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Re: Blender Version 2.8 vs. Imagine 3.XX
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Hello Perry, this is really real-time CPU rendering. The new rendering engine Eevee surpasses that of Maya or C4D. The quality in real time is even so good that you can do without high quality rendering for normal applications.

Posted on: 6/29 0:03
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Re: Blender Version 2.8 vs. Imagine 3.XX
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Johan, the beta version of Blender 2.8 has been around for a year now.
Also, the rendering speed with CPU rendering is just amazing at Blender 2.8.

There is already alone the real-time preview so high quality that you could save the rendering smoothly.

Take a look at the test rendering with Blender 2.8. This is not even a high quality render. That's what Blender 2.8 does with the new rendering engine EEVEE in real time!

https://www.youtube.com/watch?v=uGw1gQe4PDw

Posted on: 6/20 18:04
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Blender Version 2.8 vs. Imagine 3.XX
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My personal assessment:

Blender 2.8 is exactly what Impulse did with Imagine 3.0. I will now switch completely to Blender, because version 2.8 has totally convinced me. Even the unified shaders and the new rendering engine EEVEE are absolutely amazing. The new rendering engine now really provides a smooth preview real-time rendering while editing the scene. So whoever has felt a bit overwhelmed by Blender because of the awkward shortcut technique, who will immediately feel at home as Imagine converters in Blender 2.8. Incidentally, Blender 2.8 now also offers an object group editing structure that is not unlike Imagine. One could almost think that the Blender programmers have sometimes looked around at older, but proven 3D programs. Anyway, I started Blender 2.8 and immediately remembered the announcements about Imagine 3.0 and I bet that if "Impulse" evolved Imagine, then Imagine 3.XX or version 4.0 would look similar to Blender 2.8 today.

So I can only recommend any Imagine2.19 users to switch to Blender3D. Even if you are a bit overwhelmed by all the new features at the beginning, Imagine users will quickly make friends with the new Blender. Exactly because I assume 100% that Imagine 3.xx or 4.xx today would not look much different ... and as I said .. the new rendering engine "EEVEE" and the whole new menu in Blender 2.8 is just a become true A dream that all Imagine users have been waiting for for over 10 years.

And in fact it is one thing ... what you have done with Imagine so far, that you learn in Blender easily on a single day.

Well friends, for me at least an era comes to an end, which had once been created in 1990 with an Amiga 500 and Imagine.

Posted on: 5/17 2:13
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Realistic Particle Animations with Volumetrics - Made easy!
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Particle Animations with Volumetriks!

I have found a very unconventional way how to split particle-faces into Points in Imagine, without disturbing the flow of particles. Now you can use the tool Popcorn to set predefined volumetrics for every single point. So that, for example, realistic-looking smoke at a rocket launch or the explosion of an atomic bomb is possible. So you can now morph every single particle during the animation.

The whole makes the sense that of the 3 closely spaced points of a face only a single point per particle remains ... and thus no mathematical structure of a triangle is more visible! Because that seems rather unrealistic and disturbing!

The prerequisite for the whole procedure is, of course, that you also know the particle tool from Imagine and that you can handle it well. Then you also understand what I mean here

and that's how easy it is:

Step 1. Create a particle animation in the stage editor just like you always did before.

Step 2. Now let the animation run and subdivide the animation in the head into individual keyframes. Is the animation z.Bsp. 100 frames long, then divide it for me so that every 25th frame becomes a keyframe.

Step 3. Now go to Frame 1, click on your particle object and use the function "Snapshot" in the Requester "Object" to save the object now named Snapshot_01.iob. Repeat all this again at frame 25, 75 and 100

Step 4. Now switch to the Detail Editor and open the first Snapshot object. Because now we will turn the individual faces into dots. Now load the object Snapshot_01.iob - change now into the "Pick Faces" mode and select "Pick All" now remove all faces of the object with "Delete" Once done, you switch to the "Pick Object" mode and call that "Reduce Points" tool under "Function" on. Here you do nothing but drag the slider all the way to the left. And save the object again under a name of your choice ... or simply overwrite the original object. The whole thing you now repeat with the other snapshot objects.

Step 5. is done you have now with the 4 keyframe objects a particle animation, which consists only of points.

Step 6. If you want to create volumetric smoke with an additional internal intrinsic dynamics, then you only have to define the respective objects for the tool "Popcorn" ... and save animation as keyframes of the new particles. These keyframes can now be wonderfully morphed in the Stage Editor as an object. And that's basically it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - -

Of course you have to experiment a bit around here. But in any case, these particles look much better and more realistic than they were before. With these animations you can now also create real fluids, if you use objects "blobs" with varying blob-mesh settings. as single particles! These are almost all things that were previously not possible with Imagine.

Once you've done this fairly simple, you'll realize that it's not all that much work. What I have described here in the 6 points is actually only a matter of a few minutes. But open up completely new possibilities for your own creativity. And that has now also created the possibility that you can bend and deform particles animation now on a path targeted.

Basically, Blender and 3D Studio Max do not do anything else internally either. But there are internal routines in Max and Blender, which do all the manual steps for one in a ride ... well, and Imagine has to do it by hand.
But if you have built up a small system for the procedure ... then it's only half as hard and you get such a particle animation just as fast as in Max or Blender. In the end even much faster

PS:
ncidentally, this method can also be applied excellently to the "Shredder.ifx" module, thus transforming individual particles into real 3D bodies, whose structure and texture can be adapted perfectly and individually to each individual particle. So you can use this method to destroy a wall that leaves nothing to be desired in terms of realism.

You can now synonymous different light sources z.Bsp. as particles that can be changed in brightness and color during particle animation. By putting the light particles into a volumetric domain body, you can use them to create wonderful space animations. Or you can set a light source in each individual volumetric particle and create an area in an animation where hundreds of stars are displayed.

You see, then, that with this method, much more is possible.

Posted on: 4/30 18:54

Edited by Marabufx on 2019/4/30 19:16:09
Edited by Marabufx on 2019/4/30 19:17:49
Edited by Marabufx on 2019/4/30 19:26:31
Edited by Marabufx on 2019/4/30 19:32:03
Edited by Marabufx on 2019/4/30 19:35:10
Edited by Marabufx on 2019/4/30 19:39:29
Edited by Marabufx on 2019/4/30 19:42:17
Edited by Marabufx on 2019/4/30 19:46:39
Edited by Marabufx on 2019/4/30 19:51:45
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Re: FORMS TUTORIAL
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I know that the post is older ... I just found it while rummaging around. But I have to say that Imagine's Forms Editor is a really powerful tool! I already used the Imagine 2.0 Amiga version to model very complicated and organic bodies for industrial design. Even my friends who had worked with Lightwave were jealous and asked if I could give them a pirate copy of Imagine. ... because they just wanted to have the form editor. So I'm talking about the 90s.

Well, let me tell you, who once figured out how the Forms Editor works, and how easy the complex modeling is with it, will always want to work with it. And the good thing about the Forms Editor is that he works in Low Polygon Modeling. That means; The modeller himself mathematically gives his objects only the polygons that are necessary. Even with complex organic bodies, the modeller always calculates the minimum of polygons.

In essence, the modeller works the same way as a computer tomograph that breaks down the 3D body into its individual intersections. And the user can then use the key select function to call each individual layer in the shaping and to control it directly. And with the 1 - 2 and 3 side symmetry it makes this modeler a very powerful tool.

As I said; I've built very high-resolution and very complex bodies with it for industrial customers, where even these customers thought I had secretly built the models with a 3D scanner to charge them the price of a hand-modeling.

The editor is not that hard when you have a plan. The only important thing is that you know how to do the key slizing ... and that you also understand how to edit the objects in detail editor. So it is important to use the Subdivision Faces and the integrated Smoothing Tool and the Polygon Reducer correctly.

So to build a well-formed car body with the Forms Editor, with the appropriate pre-planning and background images of the 3 side views is just a job of minutes.

Who naturally used the Forms Editor on a trial basis and out of curiosity in Imagine, incidentally, without having understood the key slicing ... because he did not even know how to target it ... he obviously only got bored and strange looking 3D bodies ... and therefore lost the desire quickly. The pivotal point in the form editor and its meaningful use is exactly the key slicing. Once you understand that, the Forms Editor is just a breeze ... and above all you can use it creatively!

However, what I complain a bit about the editor is that Impulse has not expanded this since Amiga times. In the days of Windows and Mac OS one could already have integrated a key list or a key editor for a quicker overview. It would be nice, if a few small modifiers such as basic geometic forms would be installed .. which can be used as a loop cuts horizontally and vertically, so that you can easily save the tedious points save. It is almost impossible during a modeling process to quickly place a circular arc over 3 or 4 slices perfectly. Also in Blender these functions were missing for a long time, which were then extended later as meaningful addition. But since "impulse" with this editor many 3D program companies already had 20 years ago a lot ahead, one would have expected that with the Windows Update there would have been something extended again. But it's just the way it is ... the editor has always stayed up to date with the Amiga version 2.0.

In addition, I think that one could also integrate the key slicing with the detail editor. If you could export the individual key groups directly from the Forms Editor as subgroups for the Detail Editor. Since I'm really wondering what the programmers have thought because ... because in the form editor it works well ... then you could have it but synonymous with the Details Editor transferred ... would be so from the matter a dishwashing.

Posted on: 4/23 20:44

Edited by Marabufx on 2019/4/23 21:00:11
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Re: MERRY CHRISTMAS
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Hello friends, I wish you a Merry Christmas and a diligent Santa Claus

Posted on: 12/23 20:36
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Re: the Imagine version 2.2 must exist!
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Hello Perry my Friend,

I will not be able to finish the project until Christmas. I also have a lot to do on the side. And in the end it is here in the forum only 3 or 4 people who are interested. I recognize that by how small the download numbers are, if I upload something. The interest is = zero

And the next problem is that the project is getting big again and you can not easily upload it here.

Posted on: 2018/11/29 15:06
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Re: BRUSHES BLENDING
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Hello Lahl, thank you for your effort and your detailed description.
I have also sat up just now and I dealt with the textures and upload in the download area times 7 examples, which clearly show what you can do with the Blend texture everything.

Here you can download all 7 example objects:

http://www.imagine3d.org/modules/wfdo ... glefile.php?cid=1&lid=354

Please note that all textures are in the folder c: \ imagine \ textures \

I hope that @Pippoli can finally do something with the textures. I can do no more than that now

Note: Of particular interest to @Pippoli should certainly be the Example_02. If he turns off the blend textures there, he'll quickly understand how it all makes sense.

Open in new window

Posted on: 2018/11/27 16:39

Edited by Marabufx on 2018/11/27 17:01:01
Edited by Marabufx on 2018/11/27 17:05:16
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Re: BRUSHES BLENDING
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I have no idea how this should work. Somehow you also have to keep a hierarchy and then use the Blend_I.itx for the initialization. Besides, I do not understand how to tell the texture what you really want to crossfade.

The texture would have to be somehow communicated, from where to where you want to mix something.

I fumbled with the textures for a full 3 hours and never got a result. That's really frustrating.

By the way ... the forum member "Lahl" has uploaded an Earth object where she mixed brushes with the textures. Maybe you should take a look at how she solved that.

Posted on: 2018/11/27 14:06
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Re: BRUSHES BLENDING
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So I looked at it again and found that unfortunately the whole object becomes transparent in the filtermaps. So basically you just stay that you define an alpha channel for this Bruhes in an image editing program beforehand. This makes sense, for example, in a lettering, if you want to show or hide this.

The best thing is, you define the 2 brushes that you want to crossfade before in an image editor like GIMP or Photoshop.

Blending brushes and textures only works well in Imagine if you work with Z-Meshes. In Z-Mesh mode, blending multiple textures and brushes is completely straightforward. But that only works between at least 2 objects.

how that works with the blend textures of (blend.itx), I'm really not clear. The description is very small. I have now plummeted about 3 hours and came to no conclusion.

Posted on: 2018/11/25 13:58
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