T.R | Title | User | Personal Name | Date | Lines |
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639.1 | frame buffer | NAC::VISSER | | Mon Aug 10 1987 13:36 | 3 |
| Please to excuse...
What is Mimetics frame buffer?
|
639.2 | ... | LEDS::ACCIARDI | | Mon Aug 10 1987 14:20 | 31 |
| Mimetics has announced a frame buffer card for the A2000. It is
supposedly a single frame display device with it's own memory.
It will provide a 640 x 480 non-interlaced single frame to be displayed
on any suitable monitor. You can get the frame from a capture device
(that they will also sell) ala Digi-View, or something called an
RGB file, which Sculp-3D supports. It will also display any standard
IFF file format, though I assume the IFF image will be limited to the
original colors/resolution it was created in. Unless they have
some really smart software.
This board DOES NOT replace the Amiga's default display hardware,
so you can't run spreadsheets or Deluxe Paint in this mode. It
functions independantly from the custom chip buss, so the Amiga
won't die trying to display at such a high bandwidth.
What this IS useful for is professional grade recording from a single
frame VCR, or a Polaroid-Palette type system.
The board is on a single Zorro-II card, so it will plug right into
an A2000 or a Zorro rack for the A1000. Retail price is $699, and
they claim that it will ship sometime after August 15. (Thats a
pretty safe claim).
If anyone wants more info, you can call Mimetics at
Mimetics
PO Box 60238 Station A
Palo Alto, CA 94306
(408) 741-0117
|
639.3 | more comments... | LEDS::ACCIARDI | | Thu Aug 13 1987 13:31 | 39 |
| Now that I've explored Sculpt-3D a bit more, I've gotten a better
feel for my likes and dislikes.
Likes:
I still love the object editor. I made a fairly complex scene
involving spheres, three lamps, a checkered ground, 3-D text, and
extrusions in about a half hour.
A model can be test-run in several smaller sizes to check the overall
visual appeal prior to a full-blown HAM or overscan HAM tracing.
These 'tiny' models execute in minutes instead of hours.
Dislikes:
There are a limited number of textures available, dull, shiny, glass,
mirror, and luminous. DBW_Render also offers wood, marble, and
brick. It sure would be nice to have these additional textures.
In 'PHOTO' rendering mode, there is no way to control how long the
model will run, as there is in DBW_Render. After checking my model
in 'TINY' mode, I let it run unattended in interlaced HAM mode,
full screen. Well, it's been running for 12 hours now, and it looks
about 1/2 done. The rendition is fabulous, but I wish I could speed
it up in non-important areas. With DBW_Render, I can split the
screen any number of ways, and do a quick pass over the boring parts,
and fine tune the details. I can then paste the strips together
later.
Byte-by Byte has unbundled technical support from the package to
help keep the price down. As a result, you must purchase tech support
time to answer any questions. This isn't so bad, since the manual
is pretty flawless, and explains every possible feature of the program.
But I'd like to know if the program will recognize a 68881 FPP chip.
All in all, I'm still having a ball with this thing, and I'd recommend
it without a moments hesitation. But I now think that DBW_Render
gives much more control over the tracing process.
|
639.4 | more ray-tracers. | LEDS::ACCIARDI | | Fri Aug 14 1987 16:33 | 24 |
| When it rains, it pours...
I was perusing the PLINK message base last night, and I noticed
that there are now two more commercail Ray-Tracer programs available.
The first is called 'Silver' , and is published by Impulse, the
people who did the Prism HAM painting program.
John Foust of Amazing Computing (who must have a beta or release
copy) said that it was MUCH faster than Sculpt-3D, yet still had
a nice friendly object editor. John uploaded a nice animation of
some colored balls orbiting around a glass ball on the standard
checkered plane. It is a very clean looking job; they've done some
great anti-aliasing. If there is any interest, I can upload the
ARC file here. (It's 178K long).
I forgot the name of the other program. But I did see that John
Foust has written a utility to use the Sculpt-3D or Silver object
editor with VideoScape3D (which has an unfriendly editor). John
plans to sell these utilities, so you won't see them in the PD.
It's boggles my mind to think that just a year ago, it was a struggle
to find any decent software. With all this new stuff hitting the
streets, I can hardly keep up. Or afford to keep up.
|
639.5 | I'll take the .ARC, if you don't mind. | UFP::WICKERT | Ray Wickert - MAA Worksystems Consultant | Fri Aug 14 1987 17:04 | 8 |
|
I'd be interested to take a look. I'm sure within the next couple
of months I'll be investing in one of these programs.
Great info - Thanks!
-Ray
|
639.6 | | BAGELS::BRANNON | Dave Brannon | Fri Aug 14 1987 19:19 | 12 |
| another vote for uploading the .arc
I'm beginning to really miss usenet, what are the current rates
for Plink?
I'm curious, what is the next generation after ray-tracing?
It wasn't too long ago that digitized sound and ham mode pictures
got lots of oohs and ahhhs. Now they are just normal things
you expect to see in Amiga software. Soon even ray-traced animation
and Digiview's enhanced ham mode will be the norm. What's next?
-dave
|
639.7 | | LEDS::ACCIARDI | | Fri Aug 14 1987 21:32 | 33 |
| re: .6
Plink is really the place to hang out for the latest Amiga skinny.
At last check, there were over 3000 members of the Amiga Zone, and
about 60 megs of storage. Plink has allocated more disk space to
the Amiga club, since it is BY FAR their most active group. Current
rates are around $5.50/hour @1200 baud, but for a flat rate fee
on $10 per month, you too can become a preferred member, which lowers
the connect rate to $3.75/hour.
If anyone saw the Computer Show last week, they had a report on
SIGGRAPH. It was clear that the next wave is real-time generation
of images. The hardware needed to do this is way over poor Amy's
capabilities. Even the MAC ][ was paging pre-recorded images
from it's superfast hard disk. I think only Sun and Pixar were
doing real-time rendering, and it was nothing very fancy, and at
a sub-standard frame rate. The images that they were generating
in real-time looked like Flight Simulator on a CGA PC. Nonetheless,
very impressive considering the amount of number crunching occuring.
I remember back in the early days of the C'64, when programmers
kept pushing the limits further and further. I still can't believe
some of the things that little sucker can do. If the past is any
indication, I'd say that the Amiga can be pushed quite a bit further
before it peaks out. At the very least, it can keep up with a Mac
][ with a CSA 68020/68881 chipset.
But I agree, the shock value quickly wears off, and one needs greater
and greater doses of slickness to be impressed.
God, I am rambling... two beers really loosens my tongue... anyway,
look in Jake::User2:[Acciardi.Amiga]Balls1.arc
|
639.8 | | COOKIE::WECKER | Dave (Cum Grano Salis) Wecker | Sat Aug 15 1987 19:43 | 10 |
| fyi: Eric (Juggler and Sculpt-3D) just bought a copy of DBW_Render... so
maybe you will see new textures in a future release :-)
dave
P.S. Look for DBW_Render V2.0 announcement sometime next week (I'm
(FINALLY!!!!!!) finished!).
|
639.9 | Does it work?? | LEDS::ACCIARDI | | Sun Aug 16 1987 00:32 | 6 |
| If anyone has had problems (or for that matter, success) in de-ARCing
and running the BALLS demo, please respond here. It's been GURU-ing
one person's Amiga, and if anyone else has problems, I'll re-ARC
and re-UL it.
|
639.10 | GURU here | WINERY::COLLUM | | Sun Aug 16 1987 03:06 | 8 |
| Yup! It downloaded and de-arced with no problem. Tried running it
and got the GURU. Tried changing the stack 40000+ and it wouldn't
GURU, but it still wouldn't run. I'd get a series of letters and
numbers after it attempted to start. How much memory does this
need (i've got 512K)?
Jim Collum
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639.11 | I'll try it with 512K | LEDS::ACCIARDI | | Sun Aug 16 1987 14:19 | 12 |
| There was no mention in the PLINK file description about memory
requirements, but the sum of all the frames exceeds 400K. I guess
I assumed that the player compresses the frames to a fraction of
their original size.
I'll try disconnecting my Starboard and see if it will run on mine with
512K. I can't do it now, since I'm doing a ray tracing in the
background. (Gawd, I love this machine!) I'd suggest holding off on
any further downloading attempts until I can track down the problem.
Watch this space ===> ( )
|
639.12 | | CSC32::J_PARSONS | | Sun Aug 16 1987 15:03 | 4 |
| Last time I tried it on my 512K Amiga (unsuccessfully, of course)
I showed about 398K of free memory before starting it. I hope there's
a way to make it work, 'cause I'm probably still a month or two
away from a 2.5 meg machine.
|
639.13 | | LEDS::ACCIARDI | | Tue Aug 18 1987 09:12 | 14 |
| It's official; 'Balls' just won't make it into a 512K Amiga. Sorry
for any inconvenience. Just another excuse to spring for a 2 meg
board :^)
BUG ALERT: It's been confirmed that there is a nefarious bug in
Sculpt-3D. Any objects created with the 'GLASS' texture will take
about ten times longer to render than the other textures. It will
eventually finish, but will take forever. I wouldn't let it prevent
me from buying the program, since you can still use the super slick
object editor to learn to think in 3D. Just don't use any glass
if you can avoid it.
Stay tuned...
|
639.14 | | BAGELS::BRANNON | Dave Brannon | Sat Aug 22 1987 01:19 | 19 |
|
re: .13
well i finally got around to downloading Balls1.arc...it didn't
guru for me, didn't work either (512k), just returned back to the cli.
I just used Wb 1.2 and ^D to abort the startup file.
Turns out that the script file has a very simple format, basically
a text line, then the numbers of the pictures to load, followed
by FFFF, the number of overlap frames, then FFFF. After multiple
tries with Filezap, i got a script file that does work on a 512K
system (25 pictures/ 0 overlap instead of 38 pictures/ 2 overlap)
The animation jumps when it restarts, but at least you can see it
without buying extra memory.
the script file can be found in BAGELS::[BRANNON.AMIGA]SCRIPT.
-dave
|
639.15 | | WINERY::COLLUM | | Sat Aug 22 1987 22:07 | 4 |
| Which device??
Jim
|
639.16 | | BAGELS::BRANNON | Dave Brannon | Sun Aug 23 1987 23:38 | 5 |
| sorry about that
try BAGELS::USER1$:[BRANNON.AMIGA]SCRIPT.
-dave
|
639.17 | Update | LEDS::ACCIARDI | | Wed Sep 09 1987 09:01 | 14 |
| Update on Sculpt-3D:
Eric Graham and Byte-by-Byte have signed on with PLINK to support/plug
their products.
The next release of Sculpt will purportedly run 10-30 x faster then
the present one. Several new textures will also be provided, such
as wood, brick, etc.
I haven't personally spoken with them yet, but I'm going to ask
if they'll support MicroBotics' 68881 adaptor and/or any 68020/68881
board. I believe the 68881 support is radically different in the
above two schemes.
|
639.18 | crash - boom - guru | VIDEO::LEIBOW | | Tue Oct 20 1987 13:58 | 14 |
| I just bought a copy of Sculpt-3D.
I have no comment on it yet because I fell asleep last night reading
the manual and haven't had a chance to try it.
I did try and make a sphere and "paint" it, but the machine guru'd
when I told it to "start" the trace. I have a 1 1/2 Meg A1000.
All of the settings were at their defaults. The sphere had two
subdivisions (haven't read what the means yet.) Anyone know why
my machine may have crashed?
I repeated it. It crashed again..
--Mike
|
639.19 | Increase the stack? | LEDS::ACCIARDI | | Tue Oct 20 1987 14:21 | 7 |
| Mike: Make sure you have version 1.101 of Sculpt. The first
commercial release was 1.05, and had a few bugs. My earlier release
crashed a few times. I eventually edited the Workbench info requestor
to increase the stack to 100000 bytes. Never had a guru since.
For some reason these ray tracers need a phenomenal stack size.
Dave Wecker recommends 100K also, if I recall, for DBW_Render.
|
639.20 | | VIDEO::LEIBOW | | Wed Oct 21 1987 03:03 | 42 |
| Thanks Ed,
The Stack increase helped. I figured that Byte-By-Byte would have
tweaked the stack size in the icon before they released it.
I just got my version of Sculpt-3D from Moe at the Software Shop.
It says in the title bar, "SCULPT 3-D: Version 1.03." If they
are really up to 1.101, I will ask for an update when I send in
my registration. Do they give free updates?
Review:
I am an impetutous type, and did not read the instructions very
carefully before trying to trace stuff. Not understanding how to
sculpt objects makes it incredibly hard to make something. But,
on a close examination of the manual, I learned that Sculpt-3D does
everything with triangles and point light sources. In order to
create any object, you have to be able to draw it with billions
and billions of little triangles. Of course, they give you all
the tools you need to create objects. Most of the rendering tools
are in window gadgets. There are 16 gadgets in the border of each
window, and the mouse has about 5 or 6 functions to. Even with
all of those gadgets, it still is pretty easy to make objects.
The hardest part is realizing your ideas in their Tri-View system.
You have to render all of your ideas into three windows. Each window
gives a view orthogonal to the others.
They do have some fancy tools though to help you draw complicated
objects. Remember back in Calculus I when your where rotating 2D
stuff about some axis to make conics or other fun volumes. Sculpt
3-D lets you do that with cross sections that you create. There
are also tools to help you make curves. Once you make a curve you
could rotate it to make a "Sculpture." There are also tools for
subdividing all of your triangles into more triangles. This will
help you get much greater resolution in your final image.
Another great feature is the script file system. You can write
software to help you design very complicated objects, and then
just feed the output into Sculpt-3D and use the object in your scenery.
I am happy with the product. I have no doubt that the folks
at Byte-By-Byte will soon make other products to help generate
fantastic scenes for Sculpt-3D. My wish is that they come out with
a Fractal Generator that makes its output readable by Sculpt-3D.
--Mike
|
639.21 | contention | VIDEO::LEIBOW | | Wed Oct 21 1987 03:08 | 6 |
| Oh, I forgot to mention: I wrote the last message while raytracing
a complicated object. Smokey and Sculpt-3D can share the system
without fighting at all. I have a 1 1/2 Meg system, and still have
602K of Memory left to play games.
--Mike
|
639.22 | BbB Upgrades | LEDS::ACCIARDI | | Wed Oct 21 1987 09:17 | 26 |
| Mike: Byte by Byte has a wonderful upgrade policy; they automatically
send any upgrades to all registered users. They request a $5.00
donation to defray the costs of media, shipping, and additional
development. I think they are to be applauded for producing a good
product (with absolutely no copy protection) with approximately
free upgrades. Hell, Electronic Arts charges an extra $20 for a
non-CP'ed version, plus an extra $100.00 for a new version that
only does what the original should have anyway. No wonder EA is
a multi-million dollar outfit.
When I received my upgrade, there was a nice letter from BbB thanking
me for my support, etc. They announced that they are close to
releasing two new versions for an additional $30.00. One version
will be compiled for a 68020/68881 board, and another will use
MicroBotics' MultiFunction module w/68881 math chip.
Re: Multitasking...
A guy in the ST notes file doubted that the Amiga was much good
while doing a CPU bound task such as ray-tracing. I assured him
that my word processors and terminal programs ran at or near top speed,
since these require there tiniest fraction of CPU time, and spend
billions of nanoseconds just waiting around for inputs. During
these insufferable waits, the other tasks gracefully give the CPU
back to the ray tracer. People will never comprehend how insanely
wonderful the Amiga is until they try it themselves.
|
639.23 | Same Guru here | MTBLUE::PFISTER_ROB | Are we having fun yet? | Wed Oct 21 1987 12:39 | 11 |
| I'm still poking around at the Sculpt-3d I just got, and sure enough
Guru from a small stack. I'm kinda disapointed that the object's
seem to be all planar, as opposed to a 'mathematical' object, (like
the coffee cup example look's terrible!!, it looks more like a
hexagon than it a cylinder). Is this *really* how sculpt-3d create's
these objects? or am I missing something.
BTW some parts of ray-tracing alogorithm's can get recursive, thus
the large stack size.
Robb
|
639.24 | | LEDS::ACCIARDI | | Wed Oct 21 1987 14:12 | 7 |
| If you select 'Smoothing' from the editor menu, the program will
invoke a Phong smoothing algorithm, which blends the sharp edges of
adjacent faces into each other.
The manual should really be read. There's lots of stuff in there
that's not intuitively obvious from the pull-down menu choices.
|