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Tuesday BryceTalk Q n A
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Tuesday BryceTalk Q & A, June 15, 1999
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AuntiAlias: if your picture source has an alpha channel, you can select a menu option that also lives in the menu with Object Space world space, etc. and... that is Decal Colors (sorry about the pause, had to go into Mat lab and try it out) i_claudius: Ah. I see. AuntiAlias: Now... when it comes to applying a decal over a 3D textured area, uh... Brian, you got an answer for that? AuntiAlias: (I wasn't paying as much attention during that part of the class!) MetaBrian: You may want to try using the ABC mode of combining texture sources... i_claudius: I thought of that, but wouldn't that change the color of the decal? AuntiAlias: Okay... so how would that work: 3D texture is source A, 2D image is both B and C MetaBrian: That's the only way to achieve the "layering" that you are after AuntiAlias: what happens is that the alpha channel in C acts as a compositing mask to mix the two textures together ahole: caudius it depends on the alpha channel in the C gdmsynth: ? MetaBrian: Yes, Susan, that's the idea i_claudius: So the alpha in the C has to be the decal? ahole: If it's only black and white then there will be no change. If there are shades of gray it will Yes, it has to take the shape of the decal... AuntiAlias: Well, I'd suggest same texture in both C and A or C and B (the alpha channel in the decal will determine which it is) i_claudius: Got it. AuntiAlias: sorry if that's confusing; but try that out. WIth a little trial and error, you shoudl get it! : ) Oh, and watch the mapping for decal is the same, i.e., cylindrical, if it is both B and C! i_claudius: I'll save the chat just in case a mangle it up in my puny mind :) AuntiAlias: DreamVoyager, you get THREE, count 'em Three more! : ) DreamVoyager: Before I move on, Id like to say that Iv been working with B since B1, and I love it. You guys have done a great job on bringing it several steps forward! :-) :-) Also... these meets are incredably valuable for me, living in the outskirts as I do! MetaBrian: Geee....thanks DreamVoyager: Show Bryce world limits... please 3d~?~elf: don't be modest about the progress!!! ahole: Dream there're no bryce world limits right now.... DreamVoyager: sometimes I hit the limits and it can be shere hell geting the scene back in shape agaoin gdmsynth: (Ummm my terrains only go up to 99,999)... DreamVoyager: No? Well, Iv had some effects that look just like the old limints Well... Im greatfull in that case, but need to check out more the effects Iv goten... ahole: gd is this not enough? DreamVoyager: anyhow... * Gradient Skies (for Polar Twilights) gdmsynth: Well, its OK but I had to put mountains on the edges. MetaBrian: There are some clamps on the input numbers for pratical reasons, but we picked the limits thinking there would be no value in exceeding them... gdmsynth: Everyone said to go LARGE (clouds and distant terrains look better).. it seems to work. ahole: The work in the Sky Lab will continue. We have some more improvements to the sky up are sleeve. So hang on, gradient might be on of them :) MetaBrian: We'll provide more direct control over such aspects of the sky as the gradient in future versions... ahole: gd but i don't think going that large is too good. AuntiAlias: Queue-- Hometime, Croaker, FireHeart, PJF88, DreamVoyager (2 more) gdmsynth If you have a question, please type ? (and wasn't there someone here who wanted to discuss camera positioning matters? If so, I hope you're in the question queue!) ahole: couple thousands mabe :) Hometime: What's in the update (short summary)? gdmsynth: As I said its working for us. Just commenting because you said no limits (sorry I'm extreme...) AuntiAlias: Hometime, DreamVoyager still has the floor..... Hometime: sorry DreamVoyager: The skylab is fantastic. All-in-all the skies have gone from good to great, and I really love the new sky lab. But I have a hard time fixing nordic nights... 11 pm summer nights... with gold-togreen-tolightblue-to velvet.... AuntiAlias: ('sokay... just trying to keep confusion down a bit :D) MetaBrian: Ok, Hometime, we'll post the list on the Website, but I will say that there were about 80 issues addressed (both bug fixes and enhancements)... ahole: gd if you care for more math based explanation drop me an e-mail... DreamVoyager: you guys should take a summer holiday here to scandinavia and look what its like during the "hight" :-) Hometime: Thanks...done DreamVoyager: night, I mean. ahole: dream we're there.. :) AuntiAlias: lol MetaBrian: Sounds like a business trip to me ;) DreamVoyager: Iv succeeded a few times in coming close, but not 100% you are? where? 3dradmd: ? ahole: on our way, dude :) DreamVoyager: aha... well, you can stay in my place if you come here corporeally :-) save you some hotel fares ahole: :) thanks man. We can talk Bryce during the polar night... DreamVoyager: Like now... it is 9:30 pm and the sun is setting... the effect of the sky here with the worlds tilt is far from what you see in calif Id love that AuntiAlias: DV... have you asked your three questions or made your three requests or whatever it is? (aside from making us all want to visit you!!) DreamVoyager: And Iv gopt nice wine and vodka to flush the discussion down with :-) MetaBrian: Ok, we're REALLY there... DreamVoyager: OK... Ill give room for the others :-)... Better skycontroll for polar nights (gradient controlls), curved sky, and I forgott the other ;-) so I guess Im done :-) AuntiAlias: Croaker, you'r eON! :D Croaker: I have three questions: 1)How do I get Bryce to import vrml 1.0 objects without an out of memory error? 2)Which mode is best supported in Bryce, Opengl, Direct3d or Sree3d? 3)Regardless of transparency, I can't seem to get objects to be visible underwater DreamVoyager: for now... ahole: 1) Send me the VRML scene. It's probably not out of memory problem. It's probably bad format.... MetaBrian: How do you model the effect of being underwater...a single water plane, or a slab??? Croaker: Slab I cant get any vrml to completely load, they go part way, then I get out of memeory error (I have 128mb ram) ahole: 2) They're supported equaly well. It's the same library which deals with the rendering. If you have OpenGL support on your crad use OpenGL if you don't use Sree3D Croaker: 32mb tnt2 video card, btw MetaBrian: You will have to be careful with the volume color... Also, are the objects you want to see underwater using some kind a material that uses transparency itself??? Croaker: No, they are solid ahole: It's most likely problem in the file and Bryce just puts up bad error message. We got little sloppy at the end :( MetaBrian: So. you're saying SOLID objects are completely invisible when inside a slab??? Croaker: The opengl u choose for display, does that determine the video acceleration used forrendering? Meta, yes, when objects go belwo surface of water slab they disappear MetaBrian: Is the camera outside of the slab or inside??? Croaker: ive tried both ahole: I am not sure what you're saying.. ahole: about the OGL.... Croaker: Okay, ideally, I want an object just below the surface of the wtaer to be visble to the camera above the water.... MetaBrian: If outside, the problem could be the level of refraction on the slab which causes some of the transparency to become reflection when the viewing angle is low... Fraguet: Hometime, is that you, Don Gray? MetaBrian: As for being inside, there should be no way for this to happen... Ok, try reducing the amount of refraction... Hometime: (yes) write privately Croaker: The display mode u select for viewing (opengl etc) does this set the program to use opengl for rendering? Ie to use video card acceleration? AuntiAlias: If you want to have a side disucsion, please open up another room for that. Room list is the top green button (or type command-N or Ctrl+N to create a new room) ahole: No, it's used only for the previews Croaker. MetaBrian: Also, make sure there is no Reflection value set. Use 0 because you will automatically get some reflection if there is any refraction...
>>>> Next up: Some user wishes, clouds, disappearing objects, more... |
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