Choi wrote: > > > I'm just a newbie here, but I have been with Imagine (and TS) for quit e > a while. > Along this whole time, (as TTDDD, IM-staging) "languages" and > "programs" came out, I was hoping thatsome of the programmer/math proficient > Imagineers could come up with some sort of FRACTAL or ALGORITHMIC objects. > I think that it would be perfect to generate such things as realistic > trees, landscapes, snowflakes?... Anything that could be accurately described > mathematically, (fractals, splines...). > Any takers? Am I wrong? Any ideas? > > > Ben C > b2choi@artscourse.uwaterloo.ca > > > > All you would need is a Raptor and your object would render in well under TWO YEARS! @{" Thread 155" link IML-155} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-146 " MSG-146 Subject: Non US characters @toc contents Subject: Non US characters Date: Sunday, 13 November 1994 19:34:34 From: goran@abalon.se (Goeran Ehrsson) ---------------------------------------------------------------------------- On Thu, 10 Nov 94 01:33:00 +0100 dsan@ct.se (Dan Santos) wrote: > In a message of 09 Nov 94 Tommy Carlsson wrote on the IML: > > TC> 4. In the swedish alphabet there is 3 more letters dotted a, > TC> dubble dotted a and dubble dotted o. The spline editor will not > TC> recognize this and it gives me only an axel. Is there something > TC> wrong with my copy or is it somethis that Impulse didnt think about. > > According to one of David Lettermans top ten list, the average american hate > swedes :) No big deal, just use a and o and put the dots there yourself. I think that's a big deal for a program released in 1994!!! It's just another example of how out-of-style-guide Imagine is! But I still love the program... and use it almost every day. I'd like to thank everyone who replied on my mail on how to create a good looking christmas tree, I'm not satisfied yet, but I'm working on it... .. - Goran (the 'o' in my name should have two dots over it. :-) -- Email: goran@abalon.se (MIME compliant) WWW : http://www.abalon.se/~goran EARTH: Abalon AB, Box 11129, 16111 BROMMA, SWEDEN --------------------------------------------------------------------------- @{" Thread 310" link IML-310} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-147 " MSG-147 Subject: DIGIMAX 1.01 @toc contents Subject: DIGIMAX 1.01 Date: Sunday, 13 November 1994 21:33:25 From: greg.tsadilas@hofbbs.com ---------------------------------------------------------------------------- Attention DigiMax owners: The new version of the DigiMax software (v 1.01) can now be downloaded from the Impulse Vendor support area on Compuserve, just GO ANVENA (Animation Vendor A forum) to download the latest version. It corrects a bug when trying to save an object that only have points and no faces. On the amiga you would only get an error message, on the PC it is fatal. The file is DMAXV1.LZH in the Impulse library, and contains the PC, and Amiga ntsc & Pal versions. -GreG @{" Thread 270" link IML-270} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-148 " MSG-148 Subject: Aladdin 4D @toc contents Subject: Aladdin 4D Date: Monday, 14 November 1994 10:21:05 From: perkins@isty-info.uvsq.fr (Sebastien PERKINS) ---------------------------------------------------------------------------- hi, does anybody know if an aladdin 4d mailing list exists ? and what about an ftp s ite ? does anybody on the IML use Aladdin ? Please don't worry, I'm still using Imagin e !!! thanks, Seb @{" Thread 151" link IML-151} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-149 " MSG-149 Subject: Re: LASER ray @toc contents Subject: Re: LASER ray Date: Monday, 14 November 1994 19:14:34 From: Patrick Sauvageau ---------------------------------------------------------------------------- In <9411111737.AA23954@mate.inf.ufrgs.br>, Christian Leyen wrote: >Hello all, > >I have to make a "laser ray" animation and I'm looking for >a texture that can simulate some kind of heterogeneity >flowing through this ray (smoke or something like that). >What 3.0 texture does what I want? I don't have the time >to try all of them !! > >thank you! > >Christian Leyen (leyen@inf.ufrgs.br) > You can use the filter noise texture. Make an axis, apply it the filter noise and "apply to children". Make that axis the parent from the laser beem. Now, create two state where the "textured" axis only move slowly. The result will be that the transparency irregularity will move slowly in the laser beam, simulating an irregular dusty atmosphere with light wind. If you have 3.1, you may use the "clouds" texture and make the clouds morph in time as it move. Good luck. -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 120" link IML-120} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-150 " MSG-150 Subject: Caustics / raindrops @toc contents Subject: Caustics / raindrops Date: Monday, 14 November 1994 21:26:44 From: mrivers@tbag.tscs.com (Mike Rivers) ---------------------------------------------------------------------------- MN> There is a caustics lite texture that is undocumented as far as I can MN> tell, but it works fine. Make an axis into a light object and then MN> use caustics as a texture. It produces pretty nice results when shining MN> on a ground with the old waves texture applied. I've heard this caustics light texture mentioned before, where did it come from? I was under the impression that it,and some other textures, were not included with the first few hundred copies of Imagine3.0(the ones with the scanline ground reflection bug). So what gives? ------------------------------------------------------- | Commodore failure. Press mouse button to continue | | Guru Meditation $35000000 Task : $00000CBM | ------------------------------------------------------- A4000/060/90mhz WOW! this is fast. 140 Mips 50 Mflops. @{" Thread 67" link IML-67} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-151 " MSG-151 Subject: Algorithmic Textures @toc contents Subject: Algorithmic Textures Date: Monday, 14 November 1994 21:26:45 From: beardm@hoskyns.co.uk ---------------------------------------------------------------------------- Howdy Folks, Does anyone know of a *GOOD* ftp site that has a selection of algorithic textures for imagine 3 ? Let me pre-empt this by saying "Please don`t tell me about the IML dumping ground at wuarchive as i can never get on it`s anonymous user limit" So any other sites would be most pleasing, i`m sure other IML`ers must get the same frustrating reponse from wuarchive! Laters beardm@hoskyns.co.uk @{" Thread 209" link IML-209} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-152 " MSG-152 Subject: Animated Brushmaps @toc contents Subject: Animated Brushmaps Date: Monday, 14 November 1994 22:47:44 From: cjo ---------------------------------------------------------------------------- Ted Stethem wrote; Has anybody gotten the animated brushmap feature to work in Imagine 3.1? I finally got around to trying it last night and couldn't get it to work at all. I took a DPaint anim and used it as a brush map on a primitive sphere object, set up a little test project and tried to render. I got an error message saying it could not load the anim file. I went back to the detail editor and tried a quickrender, same error message. I entered the number of frames in the max sequence block, tried a quickrender, and got an error message saying unable to load anim.0001. I don't know, the docs with 3.1 say you don't need to break up an animation into individual frames anymore to use them as an animated brushmap. What gives? I seem to recall there was something on the IML about this a couple of months ago. If I remember correctly (wich I'm not quite sure that I do ;) you could try this: Say you have an dpaint animation called "burp". Rename it "burp.0001". Apply the brushmap with the name "burp", NOT "burp.0001". Render. Since I haven't tried using animated brushmaps myself yet I have no idea if this will do the trick, but I hope it will. ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 117" link IML-117} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-153 " MSG-153 Subject: Uuencode @toc contents Subject: Uuencode Date: Monday, 14 November 1994 23:03:11 From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) ---------------------------------------------------------------------------- Help! Can any one send me a copy of uuencode that works on WB1.3 (amiga). My copy will not work as it needs WB2+ to work. I have a copy of uudecode that works, so I can accept files encoded that way. Can any one help? Darryl -- Via DLG Pro v1.0 @{" Thread 190" link IML-190} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-154 " MSG-154 Subject: Re: Reflective objects inside a glass tube!! @toc contents Subject: Re: Reflective objects inside a glass tube!! Date: Monday, 14 November 1994 23:57:25 From: cjo ---------------------------------------------------------------------------- Mark A Jones wrote; >On Thu, 27 Oct 1994, Joe Cotellese wrote: >>I've banged my head against a wall long enough, I need some help. I created >>a chrome ball, (chrome attrs plus metals texture). When I place the object >>in my scene and ray-trace it everything works OK (i.e,. properly reflects >>its environment). When I try to place the ball inside of a glass tube, it >>no longer reflects anything!!. As an experiment, I placed the ball halfway >>inbetween the tube and the outside. When I raytraced it, I got reflections >>only on the half of the ball that is outside of the tube. >I believe you have discovered one of the famous "behind glass" raytrace >bugs that have ALWAYS plagued Imagine. You also cant get a glass >attribute inside a glass attribute object to render! There is NOTHING you >can do but try to fake the effect (i.e. wrap a brushmap around your >sphere to imitate the sourroundings- maybe a global brushmap would work?) This matter has been discussed before on the IML. Sure there is a way to "make it happen". What you should do is to make the glass-tube have both an inner AND an outer wall (make two tubes - one slightly smaller than the other - and join them to a single object). Then put your chrome ball inside. Render. The secret is that the ray has to travel trough two (2) faces with glass-attribute-settings (or any other transparent material for that matter). I suppose this could be a subjet that really should be added to the FAQ :-? ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 16" link IML-16} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-155 " MSG-155 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Tuesday, 15 November 1994 00:03:37 From: cjo ---------------------------------------------------------------------------- Mark A Jones wrote; >On Fri, 28 Oct 1994, Benjamin Choi wrote: >> I'm just a newbie here, but I have been with Imagine (and TS) for quite >>a while. >> Along this whole time, (as TTDDD, IM-staging) "languages" and >>"programs" came out, I was hoping thatsome of the programmer/math proficient >>Imagineers could come up with some sort of FRACTAL or ALGORITHMIC objects. >> I think that it would be perfect to generate such things as realistic >>trees, landscapes, snowflakes?... Anything that could be accurately described >>mathematically, (fractals, splines...). >> Any takers? Am I wrong? Any ideas? >All you would need is a Raptor and your object would render in well under >TWO YEARS! There are a couple of PD's out there that does just what you're asking for. Some new and some old (that produces results for Sculpt4D). Write back to me if you are really interested (I've got the FTP addresses somewhere but I'm not quite sure _exactly_ where, that's why I'm not delivering them right now :-) ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 41" link IML-41} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-156 " MSG-156 Subject: Re: Transputer stuff @toc contents Subject: Re: Transputer stuff Date: Tuesday, 15 November 1994 02:54:35 From: Douglas Rudd ---------------------------------------------------------------------------- > > according to the documentation i have read, Cybernetica is in the > process of writing a program called "the light engine". this is a > program for the warp transputer. it is an optimised raytracer that > loads lightwave and imagine staging files, and thusly traces them. > while it would be nice if impulse would port imagine 3.x to imnos t-805 > code, i think that this utility will serve the purpose well enough. > The problem here is Lightwave and Imagine are dynamic and if "the light engine" is not equally dynamic, it would not reliably import new versions of LW or Im stage files. It would be better if the respective companies supported this board. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 187" link IML-187} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-157 " MSG-157 Subject: Re sideways jolt in anim @toc contents Subject: Re sideways jolt in anim Date: Tuesday, 15 November 1994 04:37:19 From: D.Haines@unsw.edu.au ---------------------------------------------------------------------------- Yo all, I have found anunexplained sideways jolt of objects in an animation,about four pixels to the left, which was not a part of the camerakeyframes,and previewed smoothly, which to me sounds just like whats happening to the people who are experiancing a jolt when attempting to morph depth of field. Very strange indeed.? David Haines College of Fine Arts Phone: +61 +2 +339-9555 Fax: +61 +2 +339-9506 @{" Thread 109" link IML-109} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-158 " MSG-158 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Tuesday, 15 November 1994 05:53:05 From: plucas@vt.edu (Perry Lucas) ---------------------------------------------------------------------------- > All you would need is a Raptor and your object would render in well under >TWO YEARS! > Sorry for the lack of Imagine subject matter, but I want to know Why do I keep getting this message every couple of days? It is becoming annoying now. . . _,_/| \o.O; +-----------oOO =(___)= OOo-----------+ |Perry Lucas U plucas@vt.edu| |"PJ" Diversity University | | Telnet: erau.db.erau.edu 8888 | | http://erau.db.erau.edu:80/~lucasp | +-------------------------------------+ @{" Thread 139" link IML-139} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-159 " MSG-159 Subject: Imagine.fp error message @toc contents Subject: Imagine.fp error message Date: Tuesday, 15 November 1994 22:36:59 From: bmolsen@bvu-lads.loral.com (Brad Molsen) ---------------------------------------------------------------------------- Hi all, I finally got 3.0!!! That's the good news. I've been trying to do Shinobi's tute on waterfalls and I keep getting the same error message when rendering (which incidently necessitates a hard reboot) approx every five frames of a 60 frame animation. The message reads "imagine.fp error #800000 suspend or reboot"....close enough. Anyone seen this or can tell me what I can do to never see it again. I'm running Imagine on a Amiga 2000. Thanks in advance, xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Almond rocca?!! Ahhh..no thanks, I have a cat! Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com 13810 SE Eastgate Way Suite 500 (206) 957-3230 Bellevue, Wa 98005 Fax: (206) 746-1335 @{" Thread 163" link IML-163} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-160 " MSG-160 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Wednesday, 16 November 1994 00:30:51 From: dsan@ct.se (Dan Santos) ---------------------------------------------------------------------------- In a message of 14 Nov 94 Perry Lucas wrote to me: >> All you would need is a Raptor and your object would render in well under >> TWO YEARS! PL> Sorry for the lack of Imagine subject matter, but I want to know Why do PL> I keep getting this message every couple of days? It is becoming PL> annoying now. . . Glad you reacted, I thought I was suffering from an extreme case of deja-vu here. :) And Raptor, is it of any interest for Imagine users? I missed the original message.. Dan Santos (dsan@cindy.ct.se) DigiLight Studios - 3D Animation & Image effects - +46-40-138678 +-------------------+---------------------------+-----------------------+ |A3000-040/A4000-040|SGI Indigo Elan, ALIAS PA 5|AbekasA65/DPS-PAR (Ami)| |Real 3D 2/Imagine 3|Liberty, Elastic Reality |Sony D2/1"C/BetaSP VTRs| +-------------------+---------------------------+-----------------------+ @{" Thread 145" link IML-145} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-161 " MSG-161 Subject: RE: Animated Brushmaps @toc contents Subject: RE: Animated Brushmaps Date: Wednesday, 16 November 1994 01:52:20 From: Stethem Ted 5721 ---------------------------------------------------------------------------- I appreciate the response and I will give it a try but I think the ANIM loader in V3.1 is screwed up and not working right. I hope they are aware of all the different ANIM formats including ANIM-5, ANIM-7, ANIM-8, etc. Who does the beta testing for Impulse anyway? I took the animation into AWorks and saved it out. When I loaded this animation as a brushmap, the brushmap requestor automatically read in the number of frames. Good, I thought, it just doesn't like DPaint animations although DPaint is Anim-5 which is old as the hills. But then, I tried rendering and got an error message saying "Bad Chunk Size". Good ol' Impulse clear-as-mud error message. I have come to the conclusion that the ANIM loader is not working but this doesn't surprise me since Impulse seems to have a well established history of not getting various format loaders to work properly the first time around. But I have faith they will fix it by V3.2 (I hope!). Which brings me around to another subject. Impulse has explicitly stated they will not respond to bug reports or improvement suggestions unless they are submitted in writing to the company. I would be willing to do this and am open to inputs. High on my list is a close gadget for the error window, fixing the parent button on ALL directory windows, fixing the bug with the bones subgrouping commands (big is small and small is big), and allowing the selection of different screen sizes. Also, scanline shadows was promised a long time ago, and I was informed that they were investigated but deemed unfeasible due to the excessive length in rendering times. But, 3D Studio has scanline shadows and it is one of the fastest scanline renderers around. I think we could also use a documentation file for all the new effects. Finally, how about a documentation file explaining all these cryptic error messages? ---------- From: imagine-relay @{" Thread 130" link IML-130} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-162 " MSG-162 Subject: Re: Oh Christmans tree?!? @toc contents Subject: Re: Oh Christmans tree?!? Date: Wednesday, 16 November 1994 04:15:54 From: Ed Phillips ---------------------------------------------------------------------------- On Mon, 14 Nov 1994, Perry Lucas wrote: > > > All you would need is a Raptor and your object would render in well under > >TWO YEARS! > > > Sorry for the lack of Imagine subject matter, but I want to know > Why do I keep getting this message every couple of days? It is > becoming annoying now. . . > Me too! /****************************************************************************/ /* Ed Phillips flaregun@udel.edu University of Delaware */ /* Jr Systems Programmer (302) 831-6082 IT/Network and Systems Services */ /****************************************************************************/ @{" Thread 160" link IML-160} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-163 " MSG-163 Subject: Re: Imagine.fp error message @toc contents Subject: Re: Imagine.fp error message Date: Wednesday, 16 November 1994 05:12:30 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Tue, 15 Nov 1994, Brad Molsen wrote: > Hi all, I finally got 3.0!!! That's the good news. I've been trying > to do Shinobi's tute on waterfalls and I keep getting the same error > message when rendering (which incidently necessitates a hard reboot) approx > every five frames of a 60 frame animation. The message reads "imagine.fp > error #800000 suspend or reboot"....close enough. Anyone seen this or can > tell me what I can do to never see it again. I'm running Imagine on a Amiga > 2000. > Thanks in advance, > are you running workench 1.3? I have an Amiga 500 that has plenty of ram but I get similar crashes. I have also been told it might be the GVP hard drive controller. Imagine 2.0 runs fine on my 500 but 2.9 and up do not. I need to get the 2.0 rom but I have not had a chance. Kent Worley @{" Thread 97" link IML-97} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-164 " MSG-164 Subject: Re: Mike Halvorson @toc contents Subject: Re: Mike Halvorson Date: Wednesday, 16 November 1994 08:01:11 From: Charles Blaquiere ---------------------------------------------------------------------------- On Sat, 12 Nov 1994, Shinobi wrote: > Can someone tell me Mike Halvorson's e-mail address? Thanks! > > > -- Via DLG Pro v1.0 > > *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* > | Paul Fine Lines Publications | > * Thompson CGI Animations Multimedia * > | Shinobi@ckbbs.tor.hookup.net | > *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* > Mike can be reached at 76004.1767@compuserve.com. @{" Thread 231" link IML-231} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-165 " MSG-165 Subject: Re: Paging Dr. Imagine... @toc contents Subject: Re: Paging Dr. Imagine... Date: Wednesday, 16 November 1994 09:33:55 From: Charles Blaquiere ---------------------------------------------------------------------------- Here's the address for 3DArtist: p.o. box 4787 Santa Fe, NM 87502-4787 voice: 505/982-3532 fax: 505/820-6929 voice mail: 505/820-6929 x3 12 issue us-subscription is $29, 6 issue sub is $16. @{" Thread 306" link IML-306} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-166 " MSG-166 Subject: Re: Randomize Function Proposal @toc contents Subject: Re: Randomize Function Proposal Date: Wednesday, 16 November 1994 09:39:10 From: Charles Blaquiere ---------------------------------------------------------------------------- On Tue, 25 Oct 1994, Shinobi wrote: > Another suggestion for Imagine: > > Once again I am submitting a suggestion through the IML for polishing > before I send it off to Impulse. I would really like to see a sort of > Randomize function that would perform the following: > > o Randomize sizes between Min and Max values > o Randomize position between Min and Max values > o Randomize alignment between Min and Max values > Great idea! And of course, like many Imagine functions, it should work on whatever you have selected, be it objects, points, faces, or edges. I've wanted a "point jitter" function for a long time. Additional controls could be a set of radio buttons, to control the distribution of random values between Min and Max: Constant, Linear, Triangle, Bell Curve; similar to some of the Magnetism controls. @{" Thread 170" link IML-170} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-167 " MSG-167 Subject: Re: Seamless Waterfalls & Fire @toc contents Subject: Re: Seamless Waterfalls & Fire Date: Wednesday, 16 November 1994 10:15:46 From: Charles Blaquiere ---------------------------------------------------------------------------- Paul, that trick brings to mind the old artificial log fires from the 50's -- you know, the ones with the red lightbulb and the rotating cellophane cylinder. B^) @{" Thread 108" link IML-108} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-168 " MSG-168 Subject: Textures/States problem @toc contents Subject: Textures/States problem Date: Wednesday, 16 November 1994 11:47:19 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- Hello again everyone! I need a States expert to answer this on for me: I want to "smear" a texture across a sphere. I tried doing this using texture/brushmap tacking but it just wouldn't happen for me. Here's what I did. I created a sphere and applied ColrNoiz to it. I created a new state (STATE1), highlighting Brushmaps/Textures and Shape. I then chose Pick Points and selected the points along the equator. I rotated these around the Z-axis by 10 degrees. Then I chose the points on the equator PLUS the points just above it and below it (you have to look at the front view to understand what I'm doing). These I rotated 10 degrees as well. I continued doing this until all the points had been rotated. Then I created a new state: STATE2. Once again, I highlighted Brushmaps/Textures and Shape. But when I rendered the sphere, nothing had happened. The texture was not "stretched" around the z-axis. Can anyone help? Many thanks! Paul -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 179" link IML-179} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-169 " MSG-169 Subject: Re: Randomize Function Proposal @toc contents Subject: Re: Randomize Function Proposal Date: Wednesday, 16 November 1994 15:13:25 From: gregory denby ---------------------------------------------------------------------------- Charles Blaquiere agrees with Shinobi >> I would really like to see a sort of Randomize function that would >> perform the following: >Great idea! ... I've wanted a "point jitter" function for a long time. Likewise. I did write to Impulse asking for a point randomizing function a few months ago. A second should urge them a bit more. And, while I'm writing, let me mention some other features (again) that I'd like to see. Does anyone else think these would be useful? 1. Snap axis to point: This item would cause the object axis to snap to a picked point. Suppose you had laid out the shape of a wall, and wish to add other walls, as usual, at right angles to it. Because new points and lines originate with the same co-ords as the axis, you must either move the axis, or the points after laying them out. If moving the axis to a preexisting point could be automated, adding to existing objects would be much easier. 2. Snap object to grid: Say you've made an object, such as a ceiling light for a large room. Your room needs a few dozen of these, so you make the needed copies. Now, positioning them nicely can be tedious. If you could set the grid to an appropriate measure and then snap the lights to it, one would only need to get the lights near to their exact locations, and then snap them for perfect alignment. Back to modeling for now Greg Denby gdenby@darwin.cc.nd.edu gregory.g.denby.1@nd.edu @{" Thread 166" link IML-166} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-170 " MSG-170 Subject: Re: Raptor and Two Years @toc contents Subject: Re: Raptor and Two Years Date: Wednesday, 16 November 1994 17:50:55 From: Rob Freundlich ---------------------------------------------------------------------------- >On Fri, 28 Oct 1994, Benjamin Choi wrote: >> >> >> I'm just a newbie here, but I have been with Imagine (and TS) for >> quite a while. >> Along this whole time, (as TTDDD, IM-staging) "languages" and >> "programs" came out, I was hoping thatsome of the programmer/math proficient >> Imagineers could come up with some sort of FRACTAL or ALGORITHMIC objects. >> I think that it would be perfect to generate such things as realistic >> trees, landscapes, snowflakes?... Anything that could be accurately described >> mathematically, (fractals, splines...). >> Any takers? Am I wrong? Any ideas? >> >> >> Ben C >> b2choi@artscourse.uwaterloo.ca >> >> >> >> > All you would need is a Raptor and your object would render in well under >TWO YEARS! All you would need is a Raptor and you could read all the copies of this message in well under TWO YEARS! :-b --- Rob Freundlich, Senior Software Engineer | Some folks you don't have IDX Systems Corporation | to satirize, you just quote 'em. | - Tom Paxton, from "A Folk Amiga 4000/040. deal with it. | Singer's Guide to Usenet" @{" Thread 157" link IML-157} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-171 " MSG-171 Subject: Modelling and Snapping @toc contents Subject: Modelling and Snapping Date: Wednesday, 16 November 1994 19:46:00 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Check out Pagestream (well, version 2.2) for Aligning and Duplicating. For example,. a duplicate requestor will pop up when you hit Amiga-D. It asks for number of copies, horizontal and vertical offset. Press 'return' over the OK button (I like that) and voila! Instant copies all over. Of course, Imagine would have to do it in 3-D, with matix possibilities. For alignment, Pagestream asks that you pick two (or more) objects before opening the alignment requestor. This allows you to align up down, left, right, or average objects i.e. bring some up and some down to some average point. Tricky to implement in 3-D, but as Greg Denby pinted out, it would be nicer to align objects with their points, not their axis'. \KenR @{" Thread 225" link IML-225} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-172 " MSG-172 Subject: Sorry Could Not Find Subject! @toc contents Date: Wednesday, 16 November 1994 22:57:14 From: Benjamin Choi ---------------------------------------------------------------------------- Perry L. (along with a few others write) wrote the following message. I agree wholeheartedly, I didn't think I made THAT bad a comment! ;) No really tho' I forget the name of the program, but someone posted something about a PC prog/utility that made some pretty interesting 3D objects, anybody have an idea if there's an amiga program that does "all that", BTW, I haven't had a chance to download some of the 3d object generators suggested on this list, thanks to all who suggested. -Ben C- >Return-Path: >Date: Mon, 14 Nov 1994 21:32:51 +0500 >To: imagine@email.sp.paramax.com >From: plucas@vt.edu (Perry Lucas) >Subject: Re: Oh Christmans tree?!? > > >> All you would need is a Raptor and your object would render in well under >>TWO YEARS! >> >Sorry for the lack of Imagine subject matter, but I want to know >Why do I keep getting this message every couple of days? It is >becoming annoying now. . . > > > _,_/| > \o.O; >+-----------oOO =(___)= OOo-----------+ >|Perry Lucas U plucas@vt.edu| >|"PJ" Diversity University | >| Telnet: erau.db.erau.edu 8888 | >| http://erau.db.erau.edu:80/~lucasp | >+-------------------------------------+ > > @{" Thread 105" link IML-105} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-173 " MSG-173 Subject: Animation Brushmaps Update @toc contents Subject: Animation Brushmaps Update Date: Wednesday, 16 November 1994 23:32:52 From: Stethem Ted 5721 ---------------------------------------------------------------------------- OK, here is what I have found out about using the new animation brushmaps feature in Imagine V3.1 for the Amiga: It does work for 640x400x16 color Deluxe Paint animations, all the time. Now, for the weird part. I started by trying to use some of the animations that come with Deluxe Paint including Crying, the dog animation, and the other two. Crying is a 320x200x64 color (EHB) anim. That one doesn't work. In fact, what I have found is that if you use the new Show Anim feature and that won't play the anim, then it is not useable as a brushmap (without breaking it up into individual frames). If you try to use Show Anim on Crying, the animation doesn't load and the directory requestor just pops back up. What is really weird is that there are two other animations, one called Lee's Trip or something like that and it won't load either. It is 320x200x32 colors. But then there is another animation which is a kind of a demo screen of several animation functions in DPaint, it is 320x200x32 colors, and it loads fine! I then tried several HAM Interlace animations. Almost all of these came up with the Bad Chunk Size error message. But then I found one that loaded fine! My problem right now is remembering if that one was saved out from Imagine as an animation versus the others which were assembled as animations from ADPro. Also, the documentation that comes with V3.1 refers to the use of 24-bit animations, and as far as I know, there is no official ANIM format for 24-bit animations on the Amiga (excluding Magic Lantern but that is a DIFF format). But Imagine does have its own animation format for 24-bit frames. I will experiment with this further but this whole thing is becoming frustrating since I was hoping to just jump in and map existing animations I have without having to go through the lengthy process of breaking up animations into single frames and storing the frames to the hard drive. But if time and hard disk space are not a concern for you, then all this is irrelevant. @{" Thread 188" link IML-188} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-174 " MSG-174 Subject: Textures/States problem @toc contents Subject: Textures/States problem Date: Thursday, 17 November 1994 00:57:13 From: cjo ---------------------------------------------------------------------------- Paul Thompson wrote; >I want to "smear" a texture across a sphere. I tried doing this using >texture/brushmap tacking but it just wouldn't happen for me. Here's what I >did. > >I created a sphere and applied ColrNoiz to it. I created a new state >(STATE1), highlighting Brushmaps/Textures and Shape. I then chose Pick >Points and selected the points along the equator. I rotated these around >the Z-axis by 10 degrees. Then I chose the points on the equator PLUS the >points just above it and below it (you have to look at the front view to >understand what I'm doing). These I rotated 10 degrees as well. I >continued doing this until all the points had been rotated. > >Then I created a new state: STATE2. Once again, I highlighted >Brushmaps/Textures and Shape. But when I rendered the sphere, nothing had >happened. The texture was not "stretched" around the z-axis. I could have told you from the very start that this wouldn't work! (Great help, eh ;-) Hmmm ... how on earth do you do this? The only sollusion that comes to mind is: 1. Make a brushmap in a paint-program (dpaint or whatever). Note; for a brushmap to apply perfectly to a sphere the map has to be _exactly_ twice as wide as it is high (it took me a while to figure this one out) 2. Save it. 3. Smear it the way you like. 4. Save it again (with another name) 5. Enter Imagine. 6. Create your sphere. 7. Attach the first brushmap (wrap-wrap) with full-scale-value = 255. 8. Attach the second brushmap (wrap-wrap) with full-scale-value = 0. 9. Create the first state (DEFAULT). 10. Reverse the full-scale-values (1st map 255=>0, 2nd map 0=>255). 11. Create a second state. 12. Set up a short animation and render. The basic idea is this: You can't change the way a brushmap or arithmetical texture applies to an object by altering the shape of the object (moving points or whatever). To achieve what you want you have to change the parameters for the texture or change the brushmap. Maybe you could have used the 'animated-brush- thingie' if it would have worked (isn't that right, Impulse? ;-). Also, one texture (or brush) won't morph into another texture (or brush). Instead you'll have to apply two different textures (or brushes) (why not the same texture but with different settings?) where the first have maximum effect on the object and the second no effect what-so-ever in the beginning of the animation, and just the opposite in the end. Errh... quite a long a description, this became, didn't it? I hope I have made myself clear and understandable. (I also hope all of this is correct, if it ain't ... hey, shoot me!) ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 168" link IML-168} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-175 " MSG-175 Subject: Metal textures @toc contents Subject: Metal textures Date: Thursday, 17 November 1994 05:39:30 From: MiKE ---------------------------------------------------------------------------- Hi all, This may be an old problem, but I rarely get to read IML or play with Imagine :( I can't seem to get the metal texture working correctly. If I set the attributes for a shiny polished metal surface, it comes out as a dull, bumpy texture, dark and splotchy; and looking nothing like a metal at all. Any takers? MiKE (Cstar on #amiga) cheng@sun.mech.uq.oz.au http://www.uq.oz.au/mecheng/home/MiKE.html [Alternate: e4302585@dingo.cc.uq.oz.au Michael.Cheng@lambada.oit.unc.edu] @{" Thread 176" link IML-176} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-176 " MSG-176 Subject: Re: Metal textures @toc contents Subject: Re: Metal textures Date: Thursday, 17 November 1994 06:40:03 From: Charles Blaquiere ---------------------------------------------------------------------------- Mike, metal attributes need something to reflect. Unless you add a reflection brushmap to your object, add a global environment map in Action Ed, or use trace mode, your metal will look very dark indeed, since most of its color will come from the reflect part, which is reflecting pitch black emptiness. @{" Thread 180" link IML-180} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-177 " MSG-177 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 17 November 1994 07:22:15 From: Charles Blaquiere ---------------------------------------------------------------------------- I sent Joe a UUencoded version of a utility called Strings. It displays all alphanumeric strings hiding in a file; when run on an Imagine object or staging file, it will spit out all references to externals such as textures and brushmaps. I'm sure "Strings" is on wuarchive. @{" Thread 116" link IML-116} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-178 " MSG-178 Subject: Re: Textures/States problem @toc contents Subject: Re: Textures/States problem Date: Thursday, 17 November 1994 08:39:08 From: Charles Blaquiere ---------------------------------------------------------------------------- In the Attributes requester, you need to specify STATE1 as the Lock state for your textures and brushmaps. Otherwise, sticky textures -- won't be. @{" Thread 181" link IML-181} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-179 " MSG-179 Subject: Re: Textures/States problem @toc contents Subject: Re: Textures/States problem Date: Thursday, 17 November 1994 09:40:50 From: Roger Straub ---------------------------------------------------------------------------- On Wed, 16 Nov 1994, Shinobi wrote: > Hello again everyone! I need a States expert to answer this on for me: > > (STATE1), highlighting Brushmaps/Textures and Shape. I then chose Pick > Points and selected the points along the equator. I rotated these around [snip] > Then I created a new state: STATE2. Once again, I highlighted > Brushmaps/Textures and Shape. But when I rendered the sphere, nothing had > happened. The texture was not "stretched" around the z-axis. > > Can anyone help? Many thanks! > > Paul Hi, Paul! You have to set the LockState box in the texture requestor to "STATE1" for the smearing to work. The texture will apply as if it had been painted onto STATE1 and then the points were pulled around, smearing the texture. See ya, Roger @{" Thread 178" link IML-178} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-180 " MSG-180 Subject: Re: Metal textures @toc contents Subject: Re: Metal textures Date: Thursday, 17 November 1994 11:06:20 From: "Randy R. Wall" ---------------------------------------------------------------------------- > Hi all, > This may be an old problem, but I rarely get to read IML or play > with Imagine :( > I can't seem to get the metal texture working correctly. If I set > the attributes for a shiny polished metal surface, it comes out as a dull, > bumpy texture, dark and splotchy; and looking nothing like a metal at all. > Any takers? Add a reflection map,ground object, global wrap in the action editor or raytrace it with some nice objects around it..Enjoy =RRW= @{" Thread 143" link IML-143} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-181 " MSG-181 Subject: Re: Textures/States problem @toc contents Subject: Re: Textures/States problem Date: Thursday, 17 November 1994 12:26:56 From: "Randy R. Wall" ---------------------------------------------------------------------------- Well, I'll give it a shot, I think you need to first set the Lockstate in your texture or brushmap to DEFAULT, then make a state called DEFAULT. Now you can do all the twisting and deforms you like and the textures or wraps should twist and deform with it..Everything else you did should be fine, but you need to make the DEFAULT state first. =RRW= > Hello again everyone! I need a States expert to answer this on for me: > > I want to "smear" a texture across a sphere. I tried doing this using > texture/brushmap tacking but it just wouldn't happen for me. Here's what I > did. > > I created a sphere and applied ColrNoiz to it. I created a new state > (STATE1), highlighting Brushmaps/Textures and Shape. I then chose Pick > Points and selected the points along the equator. I rotated these around > the Z-axis by 10 degrees. Then I chose the points on the equator PLUS the > points just above it and below it (you have to look at the front view to > understand what I'm doing). These I rotated 10 degrees as well. I > continued doing this until all the points had been rotated. > > Then I created a new state: STATE2. Once again, I highlighted > Brushmaps/Textures and Shape. But when I rendered the sphere, nothing had > happened. The texture was not "stretched" around the z-axis. > > Can anyone help? Many thanks! > > Paul > > -- Via DLG Pro v1.0 > > *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* > | Paul Fine Lines Publications | > * Thompson CGI Animations Multimedia * > | Shinobi@ckbbs.tor.hookup.net | > *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* > @{" Thread 88" link IML-88} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-182 " MSG-182 Subject: Texture "Smear" @toc contents Subject: Texture "Smear" Date: Thursday, 17 November 1994 14:32:02 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- I'm not sure if I made my desires clear in my last message, so let me clarify a point. I want to apply a texture (or brushmap) to a sphere and tack it. Then I want to deform the sphere and, thus, have the texture or brushmap deformed along with it. If I can figure out how to do this I can develop some cool techniques!! Shinobi -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 204" link IML-204} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-183 " MSG-183 Subject: Re: Modelling and Snapping @toc contents Subject: Re: Modelling and Snapping Date: Thursday, 17 November 1994 15:15:33 From: gregory denby ---------------------------------------------------------------------------- KenR's mention of Pagestream's aligning and duplication features opens the door to yet more improvements to ask Impulse for. When I wrote about duplicating lights before, I used that example for a specific reason. Namely, one can use Replicate on an object, and with a little head scratching can place a row of polygon objects with pretty good accuracy. But if you want many objects set to be lights, you must copy, paste, copy paste (insert reference to Christmas Tree Raptors here). Ken, I hope it was just a flip of logic, and not my wonderful capacity for expression ( :-) ), but what I did mean to forward was the notion of being able to snap objects by their axis to the grid, as well as their points. Bye, Greg Denby gdenby@darwin.cc.nd.edu gregory.g.denby.1@nd.edu @{" Thread 28" link IML-28} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-184 " MSG-184 Subject: Re: Textures used in an object @toc contents Subject: Re: Textures used in an object Date: Thursday, 17 November 1994 20:01:16 From: Patrick Sauvageau ---------------------------------------------------------------------------- In , Charles Blaquiere w rote: >I sent Joe a UUencoded version of a utility called Strings. It displays >all alphanumeric strings hiding in a file; when run on an Imagine object >or staging file, it will spit out all references to externals such as >textures and brushmaps. I'm sure "Strings" is on wuarchive. I have just wrote a program that display the list of brush maps and textures used in an object as well as the complete hierarchy of grouping. The next step will be to allow the user to change any path/filename in an object. It may also have an automatic conversion feature using a correspondentce list and an amiga-pc path name conversion. No graphic user interface since it will be source compatible with Amiga and PC. You may expect it to appear on the IML in a week or two. REQUEST TO IMAGINE-PC user: Can someone send me an object created on Imagine PC ? It's for testing purpose. The ideal object have some level of grouping, textures and brushs. The object dont have to represent anything, you may just use some simple primitive or axis only. Thank in advance. -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 210" link IML-210} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-185 " MSG-185 Subject: No subject given @toc contents Subject: No subject given Date: Thursday, 17 November 1994 22:08:12 From: cjo ---------------------------------------------------------------------------- Benjamin Choi wrote; > No really tho' I forget the name of the program, but someone posted >something about a PC prog/util that made some pretty interesting 3Dobjects, >anybody have an idea if there's an amiga program that does "all that". I have been discussing this privately with Arne Voigt in Denmark. He was also loooking for "object-makers". I have collected a few during the past weeks. 'Contour4D' and 'Tree4D' are two programs that generates landscapes and trees respectively for Sculpt4D, so in order to use the results in Imagine you would need a "translator" (such as Pixel 3D Pro or something). Both programs are on Fred Fish disk #586 (wich you can find on 'nic.funet.fi' in directory 'pub/amiga/fish/'). 'Fractal' generates (rather beautiful) landscapes in TTDDD-format (you'll need 'T3DLIB' to convert to TDDD). 'Shelly' generates sea-shells. 'T3DLIB', 'Shelly', 'FreeForm' and 'Icoons' (the last two are object editors) can all be found on any Aminet site in the 'gfx/3d' directory. Unfortunately I can't for the life of me remember where I have gotten 'Fractal' from. It's a neat little thing (15kb packed). Write me a mail if you are interested and I'll mail it to you privately (unless you all want me to mail it to the IML, do you?) ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 146" link IML-146} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-186 " MSG-186 Subject: LW-related stuff on aminet @toc contents Subject: LW-related stuff on aminet Date: Thursday, 17 November 1994 22:08:27 From: di2matha@ida.his.se (Mattias Hallberg) ---------------------------------------------------------------------------- Hello! Does anyone know where I can get LightWave related stuff? Is there any program that converts Imagine<->LightWave??? /M. Hallberg - di2matha@ida.his.se @{" Thread 189" link IML-189} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-187 " MSG-187 Subject: Tree Makers, good and bad @toc contents Subject: Tree Makers, good and bad Date: Friday, 18 November 1994 11:04:04 From: Mike McCool ---------------------------------------------------------------------------- Excuse my barging in on your string like this, but I keep hearing about Tree4d, which someone was nice enough to mention last week as being on FF #586. I rushed out and grabbed it, and then remembered that I'd seen it eras ago and thought then that it sucked. I haven't revised my opinion. It makes trees, but strictly in the lollipop vein. They look like something out of Pokey and Gumby. The treemaker that works, at least for trunks and limbs, is a tiny little thing called "fr." It's like 4k, and it makes gorgeous trees. It also makes snowlfakes. It, too, has been mentioned in this string,--but please, give it a shot and leave Tree4d alone,--unless you rally need trees that look like a funky claymation cartoon. (Fire extinguisher in hand). @{" Thread 8" link IML-8} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-188 " MSG-188 Subject: Announcing LIGHT-ROM (has Imagine data too!) @toc contents Subject: Announcing LIGHT-ROM (has Imagine data too!) Date: Friday, 18 November 1994 11:55:19 From: michael@iglou.com (Michael Meshew) ---------------------------------------------------------------------------- ============================================================================ L I G H T - R O M General Information 10/23/94 ======== OVERVIEW ======== In cooperation with Lightwave artist Michael Meshew, Amiga Library Services is producing a new CD called "LIGHT-ROM". This is a 650 Mb CD-ROM dedicated to 3D artists all over the world, and contains Lightwave objects, scene files, textures, bump maps (JPEG, IFF, & TARGA), fonts, thumbnail renderings, and text files with advice from the rendering pros. It also contains a "Showcase Directory", displaying the talents of selected Lightwave artists from all over the world. ======== CONTENTS ======== ======== LIGHT-ROM Volume 1 contains the following: o Lightwave 3D scene files, objects, surface attributes, and image sequences. All objects are also usable with trueSpace by Caligari, for PC compatible systems. o Imagine objects, surface attributes, and text files for Amiga and IBM Imagine artists. (Over 100 megs of objects & text files). o Sculpt 3D objects, readable by Lightwave 3D and Sculpt, for Amiga and Mac artists. o GEO objects, readable by Lightwave 3D and Videoscape 3D, and can also be used with Scenery Animator 4.0. o A collection of textures, images and bump maps in IFF, TARGA, and JPEG formats, for use in 3D packages such as Lightwave or Imagine. o A collection of textures, images and bump maps in IFF, TARGA, and JPEG formats, for use in 3D packages such as Lightwave or Imagine. They are also useful as backgrounds for desktop video applications. o A collection of DEM's (Digital Elevation Maps) for use in Scenery Animator or VistaPro. They can also be used in 3D translation programs to convert to 3D landscapes. o An exclusive "Showcase Directory", where Lightwave artists from around the world can showcase their talents and skills to the rest of the Lightwave community, and advertise their abilities to potential employers. o A collection of old style Toaster CG fonts and wipes. o A collection of text files covering the Video Toaster and Lightwave, from the Internet mailing lists and from various BBS systems. These text files consist of advice and tips from some of the professionals using the Toaster and Lightwave. text files consist of advice and tips from some of the professionals using the Toaster and Lightwave. o Thumbnail renderings of Lightwave objects, images, textures and bump maps, included for your convenience. ==================== MULTIPLATFORM CD-ROM ==================== LIGHT-ROM is a multiplatform CD-ROM. It adheres strictly to level 1 of the ISO-9660 standard, and thus can be read on almost any system that has CD-ROM support. When Lightwave is released for Windows, Windows NT, and the SGI, in late 1994, LIGHT-ROM will work immediately on those platforms. ======= ======= UPDATES ======= LIGHT-ROM will be updated at approximately 6 month intervals. Contributors will be eligible for a free copy. ============ HOW TO ORDER ============ The retail price of LIGHT-ROM is $39.95 plus $3.95 for shipping and handling. Orders can be sent via mail, FAX, email, or voicemail to: Mail: Amiga Library Services 610 N. Alma School Road, Suite 18 Chandler, AZ 85224-3687 USA VOICE: (800) 804-0833 Email: orders@amigalib.com For submitting your original work, please request a submissions form from; Mail: Michael Meshew Graphic Detail 4556 South Third Street Louisville, Ky. 40214 USA Email: michael@iglou.com All work must be your own original creations and is subject to approval before receiving your free copy of LIGHT-ROM. You may select either the current issue of LIGHT-ROM or the next issue for your free copy. LIGHT-ROM is currently listed in Creative Computer's December ad in AmigaWorld for just $29.95 + shipping. Creative Computers 1-800-872-8882 LIGHT-ROM item #5925 If you have any suggestions on how to improve LIGHT-ROM, please let me know. Thank you very much! @{" Thread 195" link IML-195} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-189 " MSG-189 Subject: Re: LW-related stuff on aminet @toc contents Subject: Re: LW-related stuff on aminet Date: Friday, 18 November 1994 12:52:21 From: ASKER BRODERSEN ---------------------------------------------------------------------------- > Does anyone know where I can get LightWave related stuff? Is there any program > that converts Imagine<->LightWave??? > Check out IM2LW (Imagine To Lightwave), it can be found on Aminet. /Asker Brodersen, pt94abr@pt.hk-r.se @{" Thread 34" link IML-34} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-190 " MSG-190 Subject: Re: Uuencode @toc contents Subject: Re: Uuencode Date: Friday, 18 November 1994 14:21:59 From: Darryl_Lewis@comlink.mpx.com.au (Darryl Lewis) ---------------------------------------------------------------------------- Thanks to all who have replied. BUT please stop telling me to use ">" to redirect the out put to a file. It doesn't work. Why? The version of uuencode I have drops out if you enter more than 2 arguments and prints an error message. ie uuencode file file ----prints to the screen. uuencode file file > encoded_file ----prints uuencode[infile]file Is short, I know about redirection, but I have a funny version of uuencode. I need a version which works and allows redirection or output to a file on the amiga. If not, I'll dissasemble the code and rewrite it as a last ditch effort! Darryl -- Via DLG Pro v1.0 @{" Thread 258" link IML-258} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-191 " MSG-191 Subject: Re: Textures used in an object (fwd) @toc contents Subject: Re: Textures used in an object (fwd) Date: Friday, 18 November 1994 18:35:46 From: Wayne Haufler ---------------------------------------------------------------------------- I think we are overlooking one good solution: TTTDD (or something like that) This is a utility that converts object files to ASCII files, and back. I'm sure it is on the Aminet. Or is the Imagine 3.0 -compatible version of this not available, yet. - Wayne Haufler @{" Thread 114" link IML-114} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-192 " MSG-192 Subject: TIF -> AVI?? MPEG??? @toc contents Subject: TIF -> AVI?? MPEG??? Date: Friday, 18 November 1994 18:37:23 From: Kurt Yamamoto ---------------------------------------------------------------------------- Hi, I am using PC Imagine 2.0 and have rendered a bunch of frames which I would like to convert to an animation. Is there a public domain util out there which will take a bunch of TIF's and make an mpeg or an avi animation out of them? Could someone tell me of a good one and maybe an FTP site from which it can be d'loaded. If not, I was wondering if there were any affordable commercial products which perform the same function. (by affordable, I mean <$50 US. Thanks, Kurt KurtY@urfim.ucla.edu @{" Thread 196" link IML-196} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-193 " MSG-193 Subject: Re: TIF -> AVI?? MPEG??? @toc contents Subject: Re: TIF -> AVI?? MPEG??? Date: Friday, 18 November 1994 19:11:37 From: Ed Totman ---------------------------------------------------------------------------- If you can get the frames converted to tga, try Dave's Targa Animator. It coverts frames to an fli or flc file. Check any simtel mirror such as ftp.cdrom.com, /.2/simtel/msdos/animate directory. The file is dta18g-3.zip. You are probably going to need a commercial product to make avi's (someone please let us know if there's a pd utility that will do it). Ed Totman etotman@gort.ucsd.edu On Thu, 17 Nov 1994, Kurt Yamamoto wrote: > Hi, > I am using PC Imagine 2.0 and have rendered a > bunch of frames which I would like to convert to an > animation. Is there a public domain util out there which > will take a bunch of TIF's and make an mpeg or an avi > animation out of them? Could someone tell me of a good > one and maybe an FTP site from which it can be d'loaded. > If not, I was wondering if there were any affordable > commercial products which perform the same function. > (by affordable, I mean <$50 US. > > Thanks, > Kurt > KurtY@urfim.ucla.edu @{" Thread 121" link IML-121} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-194 " MSG-194 Subject: Sway effect? @toc contents Subject: Sway effect? Date: Saturday, 19 November 1994 02:34:22 From: Stethem Ted 5721 ---------------------------------------------------------------------------- I remember some discussion about the sway f/x a few weeks ago and how somebody had gotten it to work. I ended up deleting those messages. Now, I am trying to use the effect and can't get it to work. It seems to me the person that got it to work said it only worked with grouped objects? I know it is not working with a single object. Tips, anyone? Grossen vielen danke! @{" Thread 214" link IML-214} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-195 " MSG-195 Subject: Re: Announcing LIGHT-ROM (has Imagine data too!) @toc contents Subject: Re: Announcing LIGHT-ROM (has Imagine data too!) Date: Saturday, 19 November 1994 04:40:59 From: MiKE ---------------------------------------------------------------------------- On Fri, 18 Nov 1994, Michael Meshew wrote: > L I G H T - R O M > LIGHT-ROM Volume 1 contains the following: > o A collection of text files covering the Video Toaster and Lightwave, > from the Internet mailing lists and from various BBS systems. These > LIGHT-ROM will be updated at approximately 6 month intervals. Contributors > will be eligible for a free copy. query: Does that mean everyone on IML, and everyone that has an object of their own on there, gets a free copy? MiKE (Cstar on #amiga) cheng@sun.mech.uq.oz.au http://www.uq.oz.au/mecheng/home/MiKE.html [Alternate: e4302585@dingo.cc.uq.oz.au Michael.Cheng@lambada.oit.unc.edu] @{" Thread 227" link IML-227} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-196 " MSG-196 Subject: Re: TIF -> AVI?? MPEG??? @toc contents Subject: Re: TIF -> AVI?? MPEG??? Date: Saturday, 19 November 1994 05:26:33 From: taycock@kestrel.cqi.com ---------------------------------------------------------------------------- I have had some luck using Imagine 2.0 rendered Targas and OS/2's AVI Utility, this comes with WARP in the bonus pack. Since WARP is so new I can't guarentee how or if this process works like it should bu I was able to get this to work. It was tricky though and I can't tell you how to make it work everytime it was a little iffy, but thats life on the bleeding edge. In case you are getting your hopes up I could NOT get Imagine 2.0 to run in a dos session under OS/2. I had to boot in DOS to render and then reboot in OS/2 to make the files. This may be more of a hassle than it's worth. Good luck and let me know if you do find something that works well. @{" Thread 193" link IML-193} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-197 " MSG-197 Subject: Light ROM question @toc contents Subject: Light ROM question Date: Saturday, 19 November 1994 07:35:44 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- On Fri, 18 Nov 1994, Michael Meshew wrote: > L I G H T - R O M > LIGHT-ROM Volume 1 contains the following: > o A collection of text files covering the Video Toaster and Lightwave, > from the Internet mailing lists and from various BBS systems. These > LIGHT-ROM will be updated at approximately 6 month intervals. Contributors > will be eligible for a free copy. Does the light ROM only have PD stuff on it? If so, is anyone making any money on this? The idea of PD stuff is that it is not suppposed to be re-sold for profit. Using some of these objects in commercial applications may certainly break some copyright laws. \KenR @{" Thread 203" link IML-203} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-198 " MSG-198 Subject: Fractal tree creator? @toc contents Subject: Fractal tree creator? Date: Saturday, 19 November 1994 10:53:43 From: "Frank.VanDerAuwera" ---------------------------------------------------------------------------- A few days ago there was a message about two fractal tree generators, one of which made play-doh style trees, and the other one was reviewed as good. Unfortunately, my mailer crashed and I lost my temp. store of messages, so I can't find the reference to that program anymore. I seem to remember it was called "fre" or "fr" or something like that. Can anyone point me to what it is and specially, where to find it? (ADT "find" with "fractal" or "tree" doesn't find it) Thanks! :-------------------------------------------------------------------- : : : /\_/\ Frank "Ferenc Ulfson" Van der Auwera : : ( \ / ) : : \ / Run swiftly, run silent, for : : \O/ Thou art the Brotherhood : : of Hunters in the Night, : : and Mankind thine Enemy : : fvdauwer@uia.ac.be : : (fauwera@lib.ua.ac.be) : : : : (UIA-library, Antwerp, Belgium) : :-------------------------------------------------------------------: @{" Thread 229" link IML-229} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-199 " MSG-199 Subject: Aminet pix/imagi @toc contents Subject: Aminet pix/imagi Date: Saturday, 19 November 1994 12:22:33 From: Andrew Nunn ---------------------------------------------------------------------------- Hi all, Earlier this week I uploaded my latest imagine rendering of a hairy tarantula spider to aminet at ftp.eunet.ch , with a target directory of pix/trace. However, it has now appeared in pix/imagi ! Looks like we've got our own directory. There's also one called real3 (can't think why). Further, this directory exists on other sites - at ftp.luth.se it exists but is empty, and at wuarchive.wustl.edu it exists and has different files in it! Methinks the mirroring is not working properly. Does anyone know who to contact to query what's happening, since it would now appear that if you put the word Imagine in the short description, your upload may not reflect around the other sites. Incidentally, the wuarchive pix/imagi directory appears to contain some stuff that was on the old boing archive (ex-IML landfill). Andrew Nunn apn@moby.demon.co.uk @{" Thread 64" link IML-64} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-200 " MSG-200 Subject: Re: Light ROM question @toc contents Subject: Re: Light ROM question Date: Saturday, 19 November 1994 13:37:11 From: Andrew Nunn ---------------------------------------------------------------------------- > > L I G H T - R O M > > LIGHT-ROM Volume 1 contains the following: > > o A collection of text files covering the Video Toaster and Lightwave, > > from the Internet mailing lists and from various BBS systems. These > > > LIGHT-ROM will be updated at approximately 6 month intervals. Contributors > > will be eligible for a free copy. > > Does the light ROM only have PD stuff on it? If so, is anyone making any > money on this? The idea of PD stuff is that it is not suppposed to be > re-sold for profit. > Using some of these objects in commercial applications may certainly break > some copyright laws. It appears to be a similar idea to Syndesis 3D-ROMs ie if your stuff is on it, then you get a free one. However, I know that Syndesis required everyone to sign a form which cleared any copyright difficulties. Incidentally, I believe Fred Fish is going to release a Lightwave and others CD at the end of November. It appears that many PD sellers just don't care though. I've uploaded a few of the Imagine objects I have created in the past to a few bulletin boards. However, only this week I got the new CDPD 4 disk and found two of them on it, along with a load of other Imagine objects. All read.mes and credit files had been removed. I've also seen PD suppliers advertising objects which they must have downloaded from BBS's. The worst incident I personally have experianced is with the UK magazine Amiga User International, who printed two of my Imagine renderings (which again they must have downloaded from a BBS) as part of an article on 3D. However, my signature had been carefully cropped off the bottom of the pictures! I guess the only way to guarantee your copyright is don't upload anything to anywhere and always use a condom :) Andrew Nunn apn@moby.demon.co.uk @{" Thread 267" link IML-267} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-201 " MSG-201 Subject: Re: Light ROM question @toc contents Subject: Re: Light ROM question Date: Saturday, 19 November 1994 16:17:02 From: cjo ---------------------------------------------------------------------------- >I guess the only way to guarantee your copyright is don't upload anything >to anywhere and always use a condom :) > >Andrew Nunn Right ;-] Conny J @{" Thread 200" link IML-200} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-202 " MSG-202 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Sunday, 20 November 1994 06:38:41 From: "Randy R. Wall" ---------------------------------------------------------------------------- > I'm not sure if I made my desires clear in my last message, so let me > clarify a point. > > I want to apply a texture (or brushmap) to a sphere and tack it. Then I > want to deform the sphere and, thus, have the texture or brushmap deformed > along with it. If I can figure out how to do this I can develop some cool > techniques!! Well, heres what I posted to someone else who wanted to do the same thing, this was only a few days ago. But I'll just paste it here so you can read it again: Well, I'll give it a shot, I think you need to first set the Lockstate in your texture or brushmap to DEFAULT, then make a state called DEFAULT. Now you can do all the twisting and deforms you like and the textures or wraps should twist and deform with it..Everything else you did should be fine, but you need to make the DEFAULT state first. everything else in this statement would be to make some new states with the deformations you want.. Hope this helps? =RRW= @{" Thread 208" link IML-208} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-203 " MSG-203 Subject: Re: Light ROM question @toc contents Subject: Re: Light ROM question Date: Sunday, 20 November 1994 08:38:48 From: "Mark A. Jones" ---------------------------------------------------------------------------- On Sat, 19 Nov 1994, Andrew Nunn wrote: > > > L I G H T - R O M > > > LIGHT-ROM Volume 1 contains the following: > > > o A collection of text files covering the Video Toaster and Lightwav e, > > > from the Internet mailing lists and from various BBS systems. The se > > > > > LIGHT-ROM will be updated at approximately 6 month intervals. Contributor s > > > will be eligible for a free copy. > > > > Does the light ROM only have PD stuff on it? If so, is anyone making any > > money on this? The idea of PD stuff is that it is not suppposed to be > > re-sold for profit. > > Using some of these objects in commercial applications may certainly break > > some copyright laws. > > It appears to be a similar idea to Syndesis 3D-ROMs ie if your stuff is on it, > then you get a free one. However, I know that Syndesis required everyone to > sign a form which cleared any copyright difficulties. > > Incidentally, I believe Fred Fish is going to release a Lightwave and others > CD at the end of November. > > It appears that many PD sellers just don't care though. I've uploaded a few > of the Imagine objects I have created in the past to a few bulletin boards. > However, only this week I got the new CDPD 4 disk and found two of them on it, > along with a load of other Imagine objects. All read.mes and credit files > had been removed. I've also seen PD suppliers advertising objects which they > must have downloaded from BBS's. > > The worst incident I personally have experianced is with the UK magazine > Amiga User International, who printed two of my Imagine renderings (which > again they must have downloaded from a BBS) as part of an article on 3D. > However, my signature had been carefully cropped off the bottom of the > pictures! > > I guess the only way to guarantee your copyright is don't upload anything > to anywhere and always use a condom :) > > Andrew Nunn > apn@moby.demon.co.uk > Copyright notices only hold some weight in this country. You would need an international copyright to keep a Euro-rag from stealing your work. @{" Thread 201" link IML-201} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-204 " MSG-204 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Sunday, 20 November 1994 19:01:12 From: cjo ---------------------------------------------------------------------------- Randy Wall wrote; >I think you need to first set the Lockstate >in your texture or brushmap to DEFAULT, then make a state called >DEFAULT. Now you can do all the twisting and deforms you like and the >textures or wraps should twist and deform with it..Everything else you >did should be fine, but you need to make the DEFAULT state first. >everything else in this statement would be to make some new states with >the deformations you want.. Hope this helps? I tried it, but I can't make it work :-( Here is what I did: 1. Created a default plane (100, 100, 10, 10) 2. Applied the texture "quilt" with default values 3. Created state "DEFAULT" (object/grouping, shape, texture) 4. Attributes, Info, Lockstate=DEFAULT 5. Moved points +x (most of them, not all) 6. Created a new state ("BURP", object/grouping, shape) 7. Quickrendered both states 8. :-((( Did I do anything wrong? Anyone? Randy? ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 202" link IML-202} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-205 " MSG-205 Subject: Glas in Imagine @toc contents Subject: Glas in Imagine Date: Monday, 21 November 1994 12:19:23 From: Mikael_Ostergren@p36.anet.bbs.bad.se (Mikael Ostergren) ---------------------------------------------------------------------------- A friend of mine made a very nice picture of a glas in REAL3D 2.x. I told him that is wasn't any problem doing that with Imagine 3. I went home and tried, tried and tried... :-). Something is (still) wierd about how Imagine renders glas. I've made a simple vine glas with 255.255.255 on attribute filter. I've checked the object so it closed (made it with Extrude-spin). I've made some background objects, sky and ground. It get dark spots at edges and where the glas is rather thick. And where light passes through two walls of glas the distortion is too big. The object: _ _ | | | | light ----> | | ---> | | ---> = mutch distortion, allmost as it was \ \____/ / filled with water. \_ _/ | | | | / \ ------ I've tried: Multiple lightsources, diffrent filter values, specularity differences, background ambient.... Doesn't seem to help. Any hints how to make glas look like glas in Imagine? I don't like beeing beaten by REAL 3D.. :-) /micce .-- | FidoNet: 2:201/411.36 Internet: Mikael_Ostergren@p36.anet.bbs.bad.se | | CompuServe: 100303,2117 Internet: micce@aktiv.se (work) | --' @{" Thread 257" link IML-257} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-206 " MSG-206 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Monday, 21 November 1994 14:08:31 From: gregory denby ---------------------------------------------------------------------------- Conny Joensson writes... >I tried it, but I can't make it work :-( >Here is what I did: >1... >2... >3 Created state "DEFAULT" (object/grouping, shape, texture) >4 Attributes, Info, Lockstate=DEFAULT >5.... etc. I think the problem may be the order you used in steps 3 & 4. I tried the same thing, but reversed the procedure. In step 3, I added the quilt texture and set it to lock to default. Then I created the state. It worked just fine. I also tried the frog skin texture on a many segmented cube, which I then twisted. The splotches stretched quite nicely. Does this work for you? Greg Denby @{" Thread 2" link IML-2} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-207 " MSG-207 Subject: Brushmap resolution @toc contents Subject: Brushmap resolution Date: Tuesday, 22 November 1994 01:03:46 From: bmolsen@bvu-lads.loral.com (Brad Molsen) ---------------------------------------------------------------------------- Hi all, Just curious, did some brushmap stuff yesterday. I wasn't satisfied with how the image translated from Deluxe Paint to Imagine. It was washed out looking something like watercolors...no hard lines or edges. The original Dpaint image was hi-res, does low or medium res images make the translation to Imagine brushmap any better? Is it the paint program, the resolution, or God forbid Imagine? Thanks in advance, Brad xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Almond rocca?!! Ahhh..no thanks, I have a cat! Brad Molsen c/o LORAL bmolsen@bvu-lads.loral.com 13810 SE Eastgate Way Suite 500 (206) 957-3230 Bellevue, Wa 98005 Fax: (206) 746-1335 @{" Thread 213" link IML-213} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-208 " MSG-208 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Tuesday, 22 November 1994 03:17:03 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Sun, 20 Nov 1994, cjo wrote: > Randy Wall wrote; > >I think you need to first set the Lockstate > >in your texture or brushmap to DEFAULT, then make a state called > >DEFAULT. Now you can do all the twisting and deforms you like and the > >textures or wraps should twist and deform with it..Everything else you > >did should be fine, but you need to make the DEFAULT state first. > > I tried it, but I can't make it work :-( > Here is what I did: > 1. Created a default plane (100, 100, 10, 10) > 2. Applied the texture "quilt" with default values > 3. Created state "DEFAULT" (object/grouping, shape, texture) > 4. Attributes, Info, Lockstate=DEFAULT > 5. Moved points +x (most of them, not all) > 6. Created a new state ("BURP", object/grouping, shape) > 7. Quickrendered both states > 8. :-((( > > Did I do anything wrong? > Anyone? > Randy? are you using 3.1 ? This feature did not work in 3.0 Kent Worley @{" Thread 284" link IML-284} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-209 " MSG-209 Subject: Re: Amiga-PC connection @toc contents Subject: Re: Amiga-PC connection Date: Tuesday, 22 November 1994 03:49:06 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Fri, 28 Oct 1994, Nikola Vukovljak wrote: > There is something like Parnet (or at least it uses the Parallel port) to > connect between Amiga and PC. In fact you can also use it to connect 2 > Amigas or 2 PC's. > > It is a commercial package (Cable + software) made by Legendary Design > Technologies in Canada. > > The cost is pretty good though (US$ 59.95) so I've just ordered one. > The software on the PC runs through Windows, and on the Amiga - via WB. > > If anyone is interested as to how well this works E-mail me in about 2 > weeks (after I get it and use it) and I'll let you know. > The makers claim speeds faster than Parnet. > > I hope that it is. It'll make transferring files (especially images) from > the PC to the Amiga much easier. > > Nik. > nvukovlj@extro.ucc.su.oz.au > I was just curious if this package worked out. How well does it compare to parnet? Kent Worley @{" Thread 9" link IML-9} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-210 " MSG-210 Subject: Textures, Scripts, Bugs and a Hello! @toc contents Subject: Textures, Scripts, Bugs and a Hello! Date: Tuesday, 22 November 1994 05:18:37 From: Craig Brown ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% --------- Greetings from a new subscriber. About a month ago I uploaded some new textures to Aminet (gfx/3d/IITextures.lha) for the Amiga version of Imagine 3.x. They only work on 020+FPU machines, sorry INT users. Thought I would let you know here. I also have ARexx scripts that will do things like expand the length of an animation while keeping all the timing correct. Usefull if you want to make that 30 frame animation into a smoother 120 frame one but don't want to manually change the start/end frames for every single bar! Yuck. I also have one to scale every object in a scene too, if you want to try shrinking it to decrease rendering times. I have a third one that can 'jitter' an object by randomly moving every point by a user defined amount. Would it be ok to post them here? The three scripts together are about 10K total. Speaking of scaling your scene to reduce times.. does this work? I tried on a very complex scene and it just made it much slower. I just got 3.1 and patched it to use full overscan. While playing around I discovered some interesting things. I had been using a promotion utility to expand Imagine, but got strange results when rotation large objects sometimes. I found that if you patch the executable it displays everything perfectly. I never have any problems with messed up graphics. However, the value for height is stored as a SIGNED CHARACTER in the binary. :( That means the maximum value is 127, which limits your height to 508 lines! I have patched Imagine to use a 1280x508 screen, and it works just fine if you ignore the terrible aspect ratio. No errors with rotations or moves at all. I only have an A300, but I bet if somone with an AGA machine patched the screen to 1280x400 in the executable, and promoted it to a SuperHires-Interlace screen it would work great. Let me know if anyone tries this and it works/crashes. I also found a bug in 3.0 and is still in 3.1. I have to send a fax off to Impulse about this one. Try this.. add a sphere, go into select points, box-select the upper half and Join them. That works. Select UNDO so you have the points selected again. Now do exactly this... select Move and then Ok. Now join again... what is this? If you select Check Object from the object menu it gives about a million errors. Now.. if you deselect the points and then reselect them before the join, it works fine. Bug! I read up to IML-archive #54 (Oct 3rd) and didn't see any mention of the above, hope it wasn't discussed already. -- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) @{" Thread 219" link IML-219} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-211 " MSG-211 Subject: 3.2 @toc contents Subject: 3.2 Date: Tuesday, 22 November 1994 06:48:28 From: JohnS91804@aol.com ---------------------------------------------------------------------------- I just recieved imagine 3.1 in the mail and it has some cool stuff in it. Just wanted to know if anyone has heard of whats in store for us with 3.2 and eventually 4.0. I bet we would all like some hints! @{" Thread 70" link IML-70} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-212 " MSG-212 Subject: Brushmaps @toc contents Subject: Brushmaps Date: Tuesday, 22 November 1994 07:44:12 From: Steve Lee ---------------------------------------------------------------------------- With all this talk about textures, does anyone have any good repeatable brushmaps? wood, marble, stone, etc.. :) Thanx! --- We may not pay Satan reverence, for that would be indiscreet, but we can at least respect his talents. Mark Twain (1835-1910) --- NewSIG 1.22 538/593 --- @{" Thread 253" link IML-253} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-213 " MSG-213 Subject: Re: Brushmap resolution @toc contents Subject: Re: Brushmap resolution Date: Tuesday, 22 November 1994 09:14:12 From: Charles Blaquiere ---------------------------------------------------------------------------- On Mon, 21 Nov 1994, Brad Molsen wrote: > Hi all, Just curious, did some brushmap stuff yesterday. I wasn't > satisfied with how the image translated from Deluxe Paint to Imagine. It > was washed out looking something like watercolors...no hard lines or edges. > The original Dpaint image was hi-res, does low or medium res images make > the translation to Imagine brushmap any better? Is it the paint program, > the resolution, or God forbid Imagine? Imagine always anti-aliases brushmaps. I feel your soft-edge effect was caused by the pixel averaging that goes on when Imagine computes the brushmap color at a certain spot. Were you zoomed-in on your object? This would make the brushmap look like a large blurry mess. A long time ago, I asked Impulse for a checkbox in all brushmap requesters, to allow me to turn antialiasing OFF if I wanted to. (Default would be on, of course) I gave them 3 realistic and creative scenarios where this would be useful. (Pop quiz! Can you think one up?) It still hasn't made the program, even though it would be a trivial change to the brushmap code. @{" Thread 222" link IML-222} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-214 " MSG-214 Subject: Re: Sway effect? @toc contents Subject: Re: Sway effect? Date: Tuesday, 22 November 1994 09:15:44 From: Charles Blaquiere ---------------------------------------------------------------------------- As I remember, Sway is applied to the parent of a group. It will not affect the parent, but every child will acquire the swaying motion. @{" Thread 131" link IML-131} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-215 " MSG-215 Subject: Re: Modelling and Snapping @toc contents Subject: Re: Modelling and Snapping Date: Tuesday, 22 November 1994 10:01:11 From: Charles Blaquiere ---------------------------------------------------------------------------- On Thu, 17 Nov 1994, gregory denby wrote: > > KenR's mention of Pagestream's aligning and duplication features opens > the door to yet more improvements to ask Impulse for. When I wrote > about duplicating lights before, I used that example for a specific > reason. Namely, one can use Replicate on an object, and with a little > head scratching can place a row of polygon objects with pretty good > accuracy. But if you want many objects set to be lights, you must > copy, paste, copy paste (insert reference to Christmas Tree Raptors > here). > Gregory, perhaps you could select one of the replicated light objects, give it the proper attributes (including "light"), then Shift-RightAmiga-A to multi-select all of them, and use Functions | Apply to copy those attributes from the one object onto the group? Shades of Spock, gasping for air, whispering "the attributes of the one... outweigh the attributes of the many." @{" Thread 183" link IML-183} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-216 " MSG-216 Subject: Re: Glas in Imagine @toc contents Subject: Re: Glas in Imagine Date: Tuesday, 22 November 1994 10:50:08 From: Charles Blaquiere ---------------------------------------------------------------------------- On Mon, 21 Nov 1994, Mikael Ostergren wrote: > > A friend of mine made a very nice picture of a glas in REAL3D 2.x. I told him > that is wasn't any problem doing that with Imagine 3. I went home and tried, > tried and tried... :-). Something is (still) wierd about how Imagine renders > glas. I've made a simple vine glas with 255.255.255 on attribute filter. I've > checked the object so it closed (made it with Extrude-spin). I've made some > background objects, sky and ground. It get dark spots at edges and where the > glas is rather thick. And where light passes through two walls of glas the > distortion is too big. > > The object: > _ _ > | | | | > light ----> | | ---> | | ---> = mutch distortion, allmost as it was > \ \____/ / filled with water. > \_ _/ > | | > | | > / \ > ------ 1) To reduce the amount of distortion, bring down the refraction index. A value of 1.0 is the index for air, giving you no refraction; something like 1.1 may be what you need. 2) The black areas (I assume you're tracing?) are probably spots where Imagine gave up, threw up its virtual hands, and plotted a black pixel, because the number of reflected/refracted rays surpassed RDSP, the Resolve Depth. Go to Preferences and increase this parameter, and see if your black areas shrink or disappear. Warning: this would indicate areas where Imagine has to spend a lot of time rendering! I hope you're not creating a 300-frame animation, or else you'd better have a lot of time on your hands. @{" Thread 234" link IML-234} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-217 " MSG-217 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Tuesday, 22 November 1994 11:40:22 From: Charles Blaquiere ---------------------------------------------------------------------------- On Thu, 17 Nov 1994, Shinobi wrote: > I want to apply a texture (or brushmap) to a sphere and tack it. Then I > want to deform the sphere and, thus, have the texture or brushmap deformed > along with it. If I can figure out how to do this I can develop some cool > techniques!! Add a primitive sphere. Add a state, accept the name DEFAULT. Set attributes, including the brushmap you wish to tack. In the brushmap requester, enter DEFAULT as the Lock State. (As a side note, never use this state when morphing in the action editor. If you wish, you can immediately make a copy of the DEFAULT state, call it START, and use _that_ in the action ed.) Then do whatever you wish to your sphere: fold, staple, mutilate it! Create a new state, call it DEFORMED. Do a quickrender: the brushmap will follow the deformations, because you gave it a state to lock on to. @{" Thread 218" link IML-218} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-218 " MSG-218 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Tuesday, 22 November 1994 12:19:13 From: Charles Blaquiere ---------------------------------------------------------------------------- On Sun, 20 Nov 1994, cjo wrote: > 2. Applied the texture "quilt" with default values > 3. Created state "DEFAULT" (object/grouping, shape, texture) > 4. Attributes, Info, Lockstate=DEFAULT > When you created the default state the brushmap's lock state was not set yet. I think this is what caused the problem. By reversing the steps, I was able to achieve the effect you wanted, as did other on the list. @{" Thread 282" link IML-282} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-219 " MSG-219 Subject: Re: Textures, Scripts, Bugs and a Hello! @toc contents Subject: Re: Textures, Scripts, Bugs and a Hello! Date: Tuesday, 22 November 1994 12:34:19 From: Charles Blaquiere ---------------------------------------------------------------------------- On Mon, 21 Nov 1994, Craig Brown wrote: > randomly moving every point by a user defined amount. Would it be ok > to post them here? The three scripts together are about 10K total. > > Speaking of scaling your scene to reduce times.. does this work? > I tried on a very complex scene and it just made it much slower. I would love to see your scripts! I think their length does not go beyond the limits of good taste and polite posting. As for scaling objects, you need to scale everything in your scene _up_ to decrease render times. @{" Thread 174" link IML-174} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-220 " MSG-220 Subject: Re: Brushmap resolution @toc contents Subject: Re: Brushmap resolution Date: Tuesday, 22 November 1994 13:01:44 From: Andrew Nunn ---------------------------------------------------------------------------- Brad Molsen wrote: > Just curious, did some brushmap stuff yesterday. I wasn't > satisfied with how the image translated from Deluxe Paint to Imagine. It > was washed out looking something like watercolors...no hard lines or edges. > The original Dpaint image was hi-res, does low or medium res images make > the translation to Imagine brushmap any better? Is it the paint program, > the resolution, or God forbid Imagine? I haven't had any such problems with versions of Imagine up to 3.0 and DPaint IV 4.1. Is it possible that you are getting some interference from another texture or brush? Andrew Nunn apn@moby.demon.co.uk @{" Thread 212" link IML-212} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-221 " MSG-221 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Tuesday, 22 November 1994 14:19:54 From: "Randy R. Wall" ---------------------------------------------------------------------------- > I tried it, but I can't make it work :-( > Here is what I did: > 1. Created a default plane (100, 100, 10, 10) > 2. Applied the texture "quilt" with default values > 3. Created state "DEFAULT" (object/grouping, shape, texture) > 4. Attributes, Info, Lockstate=DEFAULT > 5. Moved points +x (most of them, not all) > 6. Created a new state ("BURP", object/grouping, shape) > 7. Quickrendered both states > 8. :-((( > > Did I do anything wrong? Well maybe try it this way: > 1. Created a default plane (100, 100, 10, 10) > 2. Applied the texture "quilt" with default values > 3. Attributes, Info, Lockstate=DEFAULT > 4. Created state "DEFAULT" (object/grouping, shape, texture) > 5. Moved points +x (most of them, not all) > 6. Created a new state ("BURP", object/grouping, shape, texture) > 7. Quickrendered both states as you can see I moved 4 to position 3 and 3 to 4, as well as adding the texture button to 6, which is probably were the problem lies. Oh well hope this gets your textures to do the twist.. =RRW= @{" Thread 217" link IML-217} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-222 " MSG-222 Subject: Re: Brushmap resolution @toc contents Subject: Re: Brushmap resolution Date: Tuesday, 22 November 1994 14:32:02 From: "Randy R. Wall" ---------------------------------------------------------------------------- > Hi all, Just curious, did some brushmap stuff yesterday. I wasn't > satisfied with how the image translated from Deluxe Paint to Imagine. It > was washed out looking something like watercolors...no hard lines or edges. > The original Dpaint image was hi-res, does low or medium res images make > the translation to Imagine brushmap any better? Is it the paint program, > the resolution, or God forbid Imagine? hehehhe! well, God may forbid it. But Impulse didn't, its Imagine.. =RRW= @{" Thread 220" link IML-220} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-223 " MSG-223 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Tuesday, 22 November 1994 16:34:54 From: "Randy R. Wall" ---------------------------------------------------------------------------- > > are you using 3.1 ? This feature did not work in 3.0 > Kent Worley I think you have him mistaken for trying to do a texture morph, that did not work, but the Lockstates does. Well that is if you do it right.. =RRW= @{" Thread 206" link IML-206} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-224 " MSG-224 Subject: Re: Glas in Imagine @toc contents Subject: Re: Glas in Imagine Date: Tuesday, 22 November 1994 16:37:59 From: "Randy R. Wall" ---------------------------------------------------------------------------- Hmmm. well I would like to know what you mean by background objects, sky and ground. If these are actual objects than this could be why you are getting black areas, as these objects are only being rendered on part of the glass. If there is any space between the sky and ground it will show up black or whatever colors you may set in the Global Requester.Even though you may not see it in the camera, raytracing works in 360 degrees so if there is any opening it will show threw. For your sky I would suggest using a Global brushwrap in the Action editor. If you do this it should help solve this problem. You might also try setting your ambient light in globals to around 80,80,80. As for a nice Glass.Attribute, try the one that comes with Imagine, it renders fairly fast and looks good when raytraced. =RRW= > A friend of mine made a very nice picture of a glas in REAL3D 2.x. I told him > that is wasn't any problem doing that with Imagine 3. I went home and tried, > tried and tried... :-). Something is (still) wierd about how Imagine renders > glas. I've made a simple vine glas with 255.255.255 on attribute filter. I've > checked the object so it closed (made it with Extrude-spin). I've made some > background objects, sky and ground. It get dark spots at edges and where the > glas is rather thick. And where light passes through two walls of glas the > distortion is too big. > > The object: > _ _ > | | | | > light ----> | | ---> | | ---> = mutch distortion, allmost as it was > \ \____/ / filled with water. > \_ _/ > | | > | | > / \ > ------ > I've tried: Multiple lightsources, diffrent filter values, specularity > differences, background ambient.... Doesn't seem to help. > > Any hints how to make glas look like glas in Imagine? I don't like beeing > beaten by REAL 3D.. :-) > > /micce > > > .-- > | FidoNet: 2:201/411.36 Internet: Mikael_Ostergren@p36.anet.bbs.bad.se | > | CompuServe: 100303,2117 Internet: micce@aktiv.se (work) | > --' > @{" Thread 216" link IML-216} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-225 " MSG-225 Subject: Re: Modelling and Snapping @toc contents Subject: Re: Modelling and Snapping Date: Tuesday, 22 November 1994 20:30:56 From: gregory denby ---------------------------------------------------------------------------- Charles Blaquiere replies: >>... Namely, one can use Replicate on an object, and with a little >> head scratching can place a row of polygon objects with pretty good >> accuracy. But if you want many objects set to be lights, you must >> copy, paste, copy paste... >Gregory, perhaps you could select one of the replicated light objects, >give it the proper attributes (including "light"), then >Shift-RightAmiga-A to multi-select all of them, and use Functions | Apply >to copy those attributes from the one object onto the group? Shades of >Spock, gasping for air, whispering "the attributes of the one... outweigh >the attributes of the many." I was about to make a similarily witty reply involving The Replicated Enterprise lacking photon emission points to fight the Klingons, but suddenly I fell through a fault in time/space and realized... If you use the Split (RA-X) command on a single object that has non- contiguous faces, Imagine will break them into seperate objects. Then!! Yes!!! The routine for making a row of lights, evenly spaced, would be: Make primitive sphere(or whatever) and Mold/Replicate so that a row of detached spheres is created. Split this object. You will then have a row of objects with their own axes. Ungroup them. Pick the parent axis Imagine creates. Set it to light. Select all others. Apply!!! Thank, Charles, for jostling my "imagination." Greg Denby gdenby@darwin.cc.nd.edu @{" Thread 215" link IML-215} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-226 " MSG-226 Subject: Skies in Imagine 3 @toc contents Subject: Skies in Imagine 3 Date: Tuesday, 22 November 1994 20:53:58 From: MICHAEL RICHARDS ---------------------------------------------------------------------------- Dear All. Using the globals option in the Action editor it is possible to specify the colours of the Zenith (+ and -) and the horizon. This *SHOULD* produce a graduated sky colouring, but if I use it I get a distinctly banded sky with no smooth transitions. The manual mentions an option on the globals panel to change the amount of dithering on the sky - but it seems to be absent. So is it possible to get nicely shaded skies without having to use a background image ? I don't want to do this as I am running low on memory in my current project. Also, does anyone know of a good source for images of clouds ? (Apart from the sky :)). I have tried the clouds program on Aminet but it doesn't really do what I need. Email me if this is in fact a FAQ ... Thanks in advance. Mike. You can reach Mike Richards at the following /@\ \|/ address ... (if you're that desperate). `-\ \ ______ - 0 - \ \/ ` / \ /|\ _ mhr@aber.ac.uk \_i / \ |\____// | |==| |=----/ ---- Why not drop me a line ...? -------------------hn/--hn/----------- @{" Thread 237" link IML-237} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-227 " MSG-227 Subject: ARexx Script Files (10K) @toc contents Subject: ARexx Script Files (10K) Date: Tuesday, 22 November 1994 22:45:13 From: Ian Smith ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% Here are the scripts I mentioned previously. Many of the lines in the script are well over 80 characters long and e-mail would kill it, not to mention what happens to files that get mangled through VM CMS! Not everyone has uuencode, so I wrote a quick ARexx program that anyone can use. (Hey, if you don't have ARexx what do you need ARexx scripts for anyway?) Just take the text between the cut here's and save it to a file. Use "RX " to extract the binary. Its about 10K. Enjoy! And remember to make backups!!!! Especially after an upgrade. Impulse might make improvments that my ARexx scripts can't handle. ---- CUT HERE ---- 60296090D70F61D02278C5D70A50ECCBF875076A65088E61504CAA5907302630CE1 243F03C9389966F7E5DB143A4CA39234CC1DB19FB214CB22D39D00BFBDD130C28D61EF 964502507044BB340B0BDEC64D3054E2128BB6663EE8060084AB59304468F59C3A8531 F0B41A841F9978F386E4CB13E2D618EA6D5A898CC8E13318D12458044515CDF0C8ECD2 F07F8B53D1EBC5CDCBEB5ECD8042586F603A7824B4EEF9CBB4D1C84718D32EB80358FD 6D3BF32A480690371C51483AFA40E6D304CC823D0EEC253F90FADFFB041D8541A4601E 8294110C1213AC9114BA132412EB9C1/* ARexx: Execute me to extract. */ Call Open(Out,"ARexxImagineScripts.lha","W") Do i=4 To 141;Call WriteCh(Out,X2C(SourceLine(i)));End;Exit 1C742D6C68352D08050000260C0000CD0E761D4000064A69747465727A3204496BD7D1 A6DD0FE77E00FF9A595190CE016D8AA9A1769002D2EB2026115816EF8381F037633B84 DF3812A8B78DBFFFDCDB6E252DBAAA955ADF0337C77787691B4DCBC35FDCD0571FE00C B0432072BC7DFBC24D31C3B541BA18A208CC87D3B22ED07E19152C7A01501C36A6142A 4085006402747BCFA541AA188EECECCE990DACFC61EA854A3C61C98968580507A0DB0F E70E4EA0BC2CE32348E4F6E6A327F61EDCF4E45B2428CE021F813B8351A305243627B0 E0660296090D70F61D02278C5D70A50ECCBF875076A65088E61504CAA5907302630CE1 243F03C9389966F7E5DB143A4CA39234CC1DB19FB214CB22D39D00BFBDD130C28D61EF 964502507044BB340B0BDEC64D3054E2128BB6663EE8060084AB59304468F59C3A8531 F0B41A841F9978F386E4CB13E2D618EA6D5A898CC8E13318D12458044515CDF0C8ECD2 F07F8B53D1EBC5CDCBEB5ECD8042586F603A7824B4EEF9CBB4D1C84718D32EB80358FD 6D3BF32A480690371C51483AFA40E6D304CC823D0EEC253F90FADFFB041D8541A4601E 8294110C1213AC9114BA132412EB9C1D25145F84C87726C85507F3ABCBC5E47516F8AC DA77E169DD50BE2E253A98F59257BABF0B4D6358AF963D613D28072EC4CA853BD53E0C D3E0CE0EB4D0D004E8171B6C4F8344B792D064376837F9AA96E666631A6410D9D0BA04 515398D0F8C09EA0EC3452951DF3A63384078B694AE1AB65148A5D9D8B12FEF854D5F4 3F50CB35032A342726548B9FE28B9E745CCB3FE2DA7456C28B13962C36F36E5CB3E102 EFBCF627B8C3094BCF10D6B8AA374464A83B74C3418B6962955434FBBB9B7473B761BF 636E2DEB85039EB791CFF2E378313DCF447A0F0FDC35C30AE910C048FFC00CE660467A D72AC6188D870605A0FCE18641B99B976DDEAD3BCDC60957459E9E9E8FEAB120D8A775 A5AD3546FF18637B15DBF7BA5EBE17FAB1E2C97E7895F1153C7D32C720F0D61AA542F8 6958BE9A96E736F2760580F4CA8EB643BCA951A25892CB45007A50A862A757CF726546 800942E4E281CFFE9697C6A16BF0F0DBB969915BEFF846B8CCFAE1F402120875025F7D 63699BE5F1C1698D85801BC5CDEA06C3BA6CB7AFE4BB4E5CA3B94E5C3932FA29CB917B 74CE9A2188F38081E6DC78221C4406926005306E8C3C1E12DC9B4E7079893708DAD8F3 3C388A7BFD5757F1E6FAC08E513C40733E37425CE7300741D7A3979EFD5C11000F0215 49026C38C7D7EE17E212450B38FA32E4FB570ADF388B9D0672D38D9DA030FECC954E2B 6B9C4CB01671303D18B738281BDC3C94373B0DB67436D9288BE31E941508A66DE2D505 D84FB238547BBE965D9654F3428AC3FF95382B3C3034760781E1A5BE0ACF0F3CDD359C AF3F0CD5EDFED3E271818FFDA19A96866FCB433D2D0CF334194354CA564CB5B97E5321 A5FC3C71F0DD45349AD34C0155C0BF7DF1DD4A3B0F1AB9BA25D9F6B72990C341B4F597 858E1D86D708F6618318F0A653E868EEA63F259FFAF2059D7ADF556B75EBF8ED385C88 E88D3D6747E93EFAE926A665C249B7C1568D7E2F2F97C7C4D2E07F825FCD16681AF43A E0556BD6EED6A90B85685FADA72C5BB1E2B367C5BDCEEEEFAA47CD25A699347BF96DFC 716D3C43D51A7655100BC5BE498EDF292983EF250643C89D871EDD87C50F71D7E14FB9 31F5815AA3A4D098F6571D5341C61307AD72A3FE3EF7B7376A87C911DFC11CAB043412 4580DC55CEBF12A65029342F1946B94D732DA4E7D190BA4C2F2C52F18C8D82A1299323 E56894365CFA408808F9144501E7EB21952F3400A175A0215C2D6C68352D2208000085 140000C711761D40000B53746167654672616D6573939B06797BBBB1A72BD36E3BF803 DAD5B41908E40D9354537496C801FE954924406ADDB6FAF0183C06FF8C7826F1C03CA2 BF1B7BDEE66324924D365D57757954BCBDC2BCBBDE1ED6469B73B7AB7E4E0561FF0062 8A39C39702356A09F24D1E850472E499104E89C1512025A33E344C09CA19668338E247 28405FE8F3C0A8D329A1209611DEC1233678E09A70828524B45924D60A48658D4B47A3 4ECDE04889732A27DA0CF8CF06647186150FD5DD5A092DEF9CBD2F47223A457DC81EFC F448A8F4491A26E40FEF77E7D7CBD373FC1EF003A29CA09E24D124218D010069893252 48CC25B50FDAA2122A6543ECDDDF10F224916406309893A433C1288FE323C891512C90 4D9901AD340A8C4331CB99880CA2227C039415A521A63924085346315C7AB45AE21654 532107A9620542B4D0BD86768596600174642ED04CD209027D31AB2442ADE94CD9E090 5B0C04DD0518A887CA78FF34337E2B11322D6A485CE882551124D8CE4A142845B69124 80BA3D26CDF347DAD40CEA9A0944E5322716BD38EBF9A8504E9CE85B15161419E3CD10 EE8D35B19F292C41216F288AE246D7A60D6285BF2E4928856C79865EC46BD299A10816 8644B0B58CA5A839C44D2309F39B00512099B1CB1CD3A8D84945284C9D3B1831C4A1B9 7952A23F2D228349E44377EA9CF7EC83F8241164EC421B32F0000AFFE030450A4D822B 4A104B5D099E338DC371B2A4A09E657F26C7190C67E36248E5F5B2EF38664A610CA999 B3064E4FD24B060ED38FB634D13C9ADB04B87C5C6FFFD13B5C62462FFB18C82C04E8C8 91687964D64989139922A8A5D2C0165BA13CA25FC9AD8FBD1DA25BC682939113908A14 92133A69A020B2092899F29C52651DB0494209BC711019B45436CCB240716A64AC3207 1A86A0B7F2809D861DB44C9C889CD848F96616EC655414C29BB26C04E21F4175817DB0 671472F64E400588CC3A71C873922679E38449C844192213C2962B5A3E9625E6FB8949 3C5428983A742259CA2AD72B962B991F24892A9D40A6D058F338AB92CE64681A3E2E05 D750BD4A1A48268D14D406FC12BF8738E83F9E5E1F6F03F2D9F6EFD87FF3B0FE58E119 C753E998A8DEE7E55B79C73A68160D1E40B91E68C62DAC7007D7FB7AB074A1072A720B 801806B240A1A7EC2257F6590C65BB147758C8FA03966CC0DAB605B88E7E5741FC49CC 4C25F72FE56645A75D2621285C1842C22DE9DFFD5BF759BF60CFA1332022449A032405 0EA30DF40A28674C99AC488215D52D4527A75771405DD51A9CBA34322107C746844D57 C070F5A756AC60CD7976AC7B82EC93B4C76B7DCE88355E38021F3C48CFA2D3A5F3FBCC A4FBBDDDD706C7B56E3DDDDD8862EAAE17B6B6EB676611B26E7D061C949A50B60E5861 1AA1CE16D39F39319A971120CA807274DFE7E3A94B75EEEE75FEA9217588DBB3149AE3 8327650B4712284C3D430FB57AA855720F5777E4EBD6B7FCDC6DB825A8A38A6583196A F342FEEF0662D475F96BB40B5DDC1F748E58C87AEB754ED4285025378A52D8DA5D696C 431CD5DDACE989578FF29A3522DFC1994CBDB9D256A0B63EF61550318ADFBBB970E2CD E9C55615936ADBB372AE1A31E154D5700C0C9A6489362CBD5F86BF03CF782CB9FA58B2 75E0B653523A96F88B4C6F9168DEDAEC301BCBD8EA82A624ED771F8DB93AAF2D9B8E1B 2F73C0A3C61D783AADDDB9F1C174AE31D586EF94C4053144E06C9B41C4C237F60FD3F8 613B02325134E37DD0BD44B90EA2E5FC30A61892A824241DAE0F70D0CF48C800BF90F8 CAA8E4D999C96BF0A934FC10D20BE6D636EAA53E1CE347E23A5A33C8DC24BCFC5D9F03 C38C311A593FE6D375EB88460440C424FD3CF72CDD1676F6F59B5617B53D697C6E58FA 8B45D486811863114047946B2082E02062D601AD3B7F0E2FFE743B99EB87AB9BFA77D3 D83BD9B53E3B9E3140582F6E713164B76257762A660F945415A98D643CA11130D0EC7C 8A507EC9B3F8E2FB37D227E1BFFDAE9DA27A797A2EB6ED5E4512C9F121ED993A9BFCB5 350C68ECE4363309E2DC4CAC4DD0DEBE1BD6B746A965E5747CACAC84CAAE52B8E8E5F9 DEF15C6CAB6B5E8880294E565C7BFD04254F6C05C9CAADCB36EAD2837ABD911BEFD4D5 F80B7BBD02F7C7900EAAAEF3F57575EE9316DD17D97B779FFAE0DF76B98D3C6A09EACA 5D7DD3577351972A26B5E6432C9C25C7FEF5AEFA542F575FD95ECAC54212F5CFE16E78 8A2AAD0BC9BE1FC5890F7DAA4F23864823CC2F0F2CA6EB8B25EF0261A5CB1775822DF7 875D55B70B28F32974A767B21A0770BE232FBEFB67787F875CC44AFE98F0376AB3EEC3 DF68B77DF1E1BA3659673E4EF471B192F8DA8A3D1EC798C29194D6FBF7590024C55783 B961818F533D8599D685FD8955ACAF544BDFFBB4FBD6605A4799F449067DB1E6165E27 AAEFD19635909FDB227FABB5134906BABB24FE91A6C93FAED8A07BF5DD1C2A7D371C2B DC31C02D3D4CC316C976611FFEE5873D5E31F06EF80D469D398507478F4975B73E8AF1 C27D0E248E53E18FF8A4134F9F4A1EAC4CF39B5727AADB4E8FF94E770FE3021544D2EC ADA38E5287E30FD7F8600CFB068F23D867A78D5C302A0AEB960F2E741F05F3C0AECBB2 3FE88BD24B69CBBE8AECD27F85E1BC8FC307CBCA95DB122C483DE08B289598CB8BFC23 C4147E9BEBEDACD7C9AD798C45B80E39CD1CB8937BF661ACE69499461CCBAB0A7385FC E4C48785C7597E14E9C3D18AB359787A8B7DD202C2CFF05CC44D6F4A0FA2F8FE072EC3 EB26F92418322AC677A41EDEF6F0F0FB3DAE397B124487C7F55BF37E8B76920B9E3901 3612DF5918BAAA6C43FBD9673FF68EB967E756CD6ADEC1A278C18E3993D83CDF1B9E74 3FEF465A2D4D9DCEFC1ACB263687BE1ABDBA56BC3A67D3BF44B62BFC2C6CA000F024FF 5A8DBA970020C92D6C68352D370500004B0D0000920D761D40000A5374616765536361 6C65E892048B6BBBD1B4DF43CEFE00FF5A5946E0D308E81AA3582C12435996086920AD 555F0F48F9C7D86FBA2EEE742553E37FFDCDB92429686C6BAABE1CB79325BE47EDE1DA C69B726ED9F7381647F80393097B7B4159526CEB05A01258E8CA504240A79889CC5020 29641FBC9A19E455812745076A6465CA929145684A4A78CA931F302CD3955083D8120A 405F15014C9A3E27EB34EA50887106260BE2CA498A1E9691F31A62F41272F187A67A26 59B3CC62A78DAA4C5460D9037A1E009059FDA841D869A6ADBB5CA51740A716E8F18232 7EC5CAB554082DA4A49A40448065A85E636631C93028DF02C0D4FA1A4D152231A28C93 54222830D6E074216557154277E40D08A3F88732198BA8404F46595A8AD1694CB0BF39 04E8B62B666634E38AC6073912C66A4A5BA552A4307D34C7332944CE5225853EF21CCA 96A01CA89F3CC55966D0122513EB80FA9B6BE43C38849A5FC64E0E1DF84F170EF5A87E 16A190D1A0E55C284E66257BACEEB8E745138CCDCA1746108B1D6B7C3C7F6ED90E8296 3022C261A08585A8A98C478C5F8F3C41918B621DD244A8A1C89CC15CE30B828A309217 061FD7896DD7431CA5385D4381889A01DFFA8A9DA956A67B9D09284A59B38194063B60 8CA520D53322F2E51C564A18455AF76996E5E3C6C6347CD4B53D5913F6F7BBD94BE194 87B0B15C195CED68EEF9B683B98CB3E7B6EE32A96D6F21774E9BA4595EBAFE9D38C6C8 5EC4FF8C4EB836A0B1A3315C6B367642A1881C91C692A9417113CECA24B174AC9D61FA F55FBD8EC6A881A74BB0E09A376A0DBC91B9D0C84CBD74521CCC710DB841A52C19CA77 B050B818D4C0EFADD7E9C2B883C0ED975B834A4FAD26596E7AA9C9E7A63768659358D6 FE581D081DAA6A3FB082F9E0AD0E0770891B68299048401EB915D7B1519312D2F61193 0D286295A89F83820DF7DFA82AE4C853321FABC45B61F2FD19E42CA3FE107B0B61CEB8 301631A3C2137D55D904FE2A6E0CFAFC299BEE6D70F883A70E0B97AEF561BC17BD9D38 315EAEB6B6CD7C25CB42546F79424A0F956641EACB191A1AEC779C9DB8874687031A16 4999E56F7DC1A780EA3ACD36BC5E3B7524F95CA3225D6161CBA074ACD85A0DB69EE8DD BE3ACD034B59243BF29996362ACCEDDDD8ADDAA6C31A9ACF8DCB5E2C00C571D31E31A1 31AA3348071D0947427A98010DA6FB6FE2C7F93A1A6AF5C58397F3D97FE1B2026AF1DC EEA3E660BFB9E8A8D2988C638E90237D23E52D07EB5566817D6548DAD8F932E7FC875B F1E8F28A8C74F15FF6DE6EB49D1C9CF7874F33E65CAC1EDAEA332BB9C6D96872B6D0EC 7258EDD3A7BA3335C9741D7E967869A2617035098D2B45A84FF7673A707B620B61D285 19B4B94BE5F339773B48439689242A5B40837AF59FF7A97A9BA0EE0F795331343DCD8D 1CA63BC3FF8D1CD5DDA520F07DECA26B355FE69D3F64AB56BFD4BE0DA9705658FFF309 3062F6FD6120C236678C23D766DF4848AFFE126CA89F0A77AEC499F184ABA127D7638E 39A93F883FBFC31971B37561DB16353791C336268C8B241F2D3A99AABFAA9E051055A5 1C3F20BEC61B0EF74DE1F2CDEF4E5ECA76C7605E1F5FC650EB11A841FDA16CBB54B5DC 534298CA43AA81BE7346B1C7EB8235E038E5321BFC81B56FA4838D0EAE9E329571F60E 6E903D13ABE7B005499CC3C5FBFA101816A44E51E17E316FB0ACE1181D884F58F2295C B0B042A6C99AE66C107F77878383CFC2E394D2771789BF2FD8DEB7219C13D8C26B72E1 A5C61B89D80FE9AB89B7D03AEC5EC7A2B367CF69F6719EC8947594FE60DBB546C0CB6C 498B73660D9A5CC6D6F77A5F822D730CD9A55BD762B8F6C42A60AFDD69F82282C6F6F5 8ED1B70F248F04970000 ---- CUT HERE ---- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) @{" Thread 230" link IML-230} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-228 " MSG-228 Subject: Skies in Imagine 3 @toc contents Subject: Skies in Imagine 3 Date: Wednesday, 23 November 1994 02:16:49 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- I, too, have noticed the same thing. Hmmmm. I'm rendering in 24 bit, with anit-alias off, displaying to an AGA chipset, and the banding is definitely there. I don't like it, either, but I didn't play around with it enough to see if I could get rid of it. Sooooo...I called tech support. The tech told me that "the blending option on the sky didn't really work in previous versions, especially when there is a dramatic change from one colour to the next". The workaround is to use a backdrop sky, just the kind of thing I've been trying to get away from. Yes, it eats memory. But it will get the effect that you need. Another work-around is to post-process the images. make the sky a constant colour, that you probably won't use in the rest of your image (like fushia, or something), then using dpaint, brilliance, adpro, or whatever composite a gradiated sky picture into your ray-traced pic. \KenR ----------------------------------------------------------------------- Never type in a colon unless you are very, very, very small. ----------------------------------------------------------------------- @{" Thread 226" link IML-226} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-229 " MSG-229 Subject: Re: Fractal tree creator? @toc contents Subject: Re: Fractal tree creator? Date: Wednesday, 23 November 1994 02:46:42 From: Steven Cockrill ---------------------------------------------------------------------------- Hi "Frank.VanDerAuwera" In you wrote: > > A few days ago there was a message about two fractal tree generators, one > of which made play-doh style trees, and the other one was reviewed as good. > it was called "fre" or "fr" or something like that. Can anyone point me > to what it is and specially, where to find it? (ADT "find" with "fractal" > or "tree" doesn't find it) I mentioned FR a little while ago. I'm sure now that it isn't on Aminet, I must have got it from a BBS in the UK. I can't confirm the 'ware' status of this program. The doc begins thus... FR.DOC Copyright 1989 (c) Cathryn and Eric Graham This disk includes the files that were the basis for the article entitled "Three-Dimensional Fractals" in Amiga Transactor Volume 1 issue 6. The article describes how a program can generate data files that represent a von Koch snowflake, the 3D analog of the snowflake and a fractal tree. Can anyone help out? regards, Steve -- __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ scockrill@sprill.demon.co.uk Steven Cockrill - London @{" Thread 248" link IML-248} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-230 " MSG-230 Subject: Re: ARexx Script Files @toc contents Subject: Re: ARexx Script Files Date: Wednesday, 23 November 1994 03:17:38 From: Ian Smith ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% Hmmm... something got messed up with the script file message. It is an esay fix. Just delete the first few lines of numbers. The file you save should start with "/* ARexx..." and not "602960..." I just downloaded the post that the IML sent back and it unextracts fine once you remove the garbage at the beginning. Anyway... I tried increasing the size of my scene like was mentioned on the list and it cut the time to render in half! I experimented around with trying to figure out the maximum I could expand and came up with a few guidelines. Go into the stage menu and turn on the coordinate display in the titlebar. Next, find the furthest object away from the center of the world. Including lights and the camera. Since the Imagine world is 65536 units in all directions, the max placement for an object is 32768. In my scene, a light was 1900 units away from the center. So 32768/1900 gave me 17. In theory, that should fill the imagine space with my scene, and it looked fine in the stage editor. But trying to render gave me an "Octvolume too large" error. I had to reduce the multiplier to around 8 to get it to render. Not sure why, anyone know the reason? Am I the only one that had problems doing this by hand? In my scene I have about 40 objects, and since there is no Box select or an All command that I could find in the Stage editor I had to shift click every object and scale them. But when I would hit scale, only a few objects would scale interactivly with the mouse. I tried world/ local mode as well as using the transform requester. Even if I got them to scale, they would not save correctly. I was in frame one, every actor had bars for size and position. It's why I wrote the script in the first place. Is the octvolume non-scalable? In other words, does it start by taking the entire world, and creating 8 cubes, and then makes 8 cuves out of thoes and so on? That would explain why scaling up would help. -- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) @{" Thread 280" link IML-280} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-231 " MSG-231 Subject: RE: Mode promoting Imagine @toc contents Subject: RE: Mode promoting Imagine Date: Wednesday, 23 November 1994 04:43:40 From: luiten@trantor.nmsd.oz.au (Robin Luiten) ---------------------------------------------------------------------------- > From: Craig Brown > > %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% > --------- [removed text] > I just got 3.1 and patched it to use full overscan. While playing > around I discovered some interesting things. I had been using a > promotion utility to expand Imagine, but got strange results when > rotation large objects sometimes. I found that if you patch the > executable it displays everything perfectly. I never have any problems > with messed up graphics. However, the value for height is stored > as a SIGNED CHARACTER in the binary. :( That means the maximum value is > 127, which limits your height to 508 lines! I have patched Imagine > to use a 1280x508 screen, and it works just fine if you ignore the Yes you have to hack the Imagine executable to get the re-draw to work properly... The only dimension that matters is the width of the screen so the best solution is to change the width to what you want in the executable then use a mode promotion program to force the height to what ever you want and everything will work just fine and dandy. I have set Imagine 3 for a friend to run at 1024 * 768 on a Retina Board and it works perfectly... Boy talk about a lot of screen Real Estate !!! :-) > terrible aspect ratio. No errors with rotations or moves at all. > I only have an A300, but I bet if somone with an AGA machine patched > the screen to 1280x400 in the executable, and promoted it to a > SuperHires-Interlace screen it would work great. Let me know if > anyone tries this and it works/crashes. > [removed text] > cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) > (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) Robin @{" Thread 251" link IML-251} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-232 " MSG-232 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Wednesday, 23 November 1994 06:02:36 From: Mike McCool ---------------------------------------------------------------------------- Hey guys, guyas, One of the coolest things about Turbo Silver and the earlier versions of Imagine was how well 'sky blending' worked. It looks so bad now, with all those absurd bands, I usually bypass globals altogether. Thanks, y'all, for bringing this topic back to life. @{" Thread 142" link IML-142} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-233 " MSG-233 Subject: Help Compiling Textures @toc contents Subject: Help Compiling Textures Date: Wednesday, 23 November 1994 07:01:52 From: gt4389a@prism.gatech.edu ---------------------------------------------------------------------------- IMLers, since I am a student at Ga. Tech. I have very limited time and money. This means I don't get to do much programming of my own. Also this means the 'C' compilers I have at my disposal are a registered version of DICE and version 2.6.0 of GCC. My question is: Is there anyone out there who has successfully managed to compile the example texture that is in texture.doc from Impulse. If so could you please tell me how to do this with either of the compilers I use. I have managed to compile the texture using DICE but my version of DICE does not generate inline FPU instructions so when the texture is rendered it crashes my machine. Any help is appreciated. Thanks in advance. Hap (hazard) Wheeler @{" Thread 101" link IML-101} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-234 " MSG-234 Subject: Re: Glas in Imagine @toc contents Subject: Re: Glas in Imagine Date: Wednesday, 23 November 1994 07:23:40 From: Charles Blaquiere ---------------------------------------------------------------------------- On Mon, 21 Nov 1994, Charles Blaquiere wrote: > Imagine gave up, threw up its virtual hands, and plotted a black pixel, ROFL! Yes, I did write that wretched bit of prose. Threw up its hands, indeed! Of course, I meant that Imagine threw its hands up in the air -- ummm, no, that doesn't sound right either. Someone correct me, please. @{" Thread 261" link IML-261} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-235 " MSG-235 Subject: Best PC Paint program @toc contents Subject: Best PC Paint program Date: Wednesday, 23 November 1994 08:21:02 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- Anyone have any opinions which PC paint program I should get? I am interested in either shareware or comercial software. Joe Cotellese @{" Thread 245" link IML-245} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-236 " MSG-236 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Wednesday, 23 November 1994 09:15:34 From: Charles Blaquiere ---------------------------------------------------------------------------- On Tue, 22 Nov 1994, MICHAEL RICHARDS wrote: > So is it possible to get nicely shaded skies without having to > use a background image ? I don't want to do this as I am running low > on memory in my current project. Even if you get an answer to your question, here's a helpful hint on using brushmaps to get graduated backgrounds, and why you'd want to do it. Using your favorite 24-bit package, create a graduated background on a tall, skinny canvas, 10 x 480 for example. Apply it to a sphere (WrapX/WrapZ) and enlarge the sphere to enclose your entire scene. Presto! A graduated background, using very little brushmap memory. The reason to use a brushmap? Flexibility, of course. You could design a beautiful sunset sky, being free from Imagine's 3-color sky. It also helps for those times when camera angles are so tight that most of the sky is horizon color; just concentrate your gradient area on the center of the brushmap. n when I have plenty of both Chip & Fast mem I can get the situation where >most of the menus refuse to work. In fact I can reproduce this every time. >In fact it is worse than loosing menus, I've worked out that some memory is >being overwritten & that this corrupts the menus. If I exit Imagine (using the >keyboard shortcut which still works) & try and restart, I inevitably get a >machine crash before too long. I figured it was something like this. I'm using 3.0 on a 2000 with a PPS 040 board (16MB fast, 2MB chip) with a 2MB Retina. I run it at 1024x768 and have the same problem. I assumed it was an incompatability with some utility I was running, but now I'm beginning to believe it's a problem with Imagine. BTW, I'm running WB 3.1 with this. Nice to know it's not bad RAM or some other hardware-related issue. ------------------------------------------------------------------------------ Kent Kalnasy (speaking only for me) kkalnasy@bvu-lads.loral.com Loral Advanced Distributed Simulation, Inc. Bellevue, Washington ------------------------------------------------------------------------------ @{" Thread 240" link IML-240} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-237 " MSG-237 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Wednesday, 23 November 1994 11:43:23 From: "Randy R. Wall" ---------------------------------------------------------------------------- > Using the globals option in the Action editor it is possible > to specify the colours of the Zenith (+ and -) and the horizon. This > *SHOULD* produce a graduated sky colouring, but if I use it I get a > distinctly banded sky with no smooth transitions. > > The manual mentions an option on the globals panel to change > the amount of dithering on the sky - but it seems to be absent. Try using the auto dither button in the project window, I think this will do what you want..of course the effects quality will have a lot to do with how many colors you can render the image out to. =RRW= @{" Thread 236" link IML-236} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-238 " MSG-238 Subject: IMTguide @toc contents Subject: IMTguide Date: Wednesday, 23 November 1994 13:05:16 From: "Randy R. Wall" ---------------------------------------------------------------------------- Well, I geuss I should mention this to some of you who have been looking for IMTguide so you need not keep looking for it. I have had it removed from the net till Impulse gets a chance to look at it. It seams they are a bit worried as to weather we are infringing there copyrights or not. I do not believe so, but we are going to send them a copy to look at and make sure its all legal. I didn't think there was any problem as we have not sent any part of there text files with IMTguide. But sense I'm not a legal wiz kid, I don't know of all the possible legal implications. But did not feel it was anything I needed to worry about. But it seams there could be a problem, so I'm having it sent to Impulse for the OK. If I don't get the OK, then I geuss we are all stuck with the text as is. If Impulse says we haven't infringed there copyrights then I'll repost it for all to have. Until then, you will have to waite and continue on as you have. I can only say that I am sorry for this problem, and hope it all works out OK. I imagine I should have done this from the start, but sense we are not sending out any part of the text files, I did not see a problem. Well, its all a learning experience for me. And I know it will be the last time me and Duck try to make Imagine an easier and more enjoyable program to use. Unless of course we get the OK from Impulse on IMTguide. I really see no reason for them not OK'ing it. But feel I should give Impulse a chance to look it over before I leave it on the net. well sorry for the bad news.. =RRW= @{" Thread 44" link IML-44} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-239 " MSG-239 Subject: Re: Best PC Paint program @toc contents Subject: Re: Best PC Paint program Date: Wednesday, 23 November 1994 18:41:48 From: Cliff Lee ---------------------------------------------------------------------------- On Tue, 22 Nov 1994, Joe Cotellese wrote: > Anyone have any opinions which PC paint program I should get? > I am interested in either shareware or comercial software. From a low end point of view (I can't afford the $$$ stuff)... There is a program called PC Paintbrush for Windows that is nice. I paid something like $39 (US) for it. Supports 24 bit images and has a better set of tools than I had expected. Cliff Lee cel@tenet.edu "You can always make up a class, You can never make up a party!" @{" Thread 256" link IML-256} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-240 " MSG-240 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Wednesday, 23 November 1994 19:11:15 From: Patrick Sauvageau ---------------------------------------------------------------------------- One of the best way I have found to produce spectacular skies, specialy sunset, is to use a fractal generated landscape and positionning it vertacally in background of the scene so it occupy the entire camera view. If you apply to the landscape a linear texture that fade it from blue to white on the direction of the bump, eache "mountain" will become a cloud. Now, if you place a red-orange diminishing intensity lamp verry close to this "sky", it will produce a very bright orange circle on the plane. This circle will look like the sun at sunset and the "clouds" will by hilighted realisticaly. To add to the realism, add a blue-white, low intensity lightsource (non-diminishing intensity) behind the camera, but higher to add a blue global lighting to the scene. It work best if the fractal "clouds" bumps are very smooth \|/ | 1 -O- / /|\ \ \ 3.| 2 O- Scene- / Objects | -=----------------------------------------Ground 1- Blue general light 2- camera 3- red "sun" light Since the entire camera view is covered with object, the rendering time may be very long. So if your camera do not move in the animation, create the sunset in the first frame and use this frame as the backdrop for the rest of the anim; this way, the backdrop will allway be at the good resolution for the rest of the anim. Good luck at experimenting. -- Patrick Sauvageau (SIA) sauvp@citi.doc.ca @{" Thread 246" link IML-246} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-241 " MSG-241 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Wednesday, 23 November 1994 20:20:55 From: Ed Totman ---------------------------------------------------------------------------- On Tue, 22 Nov 1994, Mike McCool wrote: > Hey guys, guyas, > > One of the coolest things about Turbo Silver and the earlier > versions of Imagine was how well 'sky blending' worked. It looks so bad > now, with all those absurd bands, I usually bypass globals altogether. > > Thanks, y'all, for bringing this topic back to life. I've been reading the messages on this topic but I still don't know what the problem is. I use imagine3.1 on a PC, and the color transitions in all my gradiated sky patterns are completely smooth (no banding). I also display through a PAR to a tv, so maybe that makes the difference. Ed Totman etotman@gort.ucsd.edu @{" Thread 232" link IML-232} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-242 " MSG-242 Subject: Re: Best PC Paint program @toc contents Subject: Re: Best PC Paint program Date: Wednesday, 23 November 1994 21:21:16 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >Hi Joe! > >> Anyone have any opinions which PC paint program I should get? >> I am interested in either shareware or comercial software. > >You should be more specific. What do you want to do with the >'Paint Program'. Yeah, I guess I was a little vague. My primary use would be creating brushmaps. I would like it to handle 24bit color, have some image conversion capability, and be Windows based. I've looked at the paint program that comes with Corel. I liked it but I don't need any of the other stuff that comes with it so I couldn't justify the price. Thanks for your help, Joe Cotellese @{" Thread 239" link IML-239} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-243 " MSG-243 Subject: Re: IMTguide @toc contents Subject: Re: IMTguide Date: Wednesday, 23 November 1994 22:28:51 From: Douglas Rudd ---------------------------------------------------------------------------- > > > Well, I geuss I should mention this to some of you who have been looking > for IMTguide so you need not keep looking for it. I have had it removed > from the net till Impulse gets a chance to look at it. It seams they are > a bit worried as to weather we are infringing there copyrights or not. > > I do not believe so, but we are going to send them a copy to look at and > make sure its all legal. I didn't think there was any problem as we have > not sent any part of there text files with IMTguide. But sense I'm not a > legal wiz kid, I don't know of all the possible legal implications. But > did not feel it was anything I needed to worry about. > While I can't fault Impulse for being cautious with their property, I can't help but feel they will not feel threatened by your work. Your arexx file requires the Imagine program disks to work, and if some one has those, legal or not, they have the texture files, text, and Imagine. In my view, your logic is flawless, and no matter what the outcome, you are to be commended for your fine work. If I were Mike Halverson, I'd buy the program from you. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 255" link IML-255} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-244 " MSG-244 Subject: Best PC Paint Program @toc contents Subject: Best PC Paint Program Date: Wednesday, 23 November 1994 23:57:29 From: cwhite@rmii.com (Curtis White) ---------------------------------------------------------------------------- A very nice paint/image manipulation program is called Fauve Matisse. You can g et it for $99 and it has many nice features. It has tons of filters to do blurs, mosaic, tone correction, etc. You can float selections as separate objects and work on just that object or use it as a mask. It has all kinds of different brushes, like paint brushes, pencil, stamps, etc. It can do many different paper textures and you can define your own textures that you can apply to the image. It can use Kai's Power Tools plug-ins as well as most other Photoshop plug-ins. Overall, it is a n excellent program. It is comparable to Fractal Design Painter for about 1/3 the cost. If you want more details on what it can do, let me know. It also can rea d and write almost any image format. Hope this helps! @{" Thread 235" link IML-235} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-245 " MSG-245 Subject: Re: Best PC Paint program @toc contents Subject: Re: Best PC Paint program Date: Thursday, 24 November 1994 01:24:43 From: mbc@po.CWRU.Edu (Michael B. Comet) ---------------------------------------------------------------------------- >On Tue, 22 Nov 1994, Joe Cotellese wrote: > >> Anyone have any opinions which PC paint program I should get? >> I am interested in either shareware or comercial software. > >>From a low end point of view (I can't afford the $$$ stuff)... >There is a program called PC Paintbrush for Windows that is nice. I paid >something like $39 (US) for it. Supports 24 bit images and has a better >set of tools than I had expected. I am not sure what is good, but you might want to check out the latest New Media magazine, or maybe the last to latest. Probably November issue. It is a special with comparisons of tons of different multimedia software from 2D to 3D to CDRom authoring etc... They don't give in depth reviews, but it lists the manufactures, phone number, cost and features side by side for IBM, Mac and Amiga stuff (imagine and lightwave are in there). -- +--------------------------------------------------------------------------+ | Michael Comet, mbc@po.CWRU.Edu - CWRU, Software Engineer/Graphics Artist | | Computer Graphics/Animation! - HomePage: http://sushi.ins.cwru.edu/ | +--------------------------------------------------------------------------+ @{" Thread 242" link IML-242} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-246 " MSG-246 Subject: Re: Skies in Imagine 3 @toc contents Subject: Re: Skies in Imagine 3 Date: Thursday, 24 November 1994 02:12:04 From: mbc@po.CWRU.Edu (Michael B. Comet) ---------------------------------------------------------------------------- >I've been reading the messages on this topic but I still don't know what >the problem is. I use imagine3.1 on a PC, and the color transitions in >all my gradiated sky patterns are completely smooth (no banding). I also >display through a PAR to a tv, so maybe that makes the difference. Yes I have no problem either. I think 3.0/3.1 just does it perfectly smooth, though quantizing affects the way it looks. As stated there are other ways. I often add a large sphere with a few linear textures on it to make it have more bands of color. -- +--------------------------------------------------------------------------+ | Michael Comet, mbc@po.CWRU.Edu - CWRU, Software Engineer/Graphics Artist | | Computer Graphics/Animation! - HomePage: http://sushi.ins.cwru.edu/ | +--------------------------------------------------------------------------+ @{" Thread 241" link IML-241} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-247 " MSG-247 Subject: News News News @toc contents Subject: News News News Date: Thursday, 24 November 1994 03:56:22 From: Shinobi@ckbbs.tor.hookup.net (Shinobi) ---------------------------------------------------------------------------- Fellow Imagineers: I have good news and I have bad news... The good news is I'm currently programming a particle system for Imagine. It will be of a flavour similar to Sparks. It will have wind, gravity wells, air resistance, elasticity, force fields, and walls (running parallel to an axis only). The walls idea is kind of neat, because you can create a series of "walls" in the shape of a staircase and splash your particles down the stairs. I'm still trying to figure out how to do gusts of wind, although I may forsake the "gust" button in favour of a wind envelope (yes, you heard me right...envelope!). Will post more details as they come into my head 8^) The bad news is that it's not ready yet 8^( Due to midterms (Gawd, the "M" word!) I've had to slow down. 90% of the physics is in there already...just have to develop a decent GUI (hopefully with a real-time preview of your particles). Now, before you all get hot about the idea and melt singe your chairs, THE PROGRAM WILL REQUIRE A REGISTERED VERSION OF ISL3.0. So if you're planning on using my particle system, you'll have to register with John G!! More details in the future...promise. Paul -- Via DLG Pro v1.0 *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* | Paul Fine Lines Publications | * Thompson CGI Animations Multimedia * | Shinobi@ckbbs.tor.hookup.net | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* @{" Thread 185" link IML-185} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-248 " MSG-248 Subject: Fractal Trees and "fr" in particular @toc contents Subject: Fractal Trees and "fr" in particular Date: Thursday, 24 November 1994 04:07:09 From: Steve@mg-plc.demon.co.uk (Steve Gardiner) ---------------------------------------------------------------------------- SGkgdGhlcmUsDQoNCk1pa2UgTWNDb29sIGtlZXBzIG1lbnRpb25pbmcgdGhp cyAiZ3Jvb3Z5IDRrIiBmcmFjdGFsIHRyZWUvc25vd2ZsYWtlIA0KZ2VuZXJh dG9yIGNhbGwgImZyIiwgYW5kIGl0IHNvdW5kcyBncmVhdC4uLiBTbyB3aGVy ZSBjYW4gSSBnZXQgdGhlIGJsb29keQ0KdGhpbmcgPz8/ISEhIDstKQ0KDQpT byBjb21lIG9uIE1pa2UsIHRlbGwgdXMgd2hlcmUgd2UgY2FuIEZUUCB0aGUg cHJvZ3JhbSBmcm9tLi4uIA0KDQpDaGVlcnMNClN0ZXZlIEdhcmRpbmVyDQoN ClBTIC0gU29ycnkgYWJvdXQgdGhlIGZldyBibGFuayBtZXNzYWdlcywgYnV0 IEkgY2FuJ3QgZ2V0IHVzZWQgdG8gbXkgbWFpbHdhcmUNCg0K @{" Thread 303" link IML-303} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-249 " MSG-249 Subject: Re: Using MODEPRO @toc contents Subject: Re: Using MODEPRO Date: Thursday, 24 November 1994 05:32:48 From: imagine@jknight.demon.co.uk (Julian Knight) ---------------------------------------------------------------------------- Hi Mikael, on Oct 27 you wrote: > In a message of 26 Oct 94 Jamie Knight wrote to me: > > JK> From: jamiek@hwcces.demon.co.uk (Jamie Knight) To: > JK> imagine@email.sp.paramax.com > > JK> Hello > > JK> I have just downloaded MODEPRO from Aminet after someone mentioned it > JK> working with Imagine 3.0. You're right, it does work :) but when I > JK> press F1 to pick a selected object (or select a picked one?) on a > JK> 670x5something overscan screen, a layer of yellow garbage appears in > JK> the view windows - Imagine still thinks the screen is 640x512. Has > JK> anyone else seen this and solved it, or have I cocked it up? > > Make the screen width a multiple of 64 (640,704... ) and it won't garble your > screen any more. > > .-- > | FidoNet: 2:201/411.36 Internet: Mikael_Ostergren@p36.anet.bbs.bad.se | > | CompuServe 100303,2 Internet: micce@aktiv.se (work) | > --' > > Ahh, I just got round to looking at this suggestion from Mikael until I realised that I use a width of 1024 which is 64*16 so I'm afraid this doesn't always work :( auf Wiedersehen, Julian. /---------------------------------------+------------------------\ |Email: julian@jknight.demon.co.uk | A4000/040, 14MB/320MB, | |Day/Urgent: gbkxf6cf@ibmmail.com | Opal, Retina (4MB), | |Location: Redditch, Worcestershire, | One-Stop-Music-Shop,| | United Kingdom. | Imagine 3, ADPro ...| \---------------------------------------+------------------------/ @{" Thread 302" link IML-302} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-250 " MSG-250 Subject: IM3.0 Texture @toc contents Subject: IM3.0 Texture Date: Thursday, 24 November 1994 05:35:35 From: DesertFox ---------------------------------------------------------------------------- I have noticed that a few people here are very talented and have created some nice textures for Imagine. As I don't know how to create a texture, but seem to be in need of a new one I have a request. I would like to see a texture that could change the color of parts of an object based on the local curvature of the object. This would give the effect like Linear on a bumpy plane, but would be good for object of more complex shapes. I have no idea how difficult (or impossible) this may be. I'm trying to make an animal's head so that the pointed parts of the head are shaded to different colors (like a siameese cat). Unfortunately the head isn't very spherical, so a radial texture won't work well. If anyone has an alternative suggestion to create this effect, I'd love any help. smithe@groucho.la.asu.edu @{" Thread 80" link IML-80} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-251 " MSG-251 Subject: RE: Mode promoting Imagine @toc contents Subject: RE: Mode promoting Imagine Date: Thursday, 24 November 1994 06:43:38 From: luiten@trantor.nmsd.oz.au (Robin Luiten) ---------------------------------------------------------------------------- > > From: Craig Brown > > > > %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% > > --------- > [removed text] > > I just got 3.1 and patched it to use full overscan. While playing > > around I discovered some interesting things. I had been using a > > promotion utility to expand Imagine, but got strange results when > > rotation large objects sometimes. I found that if you patch the > > executable it displays everything perfectly. I never have any problems > > with messed up graphics. However, the value for height is stored > > as a SIGNED CHARACTER in the binary. :( That means the maximum value is > > 127, which limits your height to 508 lines! I have patched Imagine > > to use a 1280x508 screen, and it works just fine if you ignore the > > Yes you have to hack the Imagine executable to get the re-draw to work > properly... The only dimension that matters is the width of the screen > so the best solution is to change the width to what you want in the > executable then use a mode promotion program to force the height to > what ever you want and everything will work just fine and dandy. > > I have set Imagine 3 for a friend to run at 1024 * 768 on a Retina > Board and it works perfectly... > > Boy talk about a lot of screen Real Estate !!! :-) Ooops... I forgot to attach a disclaimer... This is a hack and as such I can't gaurantee it will work perfectly for you. [mind you have had no problems here] Impulse and its agents have no responsibilities for any problems that may arise from this hack. Robin @{" Thread 171" link IML-171} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-252 " MSG-252 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Thursday, 24 November 1994 07:22:10 From: Derek Hardison ---------------------------------------------------------------------------- One might be suprised to find the number of Amigas being used to output the results of SGIs rendering to video tape. the Galileo frame buffer apparently left a LOT to be desired and was expensive to boot; so plenty of the video-aware Amigans just networked & arexxed & single framed off of firecrackers & opalvisions -- while saving tons O bucks. -- Derek Hardison Imagine on Amiga 4000s New Intelligence on Video SGIwannabe Domain: derekjh@pd.org UUCP: ...!emory!pd.org!derekjh @{" Thread 138" link IML-138} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-253 " MSG-253 Subject: Bump maps and states @toc contents Subject: Bump maps and states Date: Thursday, 24 November 1994 08:42:47 From: david.wyand@canrem.com (David Wyand) ---------------------------------------------------------------------------- Hi All! Has anyone else had a problem applying a bump map to an object using states. It would appear that as soon as you lock the bump map to a state, the bump map changes its location and ignores all Y-Axis info to create really deep or high bumps. I have Imagine 3.1 and this still seems to be happening. Anyone else found this a problem?? -Dave david.wyand@canrem.com @{" Thread 125" link IML-125} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-254 " MSG-254 Subject: Re: IMTguide @toc contents Subject: Re: IMTguide Date: Thursday, 24 November 1994 11:00:19 From: "Randy R. Wall" ---------------------------------------------------------------------------- > > > While I can't fault Impulse for being cautious with their property, I can't > help but feel they will not feel threatened by your work. Your arexx file > requires the Imagine program disks to work, and if some one has those, > legal or not, they have the texture files, text, and Imagine. Yes, I can understand Impulses veiw, and we in no way wanted to infringe there copyrights, and is why I have removed it till they can take a look at it. > In my view, your logic is flawless, and no matter what the outcome, you > are to be commended for your fine work. If I were Mike Halverson, I'd > buy the program from you. Well Thanks Doug for the good words, I don't know what will happen but do hope it works out fine for all. =RRW= @{" Thread 243" link IML-243} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-255 " MSG-255 Subject: Index of Refraction @toc contents Subject: Index of Refraction Date: Thursday, 24 November 1994 14:46:59 From: Curcio Nicholas ---------------------------------------------------------------------------- Hi everyone. Someone on the list brought up an important "feature" this past week. (Sorry I don't remember who.) He was asking how to make REAL glass in Imagine. I thought there was a problem with this since 3.0, but I haven't had a chance to test it...until now. I reinstalled 2.9 and made a scene with a wine glass (IOR=1.52) in front of a black "monolith" on a table top. I rendered it in 2.9 and 3.0 with drastically different results. The 2.9 picture looks "real". The monolith is halfway behind the glass, and it appears that way through the glass. The 3.0 picture, however, looks like the IOR has been multiplied greatly. The monolith cannot even be seen through the glass because it is "bent" so far. The light is bent do much that the table can be seen in the bottom of the glass and looks like a bowtie. The corners are really curved up. I am in the process of finding the IOR for 3.0 that makes an "identical" picture as 2.9, but I don't think this should be necessary. Try something like this and see what I mean....please. Sincerely, Nick I apologize for the length of this post, but I thought it was important. @{" Thread 260" link IML-260} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-256 " MSG-256 Subject: Re: Best PC Paint program @toc contents Subject: Re: Best PC Paint program Date: Thursday, 24 November 1994 15:34:09 From: Peter Bugla ---------------------------------------------------------------------------- Hi Joe! > Yeah, I guess I was a little vague. My primary use would be creating > brushmaps. I would like it to handle 24bit color, have some image > conversion capability, and be Windows based. > > I've looked at the paint program that comes with Corel. I liked it but I > don't need any of the other stuff that comes with it so I couldn't justify > the price. I worked a lot with COREL-DRAW 4.0 and COREL Photo-Paint and I like it very much (C-DRAW: you can work with layers and have very good possibilities of manipulating curves, PHOTO-PAINT: a lot of picture- manipulating possibilities). But it's expensive and you should be careful about the new Version 5.0, because there seem to be some nasty bugs in it. (Don't Flame!) Another nice Program-combination is Adobe Illustrator/Photoshop, which I don't know personally, but I talked alot about some nice feutures lately. CU Peter -------------------------------------------------------------------------------- #include | "If architects built buildings the way | programmers write programs the first | woodpecker that came along would Peter Bugla | destroy civilization" e-mail: bugla@informatik.tu-muenchen.de | -- Murphy's Law of Computers snail-mail: Peter Bugla, Morsering 26, | 80937 Muenchen, Germany | -------------------------------------------------------------------------------- @{" Thread 26" link IML-26} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-257 " MSG-257 Subject: Re: Glas in Imagine @toc contents Subject: Re: Glas in Imagine Date: Friday, 25 November 1994 10:56:51 From: "Randy R. Wall" ---------------------------------------------------------------------------- > > OK! Tried that. Increased the resolve depth to 16 and added a global brushmap. > It seams like that one solved the black spot problem I had. Now it only one > trouble left. The bending of the light passing through 2 walls of glass. I've > decreased the refraction to 1.1. The light is bent too mutch. If I go any > lower on the refraction the other parts of the vine glass is going to be > invisible. The object should be a closed one, shouldn't it? I mean, if I do a > profile of a glass and then use "mold/spin" to get the shape. The object > should come out closed? Using the "mold/sweep" doesn't connect the end-point, > resulting in a open object. Does Imagine care about this? Hmmm, Well It may, but it seams to me that I have used this method before with good results so I would have to say no, But I'm not sure of this. I would suggest you use LOCK when conecting the begining and ends of your sillowet of the glass, then after you spin or sweep it just go back to PickGroups Mode and merg the object together. This will make your object solid as well as make it a cleaner and possibly even render a fraction faster. heheh not much but what the heck, its just good practice. As for the refraction of light problem, how thick do you have the glass edges. This could cuase you a problem if it is to thick. > RRW> As for a nice Glass.Attribute, try the one that comes with Imagine, it > RRW> renders fairly fast and looks good when raytraced. > > I've modified mine a bit... Going to restore it from the original disks... Well, theres nothing wrong with modifying the attributes, but find its always a good idea to keep the originals around for a defualt attribute to start from. =RRW= @{" Thread 224" link IML-224} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-258 " MSG-258 Subject: Wanted: ALL info on Screen Size Hack @toc contents Subject: Wanted: ALL info on Screen Size Hack Date: Friday, 25 November 1994 11:19:28 From: "Daniel T. Edwards" ---------------------------------------------------------------------------- I'm the guy who compiled a mostly complete list of the different Imagine screen size hacks. The latest version of that list is still in the IML FAQ. About once a month I get email from someone who wants more info about the latest versions of Imagine. I sold my Amiga and have migrated my Imagine collection to the PC. I would like to recomplete the Amiga Imagine screen hack list. So far, I have info on versions 1.1 - 2.9. If you have the required info on ANY version of Imagine, please mail me (personal email only!) I'd especially like to hear from the guys in Europe who use PAL versions of 3.0 and 3.1. So If you know how to hack the screen size, please email me with your instructions (use personal email... not IML!) I'll make sure that the complete list is included into the next version of the IML FAQ. Incidently, most of the people who ask for the info directly from me are not IML members (weird). // James R. Walker WalkerVision Videographics // // dedwards@pogonip.scs.unr.edu // @{" Thread 308" link IML-308} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-259 " MSG-259 Subject: Re: Index of Refraction @toc contents Subject: Re: Index of Refraction Date: Friday, 25 November 1994 17:58:40 From: KEN_ROBERTSON@robelle.com ---------------------------------------------------------------------------- Nick wrote: > I wonder > if Impulse changed the IOR routine or if an error got introduced in the > rewrite for 3.0+. > What's the best way to ask Impulse about this? E-mail? Snail mail? > What? I've found that the best way to get answers is to actually _call_ Impulse on the telephone. The best way to report a bug/ask for an enhancement is either snail mail or fax. \KenR ----------------------------------------------------------------------- The views from up here are fantastic! If only it weren't so damn hazy. ----------------------------------------------------------------------- @{" Thread 279" link IML-279} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-260 " MSG-260 Subject: Re: Index of Refraction @toc contents Subject: Re: Index of Refraction Date: Friday, 25 November 1994 20:46:17 From: Curcio Nicholas ---------------------------------------------------------------------------- On Thu, 24 Nov 1994, Dave Nagy wrote: > If I were doing this, (if I weren't so lazy) I would start with a > ridiculously low value (like 0.00) and work up... If Impulse has misplaced > a decimal somewhere, 1.52 may well be something like .0152 or .152 now... Good idea, but Imagine only allows values between 1.00 and 3.50. > > Don't put yourself out. I think most folks would rather take your word for > it rather than DL-ing a bunch of pics. > Too late. :) I just ran 2.9 and 3.0 at the same time and rendered 14 pics. 7 of a tumbler with IOR's from 1.01-1.5 and 7 of a wine glass, same deal. The results are quite interesting. 3.0's pics don't even resemble 2.9's. I believe Impulse rewrote the routine for this reason: There are NO black areas in the glass in 3.0 where in 2.9 it's full of black areas. This is with RSDP=16 (highest allowed) in BOTH versions. So, they fixed it and broke it at the same time. What else is new. ;) I won't upload the pics unless someone wants them. They're only HAM6 160x100. Guess I'll be callin' Impulse. Nick @{" Thread 259" link IML-259} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-261 " MSG-261 Subject: Glass in Imagine @toc contents Subject: Glass in Imagine Date: Friday, 25 November 1994 22:10:59 From: zmievski@herbie.unl.edu (Silicon) ---------------------------------------------------------------------------- Can someone post the Glass attribute that came with Imagine for Amiga? I have PC version, and it came with no sample attributes. Andrey @{" Thread 233" link IML-233} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-262 " MSG-262 Subject: Wishlist & question @toc contents Subject: Wishlist & question Date: Saturday, 26 November 1994 02:03:15 From: m.rubin9@genie.geis.com ---------------------------------------------------------------------------- To add to whatever IM3.2 Wishlists might already have been Posted: 1. Wouldn't it be great to have a toggle with 2 renderscreen choices availabl e directly inside the editors for Quickrenders? I always do a quarterscreen first and then move to a higher res fullscreen once things are looking good. It is such a pain to go back and forth to Preferences for each render. 2. How about supporting Retina, Picasso and GVP display boards? (Anyone have a simple script to do this?) 3. The backdrop pictures are great, but when you zoom in to work on a detail they disappear. If you then re-load the picture it doesn't re-size correctly, m aking it impossible continue tracing. This feature could use some tweaking. Has anyone downloaded the demo of FreeForm 3D 1.9 and given it a try? It soun ds cool, but I don't have full Internet access so I can't check it out. @{" Thread 264" link IML-264} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-263 " MSG-263 Subject: Re: Silcon graphics @toc contents Subject: Re: Silcon graphics Date: Saturday, 26 November 1994 05:25:24 From: Charles Blaquiere ---------------------------------------------------------------------------- On Wed, 23 Nov 1994, Derek Hardison wrote: > One might be suprised to find the number of Amigas being used to output > the results of SGIs rendering to video tape. the Galileo frame buffer > apparently left a LOT to be desired and was expensive to boot; so plenty > of the video-aware Amigans just networked & arexxed & single framed off > of firecrackers & opalvisions -- while saving tons O bucks. > > -- > Derek Hardison Imagine on Amiga 4000s > New Intelligence on Video > SGIwannabe > Domain: derekjh@pd.org > UUCP: ...!emory!pd.org!derekjh > > For the sake of completeness, I must add that many other SGI owners use a Personal Animation Recorder inside a PC networked to the SGI, which appears as a network drive to the PC. Software on the PC transfers each frame to the PAR as it is created. @{" Thread 1" link IML-1} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-264 " MSG-264 Subject: Re: Wishlist & question @toc contents Subject: Re: Wishlist & question Date: Saturday, 26 November 1994 17:32:35 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Fri, 25 Nov 1994 m.rubin9@genie.geis.com wrote: > Has anyone downloaded the demo of FreeForm 3D 1.9 and given it a try? It so unds > cool, but I don't have full Internet access so I can't check it out. > I have downloaded it and it is very cool. I have it on my local BBS 404-622-9509 if you want to download it. I asked my parents to get the registered version for Christmas for me. It will convert real3d objects to Imagine. This feature does not work in the shareware version but I hope it works in the registered version. Spline modeling is the way to go for me. I like organic shaped objects. Kent Worley @{" Thread 291" link IML-291} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-265 " MSG-265 Subject: Wishlist & question @toc contents Subject: Wishlist & question Date: Saturday, 26 November 1994 21:47:13 From: izi@scala.ping.dk (Soren Wind) ---------------------------------------------------------------------------- [ 25 Nov 94 ] [ M.rubin9@genie.geis.com -> me ] Mrg> 2. How about supporting Retina, Picasso and GVP display boards? Mrg> (Anyone have a simple script to do this?) We don't need a simple script, we need to be able to promote so that Imagine's screen updates gets 10* faster than on OCS/ECS Just a little more system freindly... and stable.... _____ __ _ | | Soren Wind - IZI/Visual/ImPACT | 3D / Raytrace / Spaceinvader | E-MAIL izi@scala.ping.dk | | A2K/030/882/9MB/345MB/33Mhz. | | ULTRA UM-15NLD / Picasso 2MB | | USRobotics 28800 V.FC / Fax (\o/)| Apple PowerCD/PhotoCD Gallery (/|\)| _ __ _________| ... DEFINITION RAM: Random Available Memory... -- Via Xenolink 1.90 / XenolinkUUCP 1.0 @{" Thread 262" link IML-262} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-266 " MSG-266 Subject: Spline Editor @toc contents Subject: Spline Editor Date: Sunday, 27 November 1994 03:12:42 From: mtucibat@cris.com (MTUCIBAT) ---------------------------------------------------------------------------- Hi All, I've just been working on a project where I have a credit card with a logo cut out of it. Of course, forget about Slice. I found that in Spline, I could put all the elements together as splines and fonts, then Join and Add Points. Worked great. However, I ran into an "unactivated feature" that I don't know if we've discussed. There seems to be no way to get knots in Spline to snap to grid. There is a "Lock" under Mode/Pick Method which, if analogous to working with points in Detail, should work when Adding Knots and when in Knot Control mode. As it is now, I can't see it doing anything. Am I missing something? L8R -mikeT @{" Thread 31" link IML-31} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-267 " MSG-267 Subject: Light Texture Docs Missing @toc contents Subject: Light Texture Docs Missing Date: Sunday, 27 November 1994 05:36:24 From: cwhite@rmii.com (Curtis White) ---------------------------------------------------------------------------- I was wondering if anyone knows how to use the Caustics and Purphaze light textu res? The docs do not discuss them anywhere. I have v3.0 of Imagine. I looked throug h all the old IMLs and found some discussion on the missing docs but nothing that says where to get the info on how to use them or what they are. If anyone knows wher e I can find out this info, pleeeeeaaaaaassssse let me know. I have some pics tha t I want to do that could benefit greatly from caustic lighting (I don't even have the slightest idea what purphaze is). Any help would be greatly appreciated. Thanks, Curtis @{" Thread 86" link IML-86} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-268 " MSG-268 Subject: Wierd object @toc contents Subject: Wierd object Date: Sunday, 27 November 1994 06:34:42 From: Kent Marshall Worley ---------------------------------------------------------------------------- I have converted a lightwave object of a Barco video projector to Imagine. It has three light tubes. The light sorce is a disk placed behind a glass lense. There are three colored disks for the light red green and blue. This sound simple right, now the wierd stuff. I have raytraced this several times using 3.0 for the PC with different results every time I move the Barco projector. Sometimes there will be a red light sometimes the blue light sometimes a combination of two lights. I finally got it to show all three lights. This does not happen in scanline mode! Tonight I tried Raytracing the object on my Amiga using 3.1 and got the error WORLD OCT VOLUME IS TO LARGE. I am perplexed does anyone have any ideas? Kent Worley @{" Thread 274" link IML-274} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-269 " MSG-269 Subject: ISL on PC! :-) @toc contents Subject: ISL on PC! :-) Date: Sunday, 27 November 1994 09:59:07 From: grieggs@netcom.com (John Grieggs) ---------------------------------------------------------------------------- Hi. ISL 3.0b3 is now available for both the Amiga and the PC platform. For Amiga users with 3.0b2, this is a small bug fix release. For PC users, this is the very first chance to play with ISL. Whee! Amiga version: ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/isl3_0b3.lha PC version: ftp.netcom.com:/ftp/pub/gr/grieggs/ISL/ISL3_0B3.ZIP Note that this is the shareware release, as usual - effects will be silently ignored by restage. Anything else that doesn't work, I'd like to know about. _john @{" Thread 144" link IML-144} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-270 " MSG-270 Subject: Digimax and How we.. CD @toc contents Subject: Digimax and How we.. CD Date: Sunday, 27 November 1994 11:53:41 From: Andrew Nunn ---------------------------------------------------------------------------- Did anyone here buy a Digimax yet? Is it any good? How does it work? Also what happened to the Impulse "Imagine how they did that...." CDROM/book? Andrew @{" Thread 7" link IML-7} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-271 " MSG-271 Subject: Imagine in Edge? @toc contents Subject: Imagine in Edge? Date: Sunday, 27 November 1994 12:30:38 From: Andrew Nunn ---------------------------------------------------------------------------- I just bought a copy of Edge magazine, January 95 issue. (it's a games and games technology mag for those who haven't seen it before) On page 15 there is an interesting article about a new game engine called Reality Lab, which has been written for high speed 3D games running on PCs. One of the demo objects which they claim to be be able to rotate and render in realtime, is Steve Worley's Spacestation object originally developed on Imagine! This would be an impressive feat. Of course,neither Steve nor Imagine gets any mention. Andrew @{" Thread 272" link IML-272} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-272 " MSG-272 Subject: Imagine PC Questions @toc contents Subject: Imagine PC Questions Date: Sunday, 27 November 1994 13:01:36 From: Andrew Nunn ---------------------------------------------------------------------------- Hi all, I'm presently considering buying a PC and have some questions: I read in the Gazette that Imagine requires a VESA compliant display card. I guess this is not the same as VESA local bus or is it? If not, how do you tell if a card is compliant? Can the PC version be run at different resolutions, or does the code have to be hacked like the Amiga version? Finally, has anyone had any trouble with Imagine and the Pentium? There was an article on C4 News here about Intel admitting that they have shipped 6 million Pentium chips with a major bug in the math processing, which I guess would be fairly important for raytracing. Andrew @{" Thread 289" link IML-289} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-273 " MSG-273 Subject: States in a Hierarchy? @toc contents Subject: States in a Hierarchy? Date: Sunday, 27 November 1994 21:05:00 From: Ian Smith ---------------------------------------------------------------------------- I have been puzzling over a problem recently. What I have is an engine object. It has blades in the inside that will spin, and vents on the back that move up and down. The problem is states does not seem to work well for this kind of problem. Say you have four grouped objects objects... A is the parent of B, C, and D. A---D Now B, C, and D are all complex Ex: / \ objects with many states attached to B C them. They were made by selecting a child object and then the states menu function. This works fine so far. I can have 6-7 states for the child objects, and switch between each one as needed. The problem is that they do not animate propperly. When I select States Anim it does very bizzare things, none of which produce the effect I am looking for. Is there a way to make a complex object with states that works like this? For example, a telephone... you would not want four thousand states to describe every possible button combination. The only solution I see is keeping everything seperate, and using Associate in the Action editor.. but this keeps you from using Apply to Child Object for brushes and textures and is a big pain. Any comments? -- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) @{" Thread 287" link IML-287} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-274 " MSG-274 Subject: Re: Wierd object @toc contents Subject: Re: Wierd object Date: Sunday, 27 November 1994 23:04:09 From: Ian Smith ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% On Sat, 26 Nov 1994, Kent Marshall Worley wrote: > Tonight I tried Raytracing the object on my Amiga using 3.1 and got the > error WORLD OCT VOLUME IS TO LARGE. I am perplexed does anyone have any > ideas? Your objects are too large. This happens to me often when I expand a scene to decrease render sizes. Try shrinking everything and re- rendering. Check to see if your objects are on the scale of 20,000 imagine units or so... if that is the case then shrinking them will do the trick. cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (ARexx! Imagine *NEEDS* ARexx! Pleeeeeeease? :-) @{" Thread 265" link IML-265} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-275 " MSG-275 Subject: Re: Imagine PC Questions @toc contents Subject: Re: Imagine PC Questions Date: Monday, 28 November 1994 01:17:20 From: RICHMERR@ix.netcom.com (Ronald Merritt) ---------------------------------------------------------------------------- You wrote: > >Hi all, > >I'm presently considering buying a PC and have some questions: >> >Finally, has anyone had any trouble with Imagine and the Pentium? There was >an article on C4 News here about Intel admitting that they have shipped >6 million Pentium chips with a major bug in the math processing, which I >guess would be fairly important for raytracing. > >Andrew > I am running Imagine 3.0 PC on a 90mhz Pentium machine, and I have found no problems at all with the chip. Imagine runs verrry fast, rendering ray-traced scenes at blazing speeds. ( compared to the 50mhz 486 that I used to work on) If I run into any problems, I'll post it on the list. Rich Merritt RICHMERR@ix.netcom.com @{" Thread 276" link IML-276} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-276 " MSG-276 Subject: Re: Imagine PC Questions @toc contents Subject: Re: Imagine PC Questions Date: Monday, 28 November 1994 01:38:00 From: Cliff Lee ---------------------------------------------------------------------------- On Sun, 27 Nov 1994, Andrew Nunn wrote: > I read in the Gazette that Imagine requires a VESA compliant display card. I > guess this is not the same as VESA local bus or is it? If not, how do you > tell if a card is compliant? They are one and the same. A card is compliant if it supports the VESA display modes. Either interneally or with a TSR. I've run in 640x480 on several "clone" no-named cards with little problem. I had minor problems with a Diamond Stealth. I have a "clone" SVGA card based on the CIRRUS LOGIC chipset that works fine. > Can the PC version be run at different resolutions, or does the code have > to be hacked like the Amiga version? I've not tried to set it at anything higher than 640x480, but I think that its just a matter of changing a setting in the configuration menu. > Finally, has anyone had any trouble with Imagine and the Pentium? There was > an article on C4 News here about Intel admitting that they have shipped > 6 million Pentium chips with a major bug in the math processing, which I > guess would be fairly important for raytracing. I read about this and was under the impression that the errors in the presicion of the chip were of a very high end nature. I was discussing this with someone as it pertains to word processing though were the user would never see it. In raytracing, the problem may well manifest itself, depending on the level of detail in the scene. (I DON'T KNOW THIS FOR SURE, JUST A GUESS) So I guess its wait and see... Cliff Lee cel@tenet.edu "You can always make up a class, You can never make up a party!" @{" Thread 278" link IML-278} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-277 " MSG-277 Subject: Re: Imagine PC Questions @toc contents Subject: Re: Imagine PC Questions Date: Monday, 28 November 1994 01:50:21 From: "Daniel T. Edwards" ---------------------------------------------------------------------------- On Sun, 27 Nov 1994, Andrew Nunn wrote: > Can the PC version be run at different resolutions, or does the code have > to be hacked like the Amiga version? No, so far as I know, there is only the Impulse provided resolution. But on my PCI bus sVGA card, Imagine fills the screen and looks quite presentable. I have no idea what the resolution is, but it is just fine. > Finally, has anyone had any trouble with Imagine and the Pentium? There was I use Imagine on an old Pentium 90Mhz. Imagine NEVER crashes. There are no rendering bugs that are the fault of the processor. (the Pentuim bug has to do with multiplying a twenty digit number by the reciprocal of itself. The answer should be exactly 1 but ends up being something like .99999999999693672578) Anyway, Imagine doesn't use that kind of precision, so it never notices the problem. > Andrew // James R. Walker WalkerVision Videographics // // dedwards@pogonip.scs.unr.edu // @{" Thread 76" link IML-76} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-278 " MSG-278 Subject: Re: Imagine PC Questions @toc contents Subject: Re: Imagine PC Questions Date: Monday, 28 November 1994 02:09:38 From: grieggs@netcom.com (John Grieggs) ---------------------------------------------------------------------------- > > Hi all, > > I'm presently considering buying a PC and have some questions: > > I read in the Gazette that Imagine requires a VESA compliant display card. I > guess this is not the same as VESA local bus or is it? If not, how do you > tell if a card is compliant? > VESA display compliance is not the same as VESA LB. I have a display card that is both VESA LB and has the VESA display modes. The card should say if it has VESA support in ROM. Most cards can be made to use VESA display modes using UNIVESA or a similar hack, but Imagine is kind of picky about what else is running so I wouldn't swear that UNIVESA is good enough for it. > Can the PC version be run at different resolutions, or does the code have > to be hacked like the Amiga version? > Imagine runs in whatever mode it damn well feels like, just like on the Amiga. What did you expect? :( It only runs on top of raw DOS, also - no chance of invoking it from OS/2 or Windows or anything like that. In fact, you'll almost certainly need a special boot disk for it. I find it painful to run. I normally run OS/2. OS/2 is like an Amiga, more or less. I normally have the Internet Acess Kit attached to my provider with SLIP running, with a couple of telnets and a WWW browser active, along with Photoshop, Quicken, Word, and a couple of other things going. To run Imagine, I have to shut all of that down and re-boot from a special floppy disk which doesn't even load any TSRs. :( > Finally, has anyone had any trouble with Imagine and the Pentium? There was > an article on C4 News here about Intel admitting that they have shipped > 6 million Pentium chips with a major bug in the math processing, which I > guess would be fairly important for raytracing. > No Pentium here, sorry. Imagine does seem to use a lot of fixed point internally, so it may not be affected all that much. > Andrew > _john @{" Thread 277" link IML-277} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-279 " MSG-279 Subject: Is imagine 3.1 a downgrade? @toc contents Subject: Is imagine 3.1 a downgrade? Date: Monday, 28 November 1994 02:30:37 From: Kent Marshall Worley ---------------------------------------------------------------------------- I am beginning to feel like I have wasted too much time and money on this #5&@#$% program. I tried the bones feature in 3.1 and I was getting some wierd results. Some bones did not work others did just the opposite of what I expected. I was using the bones tutorial that was uploaded here. It is very simple, a tube with 2 joints. I did the same tutorial with 3.0 and it worked fine. There are new features in 3.1 that work but older things I have been used to using do not work. This has been a trend with impulse for a while. Kent Worley - I guess it is time to get Real 3D- @{" Thread 307" link IML-307} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-280 " MSG-280 Subject: Re: ARexx Script Files @toc contents Subject: Re: ARexx Script Files Date: Monday, 28 November 1994 04:06:22 From: imagine@jknight.demon.co.uk (Julian Knight) ---------------------------------------------------------------------------- Hi Ian, on Nov 22 you wrote: > %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% > > Hmmm... something got messed up with the script file message. > It is an esay fix. Just delete the first few lines of numbers. > The file you save should start with "/* ARexx..." and not "602960..." > I just downloaded the post that the IML sent back and it unextracts > fine once you remove the garbage at the beginning. Anyway... > Thanks for the scripts, havn't had a chance to use them yet but I'm sure that they will be very usefull. > I tried increasing the size of my scene like was mentioned on the > list and it cut the time to render in half! I experimented around > with trying to figure out the maximum I could expand and came up with > a few guidelines. Go into the stage menu and turn on the coordinate > display in the titlebar. Next, find the furthest object away from > the center of the world. Including lights and the camera. Since > the Imagine world is 65536 units in all directions, the max placement > for an object is 32768. In my scene, a light was 1900 units away > from the center. So 32768/1900 gave me 17. In theory, that should > fill the imagine space with my scene, and it looked fine in the stage > editor. But trying to render gave me an "Octvolume too large" error. > I had to reduce the multiplier to around 8 to get it to render. > Not sure why, anyone know the reason? > WO THERE! You don't need to go to all that trouble! Simply go into the action editor & add a size entry for Global, make the size 0,0,0 & Imagine will work out the best size for itself! It does take slightly longer to initialise each frame though but for a single frame it makes no real difference. I think that "Understanding Imagine" recommends a world size of 1024x1024x1024 for maximum speed under Imagine 2, I guess this is probably the same for 3? auf Wiedersehen, Julian. /---------------------------------------+------------------------\ |Email: julian@jknight.demon.co.uk | A4000/040, 14MB/320MB, | |Day/Urgent: gbkxf6cf@ibmmail.com | Opal, Retina (4MB), | |Location: Redditch, Worcestershire, | One-Stop-Music-Shop,| | United Kingdom. | Imagine 3, ADPro ...| \---------------------------------------+------------------------/ @{" Thread 281" link IML-281} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-281 " MSG-281 Subject: Re: ARexx Script Files @toc contents Subject: Re: ARexx Script Files Date: Monday, 28 November 1994 08:49:28 From: Ian Smith ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%% On 27 Nov 94, imagine@jknight.demon.co.uk (Julian Knight) wrote: >Hi Ian, on Nov 22 you wrote: > Thanks for the scripts, havn't had a chance to use them yet but I'm sure that > they will be very usefull. I sure hope so.. writing them was not too hard, but to release them I had to write instructions! Yuck. :-) > > [ Description of finding the correct object size in stage deleted ] > > WO THERE! You don't need to go to all that trouble! Simply go into the > action editor & add a size entry for Global, make the size 0,0,0 & > Imagine will work out the best size for itself! It does take slightly > longer to initialise each frame though but for a single frame it makes no > real difference. I think that "Understanding Imagine" recommends a world > size of 1024x1024x1024 for maximum speed under Imagine 2, I guess this is > probably the same for 3? Yes, I have my world size set to 0,0,0. What I was trying to say in the above was how I figured out how big to increase the OBJECT sizes in the scene. Imagine has limit on how big you can make an object, so if you use my script to increase the size of your scene by a factor of a hundred thousand, it will not render very well. The script does not change the world size, although thinking on it, it should if it's not already 0. -- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (Imagine *NEEDS* ARexx! Pleeeeease, Impulse? :-) @{" Thread 244" link IML-244} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-282 " MSG-282 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Monday, 28 November 1994 12:15:36 From: cjo ---------------------------------------------------------------------------- >are you using 3.1 ? This feature did not work in 3.0 > Kent Worley Yes Conny J @{" Thread 223" link IML-223} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-283 " MSG-283 Subject: Re: Texture smear @toc contents Subject: Re: Texture smear Date: Monday, 28 November 1994 15:35:24 From: cjo ---------------------------------------------------------------------------- It works. It works! IT WORKS!!! If my boss could see me dancing around the satellite control center he would probably call for some men in white robes. Yes, you are right (all of you). Referring to my previous mail on the subject (about a week ago) I had made steps 3 and 4 in the wrong order (I made the state before I defined 'lockstate' in the texture-requester). But the question arises; why does it have to be performed this _exact_ way? Why is Imagine this sensitive about in _what order_ you apply things? Whay can't you do it in any order you like? Also, I must express my warm thanks to all of you who have involved yourselves in this matter. I could NEVER have figured this one out for myself. THANK YOU!!! ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 129" link IML-129} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-284 " MSG-284 Subject: Re: Texture "Smear" @toc contents Subject: Re: Texture "Smear" Date: Monday, 28 November 1994 17:46:24 From: cjo ---------------------------------------------------------------------------- Charlie Blaquiere wrote; >On Thu, 17 Nov 1994, Shinobi wrote: >>I want to apply a texture (or brushmap) to a sphere and tack it. Then I >>want to deform the sphere and, thus, have the texture or brushmap deformed >>along with it. If I can figure out how to do this I can develop some cool >>techniques!! > >Add a primitive sphere. Add a state, accept the name DEFAULT. Set >attributes, including the brushmap you wish to tack. In the brushmap >requester, enter DEFAULT as the Lock State. (As a side note, never use this >state when morphing in the action editor. If you wish, you can >immediately make a copy of the DEFAULT state, call it START, and use >_that_ in the action ed.) >Then do whatever you wish to your sphere: fold, staple, mutilate it! >Create a new state, call it DEFORMED. Do a quickrender: the brushmap will >follow the deformations, because you gave it a state to lock on to. No no no !!! Almost right, but not quite. (See my previous message posted just minutes ago.) Conny J @{" Thread 221" link IML-221} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-285 " MSG-285 Subject: Sorry Could Not Find Subject! @toc contents Date: Monday, 28 November 1994 18:46:09 From: paulC@Dieppe.artmediatech.nl (Paul Claessens) ---------------------------------------------------------------------------- Hello there, I've got a question concerning compatibility of projects between the AMIGA and the PC version of Imagine. For example, when I make a project on the Amiga and I copy it to the PC and I render it there. Does it render exactly the same image? I mean concerning lamps, reflections etc... Also, does anyone know if there's a program that converts OBJECTS into ascii and visaversa, including state-data? thanks in advance... paul @{" Thread 78" link IML-78} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-286 " MSG-286 Subject: Accelerating to 040 land @toc contents Subject: Accelerating to 040 land Date: Monday, 28 November 1994 20:05:37 From: Andrew Conway ---------------------------------------------------------------------------- Dear Folks, I'm beginning to feel that my A3000's 030/25 is simply not enough for ray-tracing in Imagine. Does Imagine take the 68040 to its full worth- how many times faster in *practice* is it than the 030? I'm wondering if folk could tell me about their experiences (good/bad) in putting an 040 accelerator in an A3000. I'm especially concerned with contiguous memory problems in playing anims. thanks Andrew @{" Thread 299" link IML-299} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-287 " MSG-287 Subject: States in a Hierarchy? @toc contents Subject: States in a Hierarchy? Date: Monday, 28 November 1994 21:31:07 From: cjo ---------------------------------------------------------------------------- Ian Smith wrote; >I have been puzzling over a problem recently. What I have is an engine >object. It has blades in the inside that will spin, and vents on the >back that move up and down. The problem is states does not seem to >work well for this kind of problem. Say you have four grouped objects >objects... A is the parent of B, C, and D. > A---D >Now B, C, and D are all complex Ex: / \ >objects with many states attached to B C >them. They were made by selecting a >child object and then the states menu function. This works fine so far. >I can have 6-7 states for the child objects, and switch between each >one as needed. The problem is that they do not animate propperly. When >I select States Anim it does very bizzare things, none of which produce >the effect I am looking for. Is there a way to make a complex object >with states that works like this? I haven't been using states to do anything remotely this complicated :-| but a good 'rule-of-thumb' is; never put states on the major parent object. If you necessarily want to apply states to that object first group it to a sepparate axis. Something like: axis-> O \ A---D / \ B C ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 294" link IML-294} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-288 " MSG-288 Subject: Re: Is imagine 3.1 a downgrade? @toc contents Subject: Re: Is imagine 3.1 a downgrade? Date: Monday, 28 November 1994 21:51:09 From: Ed Totman ---------------------------------------------------------------------------- On Sun, 27 Nov 1994, Kent Marshall Worley wrote: > I am beginning to feel like I have wasted too much time and money on this > #5&@#$% program. I tried the bones feature in 3.1 and I was getting some > wierd results. Some bones did not work others did just the opposite of > what I expected. I was using the bones tutorial that was uploaded here. > It is very simple, a tube with 2 joints. I did the same tutorial with 3.0 > and it worked fine. There are new features in 3.1 that work but older > things I have been used to using do not work. This has been a trend with > impulse for a while. I find that bones in 3.1 are _much_ easier and faster to set up. The text that came with the upgrade was clear (to me) on how to create objects with bones. Yes, the procedure for setting up bones is different in 3.1, and if you use a tutorial designed for 3.0 you will have problems. In 3.0 we had to create and name all subgroups _then_ assign those subgroups to bones. Now all you have to do is select faces, select 'make small (or big) subgroups', then pick the bone. Imagine does the rest. Perhaps you are confused because Imagine doesn't tell you that it expects you to pick a bone after you've selected a set of faces? Ed Totman etotman@gort.ucsd.edu @{" Thread 23" link IML-23} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-289 " MSG-289 Subject: Re: Imagine PC Questions @toc contents Subject: Re: Imagine PC Questions Date: Monday, 28 November 1994 22:56:49 From: Ed Totman ---------------------------------------------------------------------------- On Sun, 27 Nov 1994, John Grieggs wrote: > > Can the PC version be run at different resolutions, or does the code have > > to be hacked like the Amiga version? > > > Imagine runs in whatever mode it damn well feels like, just like on the > Amiga. What did you expect? :( It only runs on top of raw DOS, also - no > chance of invoking it from OS/2 or Windows or anything like that. In fact, > you'll almost certainly need a special boot disk for it. I use DOS 6.2 and I've set up a boot menu with imagine as one of the options. The menu is easy to create and edit; I didn't find the experience difficult at all. If you would like a copy of the imagine section of my config.sys or autoexec.bat, email me. Ed Totman etotman@gort.ucsd.edu @{" Thread 275" link IML-275} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-290 " MSG-290 Subject: Fr @toc contents Subject: Fr Date: Monday, 28 November 1994 23:54:28 From: Carsten Bach ---------------------------------------------------------------------------- I have tried to use fr to make trees and snowflakes. But every time i try to make trees i get an error. And the system crashes .. some thing with the input device. When i chose to make a 3d-snowflake and convert it using pixel3d it looks like a strange triangel shaped object ( is it supposed to look like thist ?) The funny part comes when i try to load a converted object into imagine. The 3d-Snowflake depth 2/3. I get the error Not enough ram. I use a 4000/40 12 Mb ram. Any good ideas? Arne Voigt @{" Thread 296" link IML-296} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-291 " MSG-291 Subject: Re: Your mail @toc contents Subject: Re: Your mail Date: Tuesday, 29 November 1994 01:48:49 From: Douglas Rudd ---------------------------------------------------------------------------- > > Hello there, > > I've got a question concerning compatibility of projects between the AMIGA > and the PC version of Imagine. For example, when I make a project on the > Amiga and I copy it to the PC and I render it there. Does it render exactly > the same image? I mean concerning lamps, reflections etc... > > Also, does anyone know if there's a program that converts OBJECTS into ascii > and visaversa, including state-data? > > thanks in advance... > > paul > > > Just posted a comparison I did on speed using a 486 and two Amigas. The renderings were identical - if they had not been, then I would not consider the test valid. I think ISL will help now that it is available on both cpus. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------- The Amiga Guide to the Galaxy refers to Commodore's management as "A bunch of mindless jerks who will be the first to be lined up against the wall and shot when the revolution comes." ------------------------------------------------------------------------------- They will get my Amiga from me when they pry it from my cold, dead hands. ------------------------------------------------------------------------------- @{" Thread 358" link IML-358} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-292 " MSG-292 Subject: Re: Accelerating to 040 land @toc contents Subject: Re: Accelerating to 040 land Date: Tuesday, 29 November 1994 02:07:24 From: Douglas Rudd ---------------------------------------------------------------------------- > > Dear Folks, > I'm beginning to feel that my A3000's 030/25 is simply not enough for > ray-tracing in Imagine. Does Imagine take the 68040 to its full worth- > how many times faster in *practice* is it than the 030? > > I'm wondering if folk could tell me about their experiences > (good/bad) in putting an 040 accelerator in an A3000. I'm especially > concerned with contiguous memory problems in playing anims. > thanks > Andrew > While hardly an exhaustive or scientific test, I rendered an object set consisting of a 32 Dodge and lamp using Imagine2.9 in "trace" mode, 640x400. I used an A1200/030 50Mhz, an A2000/040 33Mhz, and a 486DX2/50. The results were as follows: A1200/030-50mhz: 14 hours apx 486DX2/50: 9:40 hours apx A2000/040-33mhz: 5:20 hours apx As I said, this is only one data point. Many variable could enter, but for me, my 040 is consistantly faster than either my 030 or 486. I haven't tried this with Im30 or Im31. Does anyone else have some comparative data? Safe to say that an A3000/040-40mhz would really cook. Doug Rudd rudd@plk.af.mil ------------------------------------------------------------------------------ And God made the world in six days and on the seventh said, "I'll let the thing into orbit spin." A few billion years or so went by when he looked down upon the whirling glob, and with a shrug and a sigh said "Oh well, it was only a six day job." ------------------------------------------------------------------------------ @{" Thread 304" link IML-304} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-293 " MSG-293 Subject: Re: Accelerating to 040 land @toc contents Subject: Re: Accelerating to 040 land Date: Tuesday, 29 November 1994 02:57:47 From: changc9@rpi.edu (Cedric Georges Chang) ---------------------------------------------------------------------------- On Nov 28, 12:17pm, Andrew Conway wrote: > I'm beginning to feel that my A3000's 030/25 is simply not enough for > ray-tracing in Imagine. Does Imagine take the 68040 to its full worth- > how many times faster in *practice* is it than the 030? When I first installed an '040 in my 3000, I did some timing tests, but this was several months ago and I don't remember the hard data. Off the top of my head, I remember rendering scenes about 4 times faster. Impulse says that Imagine is '040 optimized, plus there are '040 optimised versions of the Essence Textures. I remember being quite worried about the 68040 not having the trig functions built into the math unit, but my accerlerator card speeds up Imagine enough to be worth its cost. I have a 28MHz '040, so I'm sure the 40MHz chips will give even faster performance. > I'm wondering if folk could tell me about their experiences > (good/bad) in putting an 040 accelerator in an A3000. I'm especially > concerned with contiguous memory problems in playing anims. > thanks Overall I have had good experiences with an '040 in my A3000. Be prepared that old software (especially games) may not run with the '040. Also, WB3.1 seems to have better support for the 68040 chip. As far as memory is concerned, to get the maximum speed out of your accelerator, you'll want memory on the accelerator board (I have 8MB of ram on my GVP accelerator). Yes, it does cause contiguous memory problems. Even though I have 26MB of ram (2MB chip, 16MB motherboard, 8MB accelerator), the largest Magic Lantern anim I can make is 16MB. I haven't yet tried making a IFF anim over 16MB, but I imagine that I will run into the same problem. Cedric -- --------------------------------------------------------------------------- Cedric Chang Mechanical Engineer // Amiga 3000 '040 changc9@rpi.edu Rensselaer Polytechnic Institute \X/ EGS Piccolo --------------------------------------------------------------------------- @{" Thread 292" link IML-292} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-294 " MSG-294 Subject: Re: States in a Hierarchy? @toc contents Subject: Re: States in a Hierarchy? Date: Tuesday, 29 November 1994 06:47:44 From: Ian Smith ---------------------------------------------------------------------------- %%%% Forwarded message from Ian.Smith@f564.n2601.z1.fidonet.org %%%= % On 28 Nov 1994, etotman@gort.ucsd.edu (Ed Totman) wrote: > Perhaps you could upload a portion of the offending object to amine= t so > that others could take a look. Or you could uuencode a piece to me= and > I'll give it a try. Have you tried using 'conform' to limit the mo= tion > of the objects? This may complicate things though. I made a quick sample object small enough to post here on the IML. I= t has three objects grouped to a parent axis. Each object has a DEFAUL= T state and a SCALE_10% state. What I want to be able to do is contro= l each object seperatly using states while keeping the entire object se= t grouped together. It works to a point, but I can't control it in an= y animation. I really hoped IM 3.1 would let you control each object i= n the group seperatly as promised, but it's not there. Any ideas on ho= w to make a complex object with lots of moving pieces? The project I a= m working on is a hovercraft. I have the engines made, and can make th= e blades rotate, but if I want to animate some fins on it's back, I hav= e to make them all seperate objects. No good, especially when I need t= o use the Apply to Child Objects button for several textures. I do hop= e Impulse adds control of each object in a hierarchy in the stage edito= r like they said they would with version 3.0 of Imagine. begin 644 TestState.lha M(R@M;&@U+>D!``#."0``>:1\'0(`#51EQM/5?B M)+4KDLLA"$(:5ALWUM&`UEG=3D`F4LD4[LBH8UC`0CP7K*O!T.`9C@97P&&'?_Q MT[I)::L-F&2VS*I9F#48YH:LL+,#P*&F\'-FVC;CBT$DV``]70DQC27_A;%/P MG,=3D#X`'7&]@..>Q@>AC#/XC?ENCE8!P`ED1"*?KI>8P![#"@4?:&MVR_S71#; MPG7/CO;?M=88_)A%';5E#6;]S/WY(IE[=88I2ICP1+3'Q,ST;4T2OW&IRS2DG:4S) M=3D*+AUYZ=3DS;-\8S?4R;+.ZR'%-K=3D;-C>BFUS>N');=3D=88U9H= ?>N MB/BN>_W>=3D9]C)LL["E-3:W"R73M#"3\G1]!WM:?\=3D_ZK/,.=88RR'T#O8WU# M#OKX=3DS<(Z.*?$=3DXB\[AWSK'AY#OWYCG=88X[\?=88'?CU#ON,_2O0.]C?=88#OQZ= AW1 @_W]WZ[KJ'>$]9">D8%J<]0XR;_L=3D\ZN\=3DZQX>`[VY@#N% `` end -- cbb105@psuvm.psu.edu (Posted for Ian.Smith@f564.n2601.z1.fidonet.org) (Imagine really needs ARexx! Please Impulse? :-) @{" Thread 295" link IML-295} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-295 " MSG-295 Subject: Re: States in a Hierarchy? @toc contents Subject: Re: States in a Hierarchy? Date: Tuesday, 29 November 1994 08:46:19 From: Charles Blaquiere ---------------------------------------------------------------------------- On Sun, 27 Nov 1994, Ian Smith wrote: > combination. The only solution I see is keeping everything seperate, > and using Associate in the Action editor.. but this keeps you from using > Apply to Child Object for brushes and textures and is a big pain. Any > comments? From my vantage point, it seems you are right, unfortunately. I think you can have your cake and eat it too, i.e. have separate objects, each with its own states, yet have them move as a group by associating them with a separate axis. Unfortunately, you do lose the "apply to child" functionality; looks like someone who wants to have his cake, eat it too, _and_ sell it too. Have you considered loading each object, plus the pseudo-parent axis, and using Apply to painlessly duplicate the axis' attributes on all the other objects? You wouldn't miss "apply to child" that much, then. @{" Thread 194" link IML-194} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-296 " MSG-296 Subject: Fr @toc contents Subject: Fr Date: Tuesday, 29 November 1994 10:39:57 From: Mtucibat@cris.com ---------------------------------------------------------------------------- Hi Arne, I> I have tried to use fr to make trees and snowflakes. I> But every time i try to make trees i get an error. And the system crashes I> .. some thing with the input device. I> When i chose to make a 3d-snowflake and convert it using pixel3d it looks I> like a strange triangel shaped object ( is it supposed to look like I> thist ?) The funny part comes when i try to load a converted object into I> imagine. The 3d-Snowflake depth 2/3. I get the error Not enough ram. I> I use a 4000/40 12 Mb ram. I> I> Any good ideas? ================= Sure. Sounds like you might not have set a stack for fr to use, and that's crashing your system. The docs recommend at least 30000. The "snowflake" is a von Koch snowflake and looks sorta like a filagree pyramid. How the hell do you spell philogree? Anyway, they are very complex and take up ram. L8R -mikeT * Offline Orbit 0.70a * ...Amiga. Designed to break the laws of physics... @{" Thread 301" link IML-301} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-297 " MSG-297 Subject: Re: Texture smear @toc contents Subject: Re: Texture smear Date: Tuesday, 29 November 1994 12:18:14 From: cjo ---------------------------------------------------------------------------- >> It works. >> It works! >> IT WORKS!!! >Excellent! For clarity, could you re-post the correct procedure, or >just send me a copy? Thanks! > >Ed Totman Sure. Here it comes ..... > I tried it, but I can't make it work :-( > Here is what I did: > 1. Created a default plane (100, 100, 10, 10) > 2. Applied the texture "quilt" with default values > 3. Created state "DEFAULT" (object/grouping, shape, texture) > 4. Attributes, Info, Lockstate=DEFAULT > 5. Moved points +x (most of them, not all) > 6. Created a new state ("BURP", object/grouping, shape) > 7. Quickrendered both states > 8. :-((( > > Did I do anything wrong? Well maybe try it this way: > 1. Created a default plane (100, 100, 10, 10) > 2. Applied the texture "quilt" with default values > 3. Attributes, Info, Lockstate=DEFAULT > 4. Created state "DEFAULT" (object/grouping, shape, texture) > 5. Moved points +x (most of them, not all) > 6. Created a new state ("BURP", object/grouping, shape, texture) > 7. Quickrendered both states as you can see I moved 4 to position 3 and 3 to 4, as well as adding the texture button to 6, which is probably were the problem lies. Oh well hope this gets your textures to do the twist.. =RRW= ----------------------------------------------------------------- | Conny Joensson | Swedish Space Corp. Esrange | | Kiruna | Satellite operations - Telecom Div. | | Sweden | cjo@smtpgw.esrange.ssc.se | ----------------------------------------------------------------- @{" Thread 283" link IML-283} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-298 " MSG-298 Subject: Read Write Error problem @toc contents Subject: Read Write Error problem Date: Tuesday, 29 November 1994 18:24:09 From: mr KRZYSZTOF KORSKI ---------------------------------------------------------------------------- Dear Imagineers, Lately I discovered that during rendering I often have read-write error on GOOD disk. Having checked that disk (using FixDisk) I can see that Root directory (40th track) is damaged. After repairing I loose at least one file. Cooperation disk-other program seems to be good...(no read-write errors!!!). After global checking I know: 1. There is no virus (or my virusdetectors are old) 2. There is no Saddam activity (according to Nuke) 3. There is less probable to have R-W error when Imagine screen is hidden -then my disk-drive works faster( I am able to hear its motor activity) 4. There is no difference between no-name and f.e. Maxell DD disks... Does ChangeTaskPri command help me? How? I'm using KS1.3, A500, 2.5MB RAM, AR MkIII, Imagine 2.0 Krzysztof Korski, szuld@ucinvl.uci.agh.edu.pl @{" Thread 118" link IML-118} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-299 " MSG-299 Subject: Re: Accelerating to 040 land @toc contents Subject: Re: Accelerating to 040 land Date: Tuesday, 29 November 1994 22:57:27 From: Ed Totman ---------------------------------------------------------------------------- On Mon, 28 Nov 1994, Douglas Rudd wrote: > The results were as follows: > > A1200/030-50mhz: 14 hours apx > 486DX2/50: 9:40 hours apx > A2000/040-33mhz: 5:20 hours apx > > > As I said, this is only one data point. Many variable could enter, but > for me, my 040 is consistantly faster than either my 030 or 486. I Although I don't want this thread to degenerate into an Amiga/PC war, I feel I must make the point that one can obtain an entire 486/66 system for less than $1000. A new 040 system would cost at least 2x as much. I own both Amiga's and PC's, so I know the benefits of both platforms, but cost is a major factor for most people. Ed Totman etotman@gort.ucsd.edu @{" Thread 293" link IML-293} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-300 " MSG-300 Subject: Re[2]: Texture smear @toc contents Subject: Re[2]: Texture smear Date: Tuesday, 29 November 1994 23:47:35 From: spack@mv.us.adobe.com ---------------------------------------------------------------------------- >as you can see I moved 4 to position 3 and 3 to 4, as well as adding the >texture button to 6, which is probably were the problem lies. >Oh well hope this gets your textures to do the twist.. >=RRW= Actually, under 3.1 it works either way - I tried it last night. There were no problems with performing the lockstate either before or after the state had been created. For the people that this did not work, are you using 3.0? -Scott spack@adobe.com @{" Thread 27" link IML-27} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-301 " MSG-301 Subject: Fr - I'd like to get a copy. @toc contents Subject: Fr - I'd like to get a copy. Date: Wednesday, 30 November 1994 01:14:58 From: Kurt Yamamoto ---------------------------------------------------------------------------- Hi, I know this has been asked for many times in the past but can anyone out there send me a copy of 'fr' the fractal tree generation program. I've been trying to get my hands on a copy of this but am having much difficulty. A member of this list was kind enough to send me a MIME encoded copy of this program but for the life of me I couldn't decode it. I downloaded a MIME related FAQ, used mpack (PC), tried UUTXT (amiga) but no dice. If someone out there who has a copy could Lharc it and e-mail it to me as a binary attachment I would be very grateful. Thanks in advance for any help. KurtY@urfim.ucla.edu @{" Thread 87" link IML-87} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-302 " MSG-302 Subject: Re: UU me the demo @toc contents Subject: Re: UU me the demo Date: Wednesday, 30 November 1994 01:14:59 From: enigma@amanda.dorsai.org ---------------------------------------------------------------------------- A few people have written me, wanting to get the new FreeForm3D 1.9 demo, with real-time Inverse Kinematic modeling, but have no FTP access. I figured they probably weren't the only ones in this situation; so if you'd like to check out the 1.9 demo, and you haven't been able to get it, and you can receive an email message that's 300K, and UU decode it; send me a message saying "UU me the demo", and I'll mail it back to you. Fori Owurowa @{" Thread 153" link IML-153} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-303 " MSG-303 Subject: Re: Fr @toc contents Subject: Re: Fr Date: Wednesday, 30 November 1994 02:28:03 From: RIX JAMES <99rix@lab.cc.wmich.edu> ---------------------------------------------------------------------------- On Mon, 28 Nov 1994, Carsten Bach wrote: > I have tried to use fr to make trees and snowflakes. Where can I find "fr" on the internet. @{" Thread 205" link IML-205} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-304 " MSG-304 Subject: Re: Accelerating to 040 land @toc contents Subject: Re: Accelerating to 040 land Date: Wednesday, 30 November 1994 02:29:26 From: RIX JAMES <99rix@lab.cc.wmich.edu> ---------------------------------------------------------------------------- On Mon, 28 Nov 1994, Andrew Conway wrote: > I'm wondering if folk could tell me about their experiences > (good/bad) in putting an 040 accelerator in an A3000. I'm especially > concerned with contiguous memory problems in playing anims. The use of an 28 Mhz 68040 accelerator in an Amiga 3000 reduced the rendering times by about a factor of 4 from an 68030 running at 25 Mhz. In my Amiga 3000 I use the Mercury 68040 board from PP&S with 16 megs of ram. This board works very good and I am happy with it. Howver, when the new Amigas start comming off the assembly line I plan to place a 50 Mhz 68060 accelerator with 32MB of ram. Hope you have good luck with your rendering in the future. @{" Thread 309" link IML-309} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-305 " MSG-305 Subject: Where can fr be found ? @toc contents Subject: Where can fr be found ? Date: Wednesday, 30 November 1994 03:24:49 From: "JOSEPH F. HART" ---------------------------------------------------------------------------- Greetings..... I am wandering the world in search of fr. Could anyone tell me where it might be found? Thanks... ___________________________________________________________________ | Internet: VISHART@ubvms.cc.buffalo.edu Joseph Hart | /// Plink : OSS542 Niagara Falls, NY | \\\/// Ham call: WA2SND | \XX/ FreeNet : af804@freenet.buffalo.edu | *** AMIGA - Computers for REAL MEN *** =================================================================== @{" Thread 55" link IML-55} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-306 " MSG-306 Subject: Particles @toc contents Subject: Particles Date: Wednesday, 30 November 1994 04:04:56 From: Tommy Carlsson ---------------------------------------------------------------------------- Hi I need help with particles. Im doing a animation where two object hit each other brake, like glas, and then fall to the ground in a nice pile. But I cant get the particles to work in the way I want them too. Any suggestions how I should set up the particle special effect. Thanks !! T.C @{" Thread 47" link IML-47} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-307 " MSG-307 Subject: Re: Is imagine 3.1 a downgrade? @toc contents Subject: Re: Is imagine 3.1 a downgrade? Date: Wednesday, 30 November 1994 05:47:47 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >things I have been used to using do not work. This has been a trend with >impulse for a while. > Kent Worley > - I guess it is time to get Real 3D- Or Lightwave @{" Thread 288" link IML-288} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-308 " MSG-308 Subject: Re: Wanted: ALL info on Screen Size Hack @toc contents Subject: Re: Wanted: ALL info on Screen Size Hack Date: Wednesday, 30 November 1994 06:10:23 From: joec@ensoniq.com (Joe Cotellese) ---------------------------------------------------------------------------- >versions of Imagine. I sold my Amiga and have migrated my >Imagine collection to the PC. I would like to recomplete >the Amiga Imagine screen hack list. So far, I have info on >versions 1.1 - 2.9. If you have the required info on ANY >version of Imagine, please mail me (personal email only!) >I'd especially like to hear from the guys in Europe who >use PAL versions of 3.0 and 3.1. > Does the hack work with the PC version of Imagine? Joe Cotellese @{" Thread 110" link IML-110} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-309 " MSG-309 Subject: Re: Accelerating to 040 land @toc contents Subject: Re: Accelerating to 040 land Date: Wednesday, 30 November 1994 06:55:08 From: Kent Marshall Worley ---------------------------------------------------------------------------- On Mon, 28 Nov 1994, Andrew Conway wrote: > Dear Folks, > I'm beginning to feel that my A3000's 030/25 is simply not enough for > ray-tracing in Imagine. Does Imagine take the 68040 to its full worth- > how many times faster in *practice* is it than the 030? > > I'm wondering if folk could tell me about their experiences > (good/bad) in putting an 040 accelerator in an A3000. I'm especially > concerned with contiguous memory problems in playing anims. > thanks > Andrew > I have had problems with a GVP 68040 accelerator and ADPRO and OPALVISION. large 24bit picture files or anims would not load. It has been a while, I cannot remember the error but it never worked and I started using a PC to render and transfer the images to the Amiga. This was an A3000T and it was over a year ago and I think 68040 hardware has gotten better. Kent Worley @{" Thread 148" link IML-148} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode @node IML-310 " MSG-310 Subject: ObjectConversion&LossOfPolygons @toc contents Subject: ObjectConversion&LossOfPolygons Date: Wednesday, 30 November 1994 08:32:44 From: Mike McCool ---------------------------------------------------------------------------- Hey y'all, So how come, when I'm converting objects back and forth between Imagn and LW (with PixelPro3d), I lose polygons? @{" Thread 158" link IML-158} @{" -=> RETURN TO CONTENTS!<=- " link contents} @endnode