From owner-lightwave@webcom.com Sat May  6 22:38:29 1995
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Date: Sun, 7 May 1995 01:44:24 -0400 (EDT)
From: Jeff Howard <jhoward@cml.com>
To: ALL <lightwave@webcom.com>
Subject: Another offer to help Dan
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Hey <looking around>...nice place, Dan.  Feels just like the last place I 
was hanging around.  If you need folks to take turns with support 
dollars, in appreciation for all your efforts, count me in, too.


work-----------------------------------------------------------------play
|            MEDIA F/X           |     WheazeLizard/3rd Mutant Limb     |
|        Video Productions       |               DREAM LAB              |
|         jhoward@cml.com        |        rave visuals/animation        |
 -----------------------------------------------------------------------



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From owner-lightwave@webcom.com Sun May  7 02:03:45 1995
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From: Sven Williger <williger@cs.tu-berlin.de>
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Date: Sun, 7 May 1995 11:06:11 +0200
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Hi Wavers!
 
SO here are some plans of ESCOM for Amiga's future (barely translated from
german to english..syntax errors are done without permission :))
 
>From the german WDR-Videotext:
 
just a summary:
 
 - ESCOM will build the C64 for eastern countries....
 
 - ESCOM will restart produktion of the AMIGA 4000, 1200 and 600.
 
 - ESCOM plans to integrate AMIGA technology in classic PC-technology.
 
 - ESCOM plans to sell PC-cards which will enable normal PCs to use
   the multimedia features (audio and video) of AMIGA technology.
   (i think something like an 'amiga-on-a-card')
 
 - ESCOM plans to produce AMIGA-TV-SETTOP-Boxes for interactiv tv .
 
so thats all for now...
 
I hope everyone will be able to read this, but english isnt my first
language (and not my 2nd 'til 10th too, if i trust my former english teacher :)
 
Bye Sven
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From owner-lightwave@webcom.com Sun May  7 07:35:55 1995
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Date: Sun, 07 May 1995 10:38:28 -0400 (EDT)
From: VIDAN@delphi.com
Subject: FLI creator for LW-PC
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Hey all,
        If you have the pre-release of LW4.0 for the PC then you know that
if you do not have a PAR or SFC then you are pretty much out of luck
if you want to see all those great TGA files you have created with LW
as an animation. NOT! I found a program that will compile those TGA files
into FLIs that can be played back on your PC. (with the AutoDesk(R) Animation
Player or some other FLI player).
It's called DTA (Dave's Targa Animator) it does a whole bunch of stuff!

I've been using it for a while and found it works great!

I've uploaded it to the Tomahawk site, it should show up in the LW/utils
section in a couple of days.

Here's a brief discription:

DTA (Dave's .TGA Animation Program)
Rel 2.1PB 
Copyright (c) 1991
1992
1993
1994 by David K. Mason

DTA is a command-line utility for creating Autodesk Animator .FLI
and .FLC animation files from:

o .TGA files as created by the POV-Ray and POLYRAY & LightWave ray-tracers.
o .IMG files as created by the Vivid ray-tracer.
o .PCX files.
o .DIB or .BMP files
o .GIF files.
o Other .FLI or .FLC files.
o VistaPro .VAN animation files
o Presidio .ANI animation files

DTA can also perform a wide range of post-processing functions
on image files including:

o Creating a single optimal 256-color palette from a series of
truecolor pictures
and then creating an Autodesk Animator .FLI
file out of them.
o Saving the palette as a .MAP (PICLAB
FRACTINT) or .COL
(Autodesk Animator) palete file.
o Convert pictures to .GIF
.TGA
.PCX
.BMP graycale .TIF
still image files.
o Reading in a palette file in either .COL or .MAP format
and animating a bunch of pictures using that palette.
o Arbitrary rotation.
o Scaling.
o Multi-layer compositing. <-----!!!!!!!!!!!!!!
o Averaging images together for a variety of effects
including
simulated motion blur and red/blue 3D.
o And more.


Enjoy!

P.S. This program only runs on a PC compatible (not sure about WIN-NT)

Vidan@Delphi.com
************************************************
*          CYBERSoft Grafix & Animation        *
*                 Lafayette, LA.               *
************************************************
*    Alternative Realities from CajunLand      *
************************************************





<< Sent by Scout v.3.1 >>
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From owner-lightwave@webcom.com Sun May  7 10:24:56 1995
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Date: Sun, 7 May 1995 13:27:30 -0400 (EDT)
From: James Brooks <jamesb@clark.net>
To: lightwave@webcom.com
Subject: Paper roll
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I have modeled a paper towel roll now I would like to map it.

I got as far as putting a nice paper-towel-like pattern and using 
cylindrical mapping.  What I would like to is to get the 'swirls' on the 
to give it some type of substance.

If u know what I mean.

Anyone can help?

Should I be using something like a morph target image?

Good day
Alex

---------------------------------------------------------------
James "Alex" Brooks              Amiga 4000/040/28MHz 20MB RAM
Lightwave 3.5 / Imagine 3.0      VideoToaster 4000 3.1
Syquest 3.5" 270MB		 Bernoulli 90Pro
NEC 3xp Triple Speed CDROM       Warp Engine 4028
Epson ES-600C Scanner            E-Mail: jamesb@clark.net
--------------------------------------------------------------

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From owner-lightwave@webcom.com Sun May  7 10:42:18 1995
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From: Manuel Coats <mcoats@qnet.com>
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On Sun, 7 May 1995, James Brooks wrote:

> I have modeled a paper towel roll now I would like to map it.
> 
> I got as far as putting a nice paper-towel-like pattern and using 
> cylindrical mapping.  What I would like to is to get the 'swirls' on the 
> to give it some type of substance.
> 
> If u know what I mean.
> 
> Anyone can help?

There are many ways you can do this.  One would be to take a digitized 
image of the ends of your paper towel bundels, and image pap them to your 
towel end polygons.  This would look pretty realistic.  You could draw a 
swirly texture in a paint program and do the same or you could even use a 
very slight displacement map with a swirly drawn grey scale texture to 
give your ends a little depth (uneveness).  If you have a toaster or 
camera and can do frame grabs, I would just use a real picture of one and 
map it to your model.

Manny
Light Speed

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From owner-lightwave@webcom.com Sun May  7 12:17:21 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: Traced shadow problem
To: David A Shaw <dshaw@iccu6.ipswichcity.qld.gov.au>
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> 
>     Render away everything is OK.  Turn on Spotlight and Shadow Map and 
> eveything renders OK.  Turn light to Trace Shadows and there is black lines 
> and marks all over the head of the lamp.  

Chances are you have double sided selected for the lampshade object. Turn 
it off, and it will most likely render fine.

JG
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From owner-lightwave@webcom.com Sun May  7 12:59:34 1995
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Date: Sun, 7 May 1995 16:02:07 -0400
Subject: Re: COMMODORE reborn!
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On Sun, 7 May 1995, Gary Fenton wrote:

> >The German company Escom AG which has about 1500 computer stores in Europe
> >has paid $10 million for the rights to the name and intellectual property
> >of Commodore Electronics Ltd., the company that developed Commodore and
> 
> Thank you, but this was discussed in detail 2 weeks ago. We're waiting for
> a detailed plan from Escom saying EXACTLY what they plan to do for the
> Amiga's future. They're being very vague and shy at the moment.

At the risk of getting even further off topic with this thread, I've 
spoken to a couple of former Commodore engineers recently and while Escom 
is telling the world that they're hiring back former C= people, neither 
of these guys has heard a peep from Germany....and I consider at least 
one of them to be quite necessary to future real development of the Amiga.
(can you say "Dave Haynie"?)

For now, it seems like Escom is putting more effort into blowing smoke 
and hot air than actually making real plans for the future of the Amiga, 
although I hope I'm totally wrong about this...it's still far too early 
to tell.

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Sun May  7 13:04:31 1995
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Date: Sun, 7 May 1995 16:06:53 -0400
Subject: Re: Image map or object(s)? (fwd)
To: LightWave Mailing List <lightwave@webcom.com>
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On Sun, 7 May 1995, James Brooks wrote:

> I would like to here from others (that is what this list for, right?) on 
> what you all do....which route do you all take?  
> What I have done is removed a good number of image maps off the objects and 
> created objects that looks very much like them by hand in MODELER!  
> Is it better that way or use image mapping?  Weird question, huh?
> 
> I understand that image mapping is great and to get the closest 
> to 'real life' look.

Well, there are certain instances where there is just no substitute for 
image mapping, but if you can get away with a modeled object instead of 
an image map then go for the modeled object every time...especially with 
the memory constraints of only having 16megs!  (Image maps usually use up 
much more memory than polygons)

There is no right or wrong way of doing this stuff...it's all relative to 
the way you think.  If you think the microwave looks better with a modeled 
control panel, then that's the "right" way of doing it....and hey, if you 
happen to save some memory in the process, then that's good too!

Personally, I start with whatever requires the least amount of work...and 
then if I start running out of memory due to overuse of image maps, I'll go 
back and elliminate the image maps and replace them with modeled objects, 
whenever possible.

                                      -David Warner
                                       Event Horizon Graphics


                              "Psi Corps is your friend...trust the Corps"


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From owner-lightwave@webcom.com Sun May  7 13:05:18 1995
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From: fwtep@ix.netcom.com (Fred Tepper)
Subject: Re: COMMODORE reborn!
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You wrote: 
>
>

>
>For now, it seems like Escom is putting more effort into blowing smoke 
>and hot air than actually making real plans for the future of the Amiga, 
>although I hope I'm totally wrong about this...it's still far too early 
>to tell.
>
>                                      -David Warner
>                                       Event Horizon Graphics


Well, it seems Escom was the perfect choice to buyout Commodore and continue 
it's fine management traditions.

                                    -=Fred=-
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From owner-lightwave@webcom.com Sun May  7 13:51:59 1995
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>From davewarner@globalone.net Sun May  7 13:10:15 1995
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Subject: LightWave Mailing List Donations?
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So Dan, where do we send our donations to help you out with the cost of 
running this list??

                                      -David Warner
                                       Event Horizon Graphics




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From owner-lightwave@webcom.com Sun May  7 14:22:48 1995
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>From djmccoy@primenet.com Sun May  7 14:15:43 1995
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To: lightwave@webcom.com
From: djmccoy@primenet.com (Daniel J. McCoy)
Subject: Mailing List Donations - A Response
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I want to thank everyone for their volunteering to help pay for the mailing
lists.  It's greatly appreciated.  I've been silent on this matter and have
been thinking about it for the past few days.  It's has been difficult
coming up with a decision on how to handle this.  Especially when I didn't
volunteer to run the mailing lists for anything outside of helping keep the
great information flowing and hope to see more wonderful objects, image
maps, tips and more appear on FTP sites and available to all.  Though I
hadn't anticipated the workload of maintaining the lists, I don't reqret
volunteering.  Now that the mailing lists have been moved to Webcom and the
message archives sit on Tomahawk (thanks Keith!), my outlay for the lists is
considerably less.  Couple that with my eventual Netcom and BIX account
closures and I've got no worries.  

I HAVE gotten some benefits though!  I want to thank Michael Meshew for
sending me LightRom Vol 1 a while back.  I STILL haven't looked at all of
it!  :)

I think I feel much more comfortable sharing though.  Perhaps as payback,
that more objects, textures, plug-ins, tutorials and more could be made
publically available no matter how small.  I have just as much fun as
everyone else checking out the methods used for object and scene creation.
It shows just how work I have in store for me!  :)

I'm still unsure but at the moment, thanks everyone!  I'll keep it in mind
but in the meantime, keep on enjoying the lists.

Dan



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From owner-lightwave@webcom.com Sun May  7 15:57:41 1995
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Date: Sun, 7 May 1995 19:00:09 -0400
From: Joseburgos@aol.com
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Well a new list. A new version of LW. The big C finally got bought.
This could be a good year :)


Later,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Sun May  7 15:57:39 1995
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From: Joseburgos@aol.com
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Hello all,
The April issue finally shiped out. All subscribers should see there issue's
this week.
May is in editing and should be layed out and printed this week with it being
mailed out by the 13th.

Thanks,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Sun May  7 15:59:31 1995
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Date: Sun, 7 May 1995 16:59:12 -0600
From: James Jones/Nibbles and Bits <jgjones@usa.net>
Reply-To: James Jones/Nibbles and Bits <jgjones@usa.net>
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Davewarner@globalone.net said:

>          "Psi Corps is your friend...trust the Corps"

Not supposed to do that ya know...
Subliminals lose all their effectiveness if single-framed. :)

James G. Jones
Nibbles & Bits
jgjones@usa.net


___
* UniQWK v4.1 * The Windows Mail Reader
                                                                               
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From owner-lightwave@webcom.com Sun May  7 16:36:20 1995
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Date: Sun, 7 May 1995 19:38:47 -0400
From: Joseburgos@aol.com
Message-Id: <950507193844_110332745@aol.com>
To: jamesb@clark.net
Cc: lightwave-l@netcom.com, lightwave@webcom.com
Subject: Re: Image map or object(s)?
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>I am now just about putting the finishing touches on my 'Apartment' project 
>in the Kitchen section.  I have notice I have been using a lot of surfaces 
>in my project and it is taking up a lot of memory.  I was thinking that 
>I can replace the surfaces with objects where I was image mapping 
>using a paint program but that adds to my SURFACE list! Oh well, 
>something has to give. :-/

I map only what ethier can't be modeled or shoulded be modeled. Like on your
micro-wave, I would model the buttons if in my scene if the camera will be
passing though them. An image map won't allow that. Other wise I would image
map the buttons like you did. The only other reason I would model the buttons
would be if I'm selling the object. What can't be modeled? One easy example
would be wood. I mean you could if you nuts or something and still it
would'nt look as good as mapping it :)

Now to your problem. What I do very often is split up my animation and
composite it later. If your kitchen is the background of your anim. and only
a few items move, then render what does'nt move and save it. Make it your
background image in the effects menu. Then render your animation with only
the moving parts. This will save loads of render time. Many profesional
outfits animate this way. If you look at your scene you can most likely break
it up to fit the above method. If it's a still and not an animation then
compositing is the easy answer.
An animation might take some re-thinking to mach this technic but you can
render very large scenes and render them much faster.

Later,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Sun May  7 21:46:50 1995
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To: lightwave@webcom.com
From: djmccoy@primenet.com (Daniel J. McCoy)
Subject: Some Tweeking Required
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Looks like I had some settings dealing with the digests a WEE bit on the low
side so the first digest went out already for the LightWave3D mailing list.
Expect some tweeking to be done to both lists as I fine tune the
configuration.  :)  At least things are configurable now.  :)

Take care,
Dan
--
Daniel J. McCoy - djmccoy@primenet.com or dan@acti.com

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From owner-lightwave@webcom.com Mon May  8 00:42:38 1995
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Date: Mon, 8 May 1995 03:40:21 -0400
Subject: Re: Thanks...
To: LightWave Mailing List <lightwave@webcom.com>
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On Sun, 7 May 1995, Scott Burton wrote:

>    I'd like to extend my thanks to everyone on the list who replied to my 
>  plea for confirmation that my messages made it to the list.  The respose 
>  was overwhelming.  You have all restored my sanity.  

But, will you still be sane after the move to "lightwave@webcom.com"??  =)

                                      -David Warner
                                       Event Horizon Graphics



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From owner-lightwave@webcom.com Mon May  8 00:50:01 1995
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Date: Mon, 8 May 1995 03:52:36 -0400
Subject: Re: Some Tweeking Required
To: LightWave Mailing List <lightwave@webcom.com>
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On Sun, 7 May 1995, Daniel J. McCoy wrote:

> Expect some tweeking to be done to both lists as I fine tune the
> configuration.  :)  At least things are configurable now.  :)

Dan, I've had at least 3 or 4 messages come through with screwed up 
headers so that the message had a date/time stamp and a "From:" field, but 
no subject or anything else...there was also a lot of E-mail "garbage" in 
the beginning of the message.

The most recent example of this was your message about accepting 
donations or not...

Is this something that other people have noticed or is my net provider 
suffering another breakdown?

Message throughput time seems MUCH faster through Webcom...with Netcom, 
my messages used to take at least 12 hours to get back to me, Webcom has 
been delivering them back to me in less than an hour!  This might be good 
for reducing bandwidth from people posting multiple responses to 
questions...

Keep up the GREAT work!
 
                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Mon May  8 01:12:42 1995
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Date: Mon, 8 May 1995 04:14:45 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: Some Tweeking Required
To: davewarner@globalone.net
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On Mon, 8 May 1995 davewarner@globalone.net wrote:

> 
> 
> On Sun, 7 May 1995, Daniel J. McCoy wrote:
> 
> > Expect some tweeking to be done to both lists as I fine tune the
> > configuration.  :)  At least things are configurable now.  :)
> 
> Dan, I've had at least 3 or 4 messages come through with screwed up 
> headers so that the message had a date/time stamp and a "From:" field, but 
> no subject or anything else...there was also a lot of E-mail "garbage" in 
> the beginning of the message.
> 
> The most recent example of this was your message about accepting 
> donations or not...
> 

I noticed the same thing.  I think there was 1 message I got without any
actual message, and some others (I think from Dan) with the message, and
ALL the header information shown (about 1.5 screend's worth in PINE). 
Just to let ya know you're not going crazy, too...

-- Joe

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From owner-lightwave@webcom.com Mon May  8 07:20:49 1995
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From: dan@acti.com (Daniel J. McCoy)
Subject: Re: Some Tweeking Required
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re: Message foul-up

The foul-up you referred to was my fault (well, partly).  For some reason,
the messages in question bounced and I had to "approve" them.  In Eudora, a
PC e-mail program, I asked it to copy and redirect the message.  Since it
appeared to give me the option to edit the outgoing message, I added what I
had to and removed a '>' just like the instructions told me to do.
Unfortunately, Eudora appeared to have sent out the message using the
information BEFORE I edited it.  :(  Now that I know what I know...  :)

The joys...
--
Daniel J. McCoy | djmccoy@primenet.com or netcom.com and dan@acti.com

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From owner-lightwave@webcom.com Mon May  8 08:58:06 1995
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who
end
--
Daniel J. McCoy | djmccoy@primenet.com or netcom.com and dan@acti.com

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From owner-lightwave@webcom.com Mon May  8 09:39:33 1995
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Date: Mon, 8 May 1995 09:41:29 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: lightwave@webcom.com
Subject: ZipDrives and the Amiga
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I bought an Iomega ZipDrive for my Mac about a month ago. The this works 
GREAT! with my Amiga. For those of yuo unfamiliar with the ZipDrive, it's 
a $200 removable media drive. The cartridges are about $20 a piece and 
hold 95 megs after you format them for the Amiga.

What I'd like to do is use CrossDOS to format them for the PC however I 
never seem to get that option. Better yet, I'd like to get CrossMac or 
MaxDOS.

Does anyone out there have experience with removable media drive that use 
foriegn file formats? Bernoulli's per chance?

-Carl
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From owner-lightwave@webcom.com Mon May  8 10:33:20 1995
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Subject: Re: ZipDrives and the Amiga
In-Reply-To: <Pine.SUN.3.91.950508093709.9176A-100000@crl.crl.com> from Carl Andrew Johnson <cjohnson@crl.com> at Mon, 8 May 1995 09:41:29 -0700 (PDT)
Reply-To: sellis@rohan.sdsu.edu
X-Mailer: GMail 0.54 (17.4.95)
From: scotte@130.191.70.8 (Scott Ellis)
To: cjohnson@crl.com
Cc: lightwave@webcom.com
Date: Mon, 8 May 95 10:34:56 
Organization: Not very likely.
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> I bought an Iomega ZipDrive for my Mac about a month ago. The this works
> GREAT! with my Amiga. For those of yuo unfamiliar with the ZipDrive, it's
> a $200 removable media drive. The cartridges are about $20 a piece and
> hold 95 megs after you format them for the Amiga.
>
> What I'd like to do is use CrossDOS to format them for the PC however I
> never seem to get that option. Better yet, I'd like to get CrossMac or
> MaxDOS.
>
> Does anyone out there have experience with removable media drive that use
> foriegn file formats? Bernoulli's per chance?

Here are two mountlists (well, not technically mountlists, since they go into
DEVS:DOSDrivers, but..) that I use for an MSDOS format Zip, and a Mac HFS Zip:

Dos -
/* Mountfile Entry Created: 13-Apr-95 19:44:27
 * for full CrossDOS Disk.
 *
 * Disk Size: 95.9 Meg
 * Vendor and drive name: 005 IOMEGA   ZIP 100
 */
/* Disk size parameters.*/
  Surfaces = 1
  BlocksPerTrack = 68
  Lowcyl = 0
  Highcyl = 2890
  BufMemType = 1
  Blocksize = 512
/* Device driver parameters.*/
  Device = scsi.device
  Unit = 5
  Flags = 0x00000000
/* File system parameters.*/
  Mask = 0xFFFFFFFE
  Maxtransfer = 0xFFFFFFFF
  Reserved = 0
  Filesystem = L:CrossDOSFileSystem
  Stacksize = 2000
  Priority = 5
  Bootpri = -20
  Globvec = -1
  Buffers = 5
  Dostype = 0x4d534800
  Mount = 1
#

Mac-
/* Mountfile Entry Created: 13-Apr-95 19:41:45
 * for full CrossMac Disk.
 *
 * Disk Size: 95.9 Meg
 * Vendor and drive name: 005 IOMEGA   ZIP 100
 */
/* Disk size parameters.*/
  Surfaces = 1
  BlocksPerTrack = 68
  Lowcyl = 0
  Highcyl = 2890
  BufMemType = 0
  Blocksize = 512
/* Device driver parameters.*/
  Device = scsi.device
  Unit = 5
  Flags = 0x00000000
/* File system parameters.*/
  Mask = 0xFFFFFFFE
  Maxtransfer = 0xFFFFFFFF
  Reserved = 0
  Filesystem = L:CrossMacFileSystem
  Stacksize = 2000
  Priority = 5
  Bootpri = -20
  Globvec = -1
  Buffers = 40
  Dostype = 0x4d414300
  Mount = 1
#

--
   //////////////////////////////////////////////////////////////////////
  //  Scott Ellis   //   sellis@gi.com   //   sellis@rohan.sdsu.edu   //
 //////////////////////////////////////////////////////////////////////
// WARNING: This signature warps  time and space in its vicinity    //


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From owner-lightwave@webcom.com Mon May  8 12:50:53 1995
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From: "cbrotherton"  <cbrotherton@marvin.csrv.uidaho.edu>
Organization: University of Idaho
Date:     8 May 1995 11:31:15 PST8PDT
Subject:  Flyer4.03.dms
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Can anyone provide clues on how to decode Flyer4.03.dms?  I downloaded it 
from the Newtek FTP site, but can't grok how to control DMS properly from a 
shell.

Any help is greatly appreciated.

Chuck Brotherton
University of Idaho


                

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From owner-lightwave@webcom.com Mon May  8 16:56:00 1995
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Date: Mon, 8 May 1995 18:39:23 -0500 (CDT)
From: "John Crookshank, MicroTech Solutions, Inc." <johnc@mcs.com>
Subject: Re: ZipDrives and the Amiga
To: Carl Andrew Johnson <cjohnson@crl.com>
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On Mon, 8 May 1995, Carl Andrew Johnson wrote:

> I bought an Iomega ZipDrive for my Mac about a month ago. The this works 
> GREAT! with my Amiga. For those of yuo unfamiliar with the ZipDrive, it's 
> a $200 removable media drive. The cartridges are about $20 a piece and 
> hold 95 megs after you format them for the Amiga.
> 
> What I'd like to do is use CrossDOS to format them for the PC however I 
> never seem to get that option. Better yet, I'd like to get CrossMac or 
> MaxDOS.
> 
> Does anyone out there have experience with removable media drive that use 
> foriegn file formats? Bernoulli's per chance?

I've seen postings on the 'net from others who have had no more 
difficulties getting their Zip drives recognized as PC-format or 
MAC-format on their Amigas, using the built-in Cross-DOS. Your Workbench 
manual, page 7-7, details how to do this for a SyQuest drive, you just 
change the number of heads and cylinders to match what the Zip drive has 
instead. It's pretty easy, if you're comfortable in a text editor. 
Cross-MAC will have a utility to build the mount-file for you, as well as 
the commercial package of Cross-DOS.

The Zip drive is a nice package, indeed. Your typical PC-superstores sell 
them for $200, and for $149 you get a 10-pack of disks that total about 
1GB (100MB each) of storage/backup that's quite portable between platforms.

    ,-------------------------------------------------,
   /  John Crookshank    MicroTech Solutions, Inc.   /
  (    johnc@mcs.com   Desktop Video Systems Dealer (
   \  mtech1@mcs.com       Store:708-851-3033        \
    `-------------------------------------------------`

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From owner-lightwave@webcom.com Mon May  8 17:11:38 1995
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Date: Tue, 9 May 95 01:13 BST-1
From: garygfx@cix.compulink.co.uk (Gary Fenton)
Subject: Cool home for mailing list!
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Thanks for setting up this new LW mailing list. I'm very pleased that a
"REPLY TO:" line is included in the message header this time around. Good
luck to everyone with LW and I hope it brings you all inspiration, wealth,
and enjoyment. And hurry up LW 4 for the Amiga. :-)

BTW, there's a new bit of hardware called the Doubler 4000 which makes an
Amiga 4000 go at 50mhz. It practically doubles the speed of a 4000/040/25
machine. Price is roughly $500 to $600 (or 399UKP).


Gary F.  
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From owner-lightwave@webcom.com Mon May  8 18:02:49 1995
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Date: Mon, 8 May 1995 18:05:52 -0700 (PDT)
From: Manuel Coats <mcoats@qnet.com>
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Subject: Pixel pro
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Is there a similar program smilar to Pixal pro 3D for the PC ?  I am 
looking for something that will allow me to take a digitized photo of a 
black and white logo and then convert that into a 2 or 3D object to be 
used in LW.  I've thought of just taking the digitized image, and using it 
as a displacement map on a flat mesh of polygons and then cutting that 
out in modeler, but there must be an easier way. 

Manny

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From owner-lightwave@webcom.com Mon May  8 19:13:57 1995
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From: James Jones/Nibbles and Bits <jgjones@usa.net>
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To: lightwave@webcom.com

Mcoats@qnet.com said:

>Is there a similar program smilar to Pixal pro 3D for the PC ?  I am 
>looking for something that will allow me to take a digitized photo of a 
>black and white logo and then convert that into a 2 or 3D object to be 
>used in LW.

Corel Trace (comes with Corel Draw 3.0 package, maybe 4 and/or 5 too)
seems to do a REALLY good job of converting images to EPS files.
Corel Draw can supposedly save out a drawing as Postscrpt Type 1, but
I haven't dug into the program enough to say for sure...

-Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net
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From owner-lightwave@webcom.com Mon May  8 19:27:29 1995
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Date: Mon, 8 May 1995 19:33:09 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: Pixel pro
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>Is there a similar program smilar to Pixal pro 3D for the PC ?  I am 
>looking for something that will allow me to take a digitized photo of a 
>black and white logo and then convert that into a 2 or 3D object to be 
>used in LW.  I've thought of just taking the digitized image, and using it 
>as a displacement map on a flat mesh of polygons and then cutting that 
>out in modeler, but there must be an easier way. 
>
>Manny
>
I use a program called Corel Trace (part of the Corel Draw package) it
auto-traces an image for use in structured drawing programs.
After I trace the object I load it into Corel Draw and export it as a DXF.
I then load the DXF into LW. 
What comes in is a bunch of 2 point polys (lines) but you can make real
polys by using the Drill function in Modeler.

It easier to do than it sounds.

Bryan

---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Mon May  8 19:33:51 1995
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Date: Mon, 8 May 1995 22:36:21 -0400
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On Mon, 8 May 1995, Daniel J. McCoy wrote:

> who

Uh oh...those damn owls are back!   Whoo!  Whoo!  =)

Where's Lee Stranahan when ya need him?!


                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Mon May  8 22:25:14 1995
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>From djmccoy@netcom.com Mon May  8 22:07:45 1995
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From: djmccoy@netcom.com (Daniel J. McCoy)
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Subject: Re:  Pack your bags!  We're moving to our new home! (fwd)
To: lightwave@webcom.com
Date: Mon, 8 May 1995 22:09:26 -0700 (PDT)
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Sadly, we're losing Stuart Ferguson in the move.  :(  I want to thank him
for hanging in there and being around to help us all out.  But perhaps the
time he gains by not having to weed through e-mail will be best spent
popping cool things in Modeler (not to mention "moderate" the plug-ins
mailing list).  Thanks Stuart!

Dan

Forwarded message:
> From owner-lightwave-l  Mon May  8 18:27:45 1995
> Date: Mon, 8 May 1995 14:46:45 -0700
> From: shf (Stuart Ferguson)
> Message-Id: <199505082146.OAA23231@netcom2.netcom.com>
> To: dan@acti.com
> Subject: Re:  Pack your bags!  We're moving to our new home!
> Cc: lightwave-l
> Sender: owner-lightwave-l@netcom.com
> Precedence: bulk
> 
> Well, with the move to a new list this looks like an ideal time to
> let my subscription to this list lapse.  As much as I enjoy listening
> to feedback, questions and even gripes, I don't have time to read
> this list, sort through personal mail and read the newsgroup.  So I
> will be leaving this list.  I will continue to read the newsgroup,
> and my mailbox is always open.  Thanks to all for the interesting and
> worthwhile discussion and keep spreading the word!
> 
> 	- Stuart Ferguson
> 
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From owner-lightwave@webcom.com Mon May  8 22:37:25 1995
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OK!  I figured out WHAT is going on.  How all I have to do is figure out WHY
it is going on!  When a message comes in for me to "approve", if I use
Eudora, IT undoes what I edit (namely, the '>' in the From line has to be
removed but Eudora puts it back in!).  I'm lost!  Time to find another PC
mail program.  :(

Dan
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From owner-lightwave@webcom.com Mon May  8 23:04:07 1995
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From: Manuel Coats <mcoats@qnet.com>
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To: Bryan Blevins <bblevins@uidaho.edu>
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Subject: Re: Pixel pro
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> I use a program called Corel Trace (part of the Corel Draw package) it
> auto-traces an image for use in structured drawing programs.
> After I trace the object I load it into Corel Draw and export it as a DXF.
> I then load the DXF into LW. 
> What comes in is a bunch of 2 point polys (lines) but you can make real
> polys by using the Drill function in Modeler.
> 
> It easier to do than it sounds.
> 
> Bryan

My friend tried to sell me his Corel Draw (3 or 4.. I forget which) but I 
denied it.  Maybe I should take a closer look.  Thanks for the response.
Manny

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From owner-lightwave@webcom.com Tue May  9 03:59:34 1995
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-=> On 06 May 95  0:25:, fwtep@ix.netcom.com wrote: <=-

 fc> Besides, I don't
 fc> think  professional pirates would be too interested in LW.

You wouldn't be saying that if you saw the amount of pirate 3D Studio 4.0
that I've seen.

David.


---   +----------------------------+-----------------------------------+
---   |         David Roth         |  E-mail: david.roth@bahianet.com  |
---   |        VideoGraphics       |  Voice/Fax/Data: 55-71-336-5871   |
---   |  Tecnologia em Multimidia  |     Salvador, Bahia, Brazil       |
---   +----------------------------+-----------------------------------+


 * AmyBW v2.11 *
--- Blue Wave/RA
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From: pdavies@magnet.com (Paul A. Davies)
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>To: owner-lightwave@webcom.com
>From: pdavies@magnet.com (Paul A. Davies)
>Subject: Re: 

oops, wrong address. ;+)

>>Sadly, we're losing Stuart Ferguson in the move.  :(  I want to thank him
>>for hanging in there and being around to help us all out.
>
>Sorry to hear it. Keep up the good work Stuart, thanks for your skills, support
>and the wonderful software you brought us.
>
>>  But perhaps the
>>time he gains by not having to weed through e-mail will be best spent
>>popping cool things in Modeler (not to mention "moderate" the plug-ins
>>mailing list).  Thanks Stuart!
>
>How does one subscribe to the plug-ins list?
>
Paul Davies
Concept Artist
Magnet Studios

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From owner-lightwave@webcom.com Tue May  9 06:55:39 1995
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Date: Tue, 9 May 1995 06:58:10 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: Manuel Coats <mcoats@qnet.com>
Cc: lightwave@webcom.com
Subject: Re: Pixel pro
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On Mon, 8 May 1995, Manuel Coats wrote:

> Is there a similar program smilar to Pixal pro 3D for the PC ?  I am 
> looking for something that will allow me to take a digitized photo of a 
> black and white logo and then convert that into a 2 or 3D object to be 
> used in LW.  I've thought of just taking the digitized image, and using it 
> as a displacement map on a flat mesh of polygons and then cutting that 
> out in modeler, but there must be an easier way. 
> 
> Manny

Here's what I try to do, it doesn't work perfectly all the time, but when 
it does it looks great. Alot of the work in this would be eliminated if 
Modeler Imported EPS files easily... 

Use Adobe Illustrator to AutoTrace the black and white scanned art. 
Illustrator is by far the best for this (that I've tried), perhaps Corel 
does a good job, nothing on the Amiga gives you nice clean curve segments 
like Illustrator5.5.

Import the EPS into Typesmith and save it as a Postscript Type 1 Font. If 
you don't have Typesmith2.5, you'll have to go the extra step of 
converting the EPS to DR2D in Art Expression.

Load the Type 1 Font into Modeler and type the character that corresponds 
to the EPS, usually "A". Wait awhile, on some stuff even a 40MHz '040 
will thinkthinkthink for twenty minutes or more.

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Tue May  9 09:45:36 1995
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Date: Tue, 9 May 1995 09:48:04 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: lightwave@webcom.com
Subject: DP5 and Amiga RTG? WinNT Bitmap Editor?
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Anyone using DeluxePaint5 on a Picasso or other SVGA card? How is it? I 
have alot of 256 color screen editing to do. DP4 actually half-way works 
on the Picasso, and I've been using it, but I can't take the limitations 
much longer.

Related Question: What is there for 256 palette mapped touchup on WinNT? 
PShop is kinda over-powered for multitasking with LW... Actually, I'm not 
even sure PShop3.0 runs in NT? I'm looking more for a $100 package that 
works like DPaint ;)

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Tue May  9 13:46:01 1995
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From: pdavies@magnet.com (Paul A. Davies)
Subject: Re: Pixel pro
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>Import the EPS into Typesmith and save it as a Postscript Type 1 Font. If 
>you don't have Typesmith2.5, you'll have to go the extra step of 
>converting the EPS to DR2D in Art Expression.

Is there a version of Typesmith for the PC? If not this solution does not 
address the original post requesting bitmap>geometry conversion on the PC.

It's amazing how few good object and image conversion tools there are on the 
almighty PC!
Paul Davies
Concept Artist
Magnet Studios

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From owner-lightwave@webcom.com Tue May  9 13:48:09 1995
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Does anyone have an estimate - I know, I know - on the arival of the FULL 
release version of LW4.0?

Paul Davies
Concept Artist
Magnet Studios

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From owner-lightwave@webcom.com Tue May  9 13:51:49 1995
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Date: Tue, 9 May 1995 13:54:11 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
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Subject: DP5 and Picasso
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AFAICT DeluxePaint4 works better than DeluxePaint5 on the Picasso. I just 
went out and bought it from my local dealer. At least 4.1 let me use 
Magnify mode on the Picasso, all I see is Color0 with DP5. Palette and 
Ranges still don't work, never will I guess. This thing's going back.

Back to TVPaintJR, argh. How 'bout IFX2.5? Does it paint on the Picasso?

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Tue May  9 14:23:19 1995
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I just got off of Netcom.  I guess the flood of unsubscription requests was
too much for MajorDomo there and totally hosed the subscription list for the
Lightwave mailing list.  That sure sped up the process!  Only the Toaster
list database is still there.

So therefore, don't cross-post messages to "lightwave-l@netcom.com".  Nobody
is going to get the messages.  :)

Dan

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From owner-lightwave@webcom.com Tue May  9 15:11:52 1995
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From: Dennis R. Harp <harp@physics.purdue.edu>
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	I've recently heard about HIIP support for importing &  
exporting a reasonably wide variety of graphics files, but what I  
heard was extremely short on details.  Is anyone aware of how one  
goes about transforming a framestore or RGB into, say, a TIFF file?   
I wouldn't be surprised if it weren't fully supported yet, but  
then, maybe it is.  It has been a long time since I have seen any  
update documentation from NewTek.
	
	Thanks
	
	Dennis Harp	harp@physics.purdue.edu
	Physics Outreach Coordinator
	Co-Director of National Physics Outreach
	Purdue University 
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Since the Lightwave Mailing list has moved I will send this one last time.
Below you will find information on LightWaved 3D BBS, 3D & Graphics Web
Advertising and a 3D animation tape.

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

                Software On-Line's LightWaved 3D BBS 

- Open 24hrs 
- Very Low Subscription Fee

Features:
    Support for Desktop 3D on the Amiga and PC platforms...
    Objects for Lightwave, Imagine, 3DStudio and more....
    Tips and Tricks that should work with all 3D programs....
    Viewing, converting, painting and utilities......
    Fidonet and Local message base....
    Starting in June a private Internet FTP site for all subscribers...
    Starting in June a Internet Web Site........
    Many way's to subscribe............

To connect to SWOL's LightWaved 3D BBS the first time....
Modem to 510-228-0886

You can also get more info by using your Web Browser.
http://www.swol.com

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

        ADVERTISE YOUR 3D OR GRAPHICS COMPANY ON THE WORLD WIDE WEB.
            VERY LOW COST ONE PAGE ADDS - BE SEEN BY THE WORLD

   Software On-Line has a great deal going on for 3D & Graphics companies.
For a very low cost you can have a WWW page on the InterNet. A one year add
is so low you will not be able to pass it by. Be seen by thousands of Net
user each day. To find out more, use your Web browser and connects to 
SWOL's World Marketplace at http://www.swol.com

Send messages to: 

swol95@swol.com
dsmith1@netcom.com
donsmith12@delphi


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


FINAL DEADLINE MAY 30TH 1995!!!

GET YOUR TAPE INCLUDED!!

           **** ATTENTION ALL DESKTOP ANIMATORS ****


                           CREATING IN
        Lightwave * 3D Studio * Topazs * Imagine * Real 3D
                or any other Desktop 3D program.


        BREAK INTO THE COMPETITIVE WORLD OF 3D ANIMATION
                                &
                      BE SEEN NATION-WIDE!
                                &
              PROFITS WILL BE SHARED BY CONTRIBUTORS

LightWaved 3D BBS is now compiling a collection of new animations
on videotape for COMMERCIAL distribution.


       REAP THE BENEFITS OF YOUR HARD WORK AND CREATIVITY!

Get your animations included!  Send tape copy of animation and
company logo. Documentation should include animation title, signed 
release & credit list (for program credits) to:

        Don Smith
        C/O LightWaved 3D BBS
        2525 Relieze Valley Rd.
        Martinez, Ca. 94553

Acceptible tape formats:  BetaCam, 3/4" inch, 3/4" SP, SVHS and
VHS.  Upon completion of this production, a free copy of the
finished tape will be sent to all animators used plus a share
of any profits made and a free one year subscription to
SWOL (Amiga & PC Desktop 3D Support Board) formerly LightWaved 3D BBS.

Anyone sending Betacam, please send a 1/2" VHS copy for rough edits.

Catagories include:

        Fantasy
        Scientific
        Medical
        Accident Recreation
        Flying Logos
        Industrial
        Creative

You must have legal rights to animations that are sent.  A signed
release form must be sent with tape to be considered.  Music not
importaint, sound effects will be considered.

For additional info:
        EMail:
              donsmith12@delphi.com
              dsmith1@ix.netcom.com
        Voice:
              510-620-6759 Weekdays
              510-228-9214 Nights and Weekends
              Ask for Don

or SWOL 3D Support Board 510-228-0886 Leave a comment to the Sysop
Open 24hrs - Support for Amiga and PC Desktop 3d Animators.




 ________________________________________________________________
|                                                                |
| Don Smith - Lightwave Until I Die - 3D Graphics                |
| SWOL (Amiga & PC Desktop 3D Support) Board Sysop               |
| 510-228-0886                                                   |
| Software On-Line (On-Line Software Store)                      |
| 510-228-1437 or Telnet = swol.com or 192.215.96.108            |
|                                                                |
|                          Internet                              |
|             World Wide Web = http://www.swol.com               |
|                  Gopher = Gopher://swol.com                    |
|                      FTP = ftp.swol.com                        |
|                                                                |
|                           E-Mail                               |
|        dsmith1@ix.netcom.com or donsmith12@delphi.com          |
|                     swol95@swol.com                            |
|________________________________________________________________|
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From owner-lightwave@webcom.com Tue May  9 17:38:00 1995
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On Tue, 9 May 1995, Paul A. Davies wrote:

> Does anyone have an estimate - I know, I know - on the arival of the FULL 
> release version of LW4.0?

If you're asking about the PC version of LightWave 4.0, then all I can 
say is that NewTek customer service people will tell you some time in 
early June, but they're not leaving much room for people to beat the 
June 30th deadline for upgrading their LW 3.5 software.  LW 4.0 for the 
Amiga and Mips will supposedly ship around the end of May.

But, NewTek seems to be ridiculously optimistic with their new product 
delivery dates lately...I'd much rather have a company tell me a product 
is not going to be ready for another 3 months and deliver it in 3 months, 
but NewTek seems to have a new policy where they tell people a product 
will be ready in 2 weeks and it's not ready in 2 months!  Bad business 
practices....now I know what Paul Montgomery did at NewTek!

                                      -David Warner
                                       Event Horizon Graphics

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Date: Tue, 9 May 1995 20:46:10 -0400
Subject: Re: DP5 and Picasso
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On Tue, 9 May 1995, DMetcalfe wrote:

> AFAICT DeluxePaint4 works better than DeluxePaint5 on the Picasso. I just 
> went out and bought it from my local dealer. At least 4.1 let me use 
> Magnify mode on the Picasso, all I see is Color0 with DP5. Palette and 
> Ranges still don't work, never will I guess. This thing's going back.

If I didn't know better, I would say that Commodore got their hands on 
DPaint...that program took a major nose dive in performance after version 
4.1!  I still use 4.1 to this day, even though I've got 4.5 updates.  
There's no way I would buy DPaint 5.0...the demo that circulated on the 
net seemed really flaky.  Take it back!!

"Take back the stuff you buy...buy the stuff you take back!"  ...woops 
that's something else.

                                      -David Warner
                                       Event Horizon Graphics


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Date: Tue, 9 May 1995 20:54:56 -0400
Subject: Re: WIPE OUT! It's DEAD, Jim!
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"Dammit Jim, I'm a doctor not a net-mail service provider!"


On Tue, 9 May 1995, Daniel J. McCoy wrote:

> I just got off of Netcom.  I guess the flood of unsubscription requests was
> too much for MajorDomo there and totally hosed the subscription list for the
> Lightwave mailing list.  That sure sped up the process!  Only the Toaster
> list database is still there.

Cool...I was getting tired of receiving all those multiple posts from 
both lists!

I'm wondering how do I add a "Reply to:" field in my message headers when 
posting?  Is this something you can make standard, Dan?  So that when 
people reply to messages on the list, it will automatically try to send 
your message to the "Reply to:" mailing list address, instead of just 
sending a reply to the original poster and a carbon copy to the list?  
(does this make any sense whatsoever?)

                                      -David Warner
                                       Event Horizon Graphics
 
                         "Typing with my cerebellum tied behind my back"

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From owner-lightwave@webcom.com Tue May  9 20:59:52 1995
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Date: 10 May 95 00:01:01 EDT
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Subject: Special Offer
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The Review is out!!

From owner-lightwave@webcom.com Tue May  9 23:39:11 1995
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Date: Tue, 9 May 1995 23:40:42 -0700
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From: gooch@terminus.intermind.net
Subject: Re: DP5 and Amiga RTG? WinNT Bitmap Editor?
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<---- Begin Included Message ---->
Date: Tue, 9 May 1995 09:48:04 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
Subject: DP5 and Amiga RTG? WinNT Bitmap Editor?
To: lightwave@webcom.com


Anyone using DeluxePaint5 on a Picasso or other SVGA card? How is it? I 
have alot of 256 color screen editing to do. DP4 actually half-way works 
on the Picasso, and I've been using it, but I can't take the limitations 
much longer.

Related Question: What is there for 256 palette mapped touchup on WinNT? 
PShop is kinda over-powered for multitasking with LW... Actually, I'm not 
even sure PShop3.0 runs in NT? I'm looking more for a $100 package that 
works like DPaint ;)

<---- End Included Message ---->

Believe it or not, the old PC version of DPaint runs in a DOS shell
under NT. Photoshop 3.0 does run under NT, but is indeed a memory hog.

-Eric G.

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From owner-lightwave@webcom.com Tue May  9 23:47:00 1995
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Date: Tue, 9 May 1995 23:48:34 -0700
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From: gooch@terminus.intermind.net
Subject: Re: Pixel pro
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<---- Begin Included Message ---->
Date: Tue, 9 May 1995 16:46:49 -0400
From: pdavies@magnet.com (Paul A. Davies)
Subject: Re: Pixel pro
To: lightwave@webcom.com

>Import the EPS into Typesmith and save it as a Postscript Type 1 Font. If 
>you don't have Typesmith2.5, you'll have to go the extra step of 
>converting the EPS to DR2D in Art Expression.

Is there a version of Typesmith for the PC? If not this solution does not 
address the original post requesting bitmap>geometry conversion on the PC.

It's amazing how few good object and image conversion tools there are on the 
almighty PC!

Paul Davies
Concept Artist
Magnet Studios

<---- End Included Message ---->

It seems someone at work was doing the bitmap to EPS trace bit that has been 
mentioned previously, and then loaded the EPS into Pixel Pro and saved it off
as a LW object. Does that sound right?

-Eric G.

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From owner-lightwave@webcom.com Wed May 10 07:05:38 1995
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From: Ricardo Hernandez Machado <ricardoh@pts.mot.com>
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Subject: Hi...
To: lightwave@webcom.com
Date: Wed, 10 May 95 10:14:20 EDT
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    Hello guys, some of you probably already know me,
    and I have stepped in again to the list because
    on some other graphic program list, I am fed up
    with some attitudes for a while.

    Because the pricing of a certain program that
    I won't mention has gone up, this has made me
    consider that now that I am considering switching
    plaftorms for my main rendering stuff (won't
    abandon the Amiga, and if it gets a nice CPU
    upgrade will return to it as my main rendering
    machine again), this has prompted me to check
    out LightWave again.

    So a couple of questions:

    *Is LightWave coming out for the PowerPC Mac?
    When and for how much?  What's the expected
    performance out of the PowerPC? (compared
    to a Pentium)

    *How does the LightWave Pentium version (any 
    speed you might have) compares vs the 68040
    Amiga version.

    *What are the latest features of LightWave 4.0?
    When is it due to be out?

    *When you compare LightWave vs Imagine vs Real3D
    vs 3DStudio, what are the features that you consider
    it has best against those programs?  Weakest points?
    And finally... Speed?

    *Does LightWave now includes Spline modelling?

    *How the inverse kinematics of LightWave works?

    I have barely seen LightWave in use, and would
    appreciate any other comment you have about it
    regarding its ease of use or a particular feature,
    etc.


 ----------------------------------------------------------------
|Raist (Ricardo Hernandez Machado) | Scala on the PC, when?      |
|CIM Engineer                      | Real 3D on PC, how much?    |
|Motorola Electronica De           | ImageF/X on PC, will they?  |
|Puerto Rico INC.                  | :-) ;-) :-b :-b ;-b :-)     |
|e-mail: ricardoh@pts.mot.com      | How about these apps on OS/2|
|cc: Mail ARH005@email.mot.com     | Power PC's????????          |
|Opinions are my own and do not represent those of my employer   |
 ----------------------------------------------------------------
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From owner-lightwave@webcom.com Wed May 10 09:17:44 1995
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Date: Wed, 10 May 95 15:45:00 UTC
To: lightwave@webcom.com
Subject: Playmation
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Sorry for the off topic question, but I know not where else to ask.
I'm trying to find a way to get ahold of Martin Hash or the current
tech support for Playmation preferably.  I want to get the PC version
of Playmation, as I think I may be able to use it in an upcoming
project.
 
Tank
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From owner-lightwave@webcom.com Wed May 10 11:45:28 1995
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Date: Wed, 10 May 1995 11:45:57 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: lightwave@webcom.com
Subject: Overflow Work/Starving Animators
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I'm trying to break into the wonderful world of animation. I've been 
doing it as a hobby for a few of years now. I began using Imagine/Turbo 
Silver in 1992. Later I bought a Toaster and have been using Lightwave 
since that time. I picked up a PAR a few months back and have had great 
success with it. The time has come to "get busy".

So... I'm putting out this post. I know a lot of you are professional 
animators and perhaps, on occasion you get in a little over your heads. If 
any of you have any overflow work (rendering, modeling or setting up 
scenes) and you need some help, I'm here. 

Thanks in advance,

Carl
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From owner-lightwave@webcom.com Wed May 10 12:24:17 1995
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Date: Wed, 10 May 95 11:30:00 PDT
From: DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com>
Message-Id: <Wed, 10 May 95 11:33:03 PDT_2@ccm.hf.intel.com>
To: lightwave@webcom.com
Subject: Questions For NewTek... Again
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I sent this request over a week ago and as yet I have had no responses.  So I 
thought I would resubmit it to the new list.  Additionally I have some responses
from NewTek TECH Support which were of no help (SEE BELOW).  If I cannot even go
to NewTek for answers to these questions/problems, who can I go to???

Dawson

I just received my copy of LW4.0 for the PC and I have some questions 
regarding plans/features for LW on the PC.

My System:
        486DX4
        32MB Ram
        Win95 (Latest April Release)
        Tseng4000 VLB Video Card (w/2MB VRAM)

1) I am running in 1024 x 768 64K color mode and the only render preview 
available seems to be nothing more than a postage stamp size on my 
screen.  I cannot seem to change its size regardless of the render 
resolution.  There is a setting for Render Frame Buffer, but I have no 
selections available.  What are available?  What will be available?, 
etc.  I would very like to be able to generate a fuller screen render 
with out having to render to a file and then load it into an display 
program (I could use REXX to do this, but that is no longer available).  
Will the capability be in the final 4.0 release or is planned (if at 
all) for a future version?

NewTek: What frame buffer?  Never seen that option.

2) The controls for generating and ANIM file are in the PC version but 
when selected they inform you that ANIMs can only be generated on an 
AMIGA.  What about PC FLIC or more appropriately AVI (Video for Windows) 
format.  Why not generate and AVI file.  It would still be nice to get 
some idea of what a color render would look like.  I realize the VT4000 
is not there and that precludes the 30fps Toaster preview, but I have 
some 320 x 200 AVI with a lot of motion that play at 30fps.  I would 
like to see this ability in LW.  Is this planned, a plug in, etc.?

NewTek: What is an AVI?  Have never heard of Video for Windows...  No just ANIMS
and only on the Amiga and no plans to every support it (so much for full PC 
support).

3) The wireframe previews in Layout.  They play at most 10fps and I 
cannot seem to get them to go any faster.  I also have a beta copy of 
TrueSpace (Caligari) and their wireframe preview can be played full 
screen at 60fps in all video modes (LightWave is still by far my favorite 3D 
package). What is my problem?  Are there plans for variable sized previews so 
that the 30fps can be obtained.

NewTek: Wow, haven't heard of that one before...  It doesn't sound like a LW 
problem (since we've never heard of it).  Sorry there is not much we can do.

"If I cannot event preview a wire frame test at 30fps, LW becomes nothing more 
than a very strange CAD package!!!"

4) The manual and box mention several plug-ins for rendering and loading 
and saving.  My pre-release copy did not come with any plug-ins (I have 
searched the CD).  With these plug-ins, will I be able to texture map 
with JPG, TIFF, etc.?  How about rendered file; JPG, TIFF, etc.?  It 
would be very nice to have all those file formats available for both 
texture mapping and rendering (saving).  What are the plans.

NewTek:  They will be released with the Final 4.0.

5) Screamer Net.  I do not have Screamer Net, but I have already 
purchased a 120MHz Pentium system and I plan to buy another copy of 
LightWave for it.  Since they will be networked together with the Win95 
networking (WinSOC), will I be able to cooperatively render with the two 
machines.  If not, it seems silly to have to buy additional software 
when I already have to FULL blown copies of LW.

NewTek:  No idea (and can't seem to find out)!

6) Are there any plans to support some of the new video boards that are 
coming out with 3D rendering capability (i.e. - Matrox Video 
Impression).  These boards will automatically be support when Win95 
ships with the OpenGL (note: OpenGL will most likely be added after 
Win95 ships, as a patch or update).  I realize Win95 is still unreleased 
but what are the LightWave plans for these standards(OpenGL?) and the 
newer video boards?

NewTek:  No!

7) There is no mention in the documentation regarding the textures Steve 
Worley (APEX) did for LW 3.5.  Are there plans to include more of his 
textures as plug-ins for the final release?

NewTek:  Steve who?, APEX who?...  Textures are what you see is what you'll get 
in Final 4.0.

8) The final release.  There was no mention in the package of what was 
as yet missing from the pre-release.  Can I/we get some idea of what the 
final package will include.

NewTek:  No official list (some items covered above)..

9) This may seem like a long list, but if LightWave wasn't my favorite 
3D/Art/Creative package I wouldn't take the time.  Finally, THANKS for 
releasing LW in a pre-release form.  It really has helped to get my 
hands on it now.

Dawson M. Schaffer

eMail:  DawsonX_Schaffer@jf.ccm.intel.com
        darkstar@teleport.com

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From owner-lightwave@webcom.com Wed May 10 13:12:10 1995
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Date: Wed, 10 May 1995 14:11:45 -0600
From: James Jones/Nibbles and Bits <jgjones@usa.net>
Reply-To: James Jones/Nibbles and Bits <jgjones@usa.net>
Message-Id: <199505102011.OAA21095@earth.usa.net>
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Did a few experiments with the LW 4.0 Shadow Alpha feature...

   Found that the instructions in the manual and the addendum don't 
work... i.e.: when you set the surfaces to black (Diffuse setting at 
0%) no shadows are generated in the alpha channel image.
One way I've found to get it to work is to set Diffuse to 0.1%.
   You can also set the object dissolve to 99.9%, but then the 
"stand-in" objects won't cast shadows themselves (ray-traced variety, 
that is).
   Is there a better way to do this?

   REALLY neat feature, tho. A great alternative to trying to balance 
the luminosity and diffuse settings on a front-projection map.
   
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net
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From owner-lightwave@webcom.com Wed May 10 15:13:00 1995
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Date: Wed, 10 May 1995 16:44:57 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: Questions For NewTek... Again
To: DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com>
Cc: lightwave@webcom.com
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Hi, Dawson.  I don't have LW 4,0 pre-release (I'm waiting for thw Amiga
version that should come with my Flyer), but here's what I remember from
the list (everyone: correct me if I'm wrong...)

> 1) I am running in 1024 x 768 64K color mode and the only render preview 
> available seems to be nothing more than a postage stamp size on my 
> screen.  I cannot seem to change its size regardless of the render 
> resolution.  There is a setting for Render Frame Buffer, but I have no 

I think JG mentioned that this will be fixed in the final release -- Full
screen will be possible.

> NewTek: What frame buffer?  Never seen that option.

The only buffer I can think of is the VT on the Amiga.  Beyound that, I'm
clueless (unless you have an IBM Framebuffer...)  Sorry, no clue.

> 2) The controls for generating and ANIM file are in the PC version but 
> when selected they inform you that ANIMs can only be generated on an 
> AMIGA.  What about PC FLIC or more appropriately AVI (Video for Windows) 

Sorry, no idea.  I'd bet money that someone'll write a plug-in, though...

> 3) The wireframe previews in Layout.  They play at most 10fps and I 
> cannot seem to get them to go any faster.  I also have a beta copy of 
> TrueSpace (Caligari) and their wireframe preview can be played full 
> screen at 60fps in all video modes (LightWave is still by far my favorite 3D 
> package). What is my problem?  Are there plans for variable sized previews so 
> that the 30fps can be obtained.

> NewTek: Wow, haven't heard of that one before...  It doesn't sound like a LW 
> problem (since we've never heard of it).  Sorry there is not much we can do.

Stuart mentioned something about this -- right now, Layout puts the frames
up as fast as it can, which is pretty inefficient.  Allen is probobly
going to re-write that code so it WILL work as advertised...

> 4) The manual and box mention several plug-ins for rendering and loading 
> and saving.  My pre-release copy did not come with any plug-ins (I have 
> searched the CD).  With these plug-ins, will I be able to texture map 
> with JPG, TIFF, etc.?  How about rendered file; JPG, TIFF, etc.?  It 
> would be very nice to have all those file formats available for both 
> texture mapping and rendering (saving).  What are the plans.

> NewTek:  They will be released with the Final 4.0.

Yup, no plug-ins in the pre-release.  Will be in 4.0, along with most of
th Modeller Arexx scripts as C-programed plug-ins.

> 5) Screamer Net.  I do not have Screamer Net, but I have already 
> purchased a 120MHz Pentium system and I plan to buy another copy of 
> LightWave for it.  Since they will be networked together with the Win95 
> networking (WinSOC), will I be able to cooperatively render with the two 
> machines.  If not, it seems silly to have to buy additional software 
> when I already have to FULL blown copies of LW.

ScreamerNet is being replaced by LW 4.0 --re: it'll no longer be available
(from Chuck Baker, Sysop NewTek BBS).  You SHOULD be able to co-op render.
 One suggestion was to start rendering one machine from frame 0-X, and the
other BACKWARDS from frame X-0, and they'll meet in the middle.  Now, if
you can just find a programs to check for all the files you rendered and
stop the LW's when you're done...

> 6) Are there any plans to support some of the new video boards that are 
> coming out with 3D rendering capability (i.e. - Matrox Video 
> Impression).  These boards will automatically be support when Win95 
> ships with the OpenGL (note: OpenGL will most likely be added after 
> Win95 ships, as a patch or update).  I realize Win95 is still unreleased 
> but what are the LightWave plans for these standards(OpenGL?) and the 
> newer video boards?

> NewTek:  No!

Or, as Allen says (I think), wait till version 5, hen Open GL will be
supported on all platforms that support it (maybe an AMiga-like Open GL'll
exits -- 3D RISC?)

> 7) There is no mention in the documentation regarding the textures Steve 
> Worley (APEX) did for LW 3.5.  Are there plans to include more of his 
> textures as plug-ins for the final release?

Do you mean the Crust/Bump textures? My guess is that they should be there
in the final version at least -- if they're porting the Arexx scripts,
then why not the textures?

> 8) The final release.  There was no mention in the package of what was 
> as yet missing from the pre-release.  Can I/we get some idea of what the 
> final package will include.

> NewTek:  No official list (some items covered above)..

Beta testers have been pretty sketchy on requests -- and with good
reasons, as there may be new or killed features in the final version.  One
note is that IK will be changed by a fair amount (from Allen), but I have
no idea how much. (BTW, if you want some Docs for the Goals/IK in the
pre-release, I re-typed them from the Flyer .94 manual.  For some reason I
have the docs, but LW doesn't.  Go fig.  Check message archives or a can
forward you a new copy...)

I remember at one point (about 4 months ago) on the NewTek BBS, Chuck
Baker 9the SysOp) warned anyone interested in LW pre-release NOT to bug
Foundation Imagine about any new features (this was just after a B5
episode with some new bones/IK used in a holographic creature movement)   
-- and also with good reason.  They're testers, not reporters, and they
have jobs.  Just an aside... (nothing directed to you, I mean.  Oh, I just
keep digging my self in deeper...)

Also, HIIP and Interchange will be in the release version.  I;m still
wonder about the Xaos tools though -- are just SGI, or ALL platforms?

Hope this helps (sorry to anyone whom I miss-credited)

-- Joe

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From owner-lightwave@webcom.com Wed May 10 15:21:34 1995
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From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
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	If you upgrade the Toaster 3.1 to 4.0 you would have to pay $549. 
Is it cheaper to upgrade the Video Toaster 3.5 to 4.0?  Do you get to $95 
bucks you payed for 3.5 back?  If you know please let me know.
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 	If you upgrade the Toaster 3.1 to 4.0 you would have to pay $549. 
 Is it cheaper to upgrade the Video Toaster 3.5 to 4.0?  Do you get to $95 
 bucks you payed for 3.5 back?  If you know please let me know.
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From owner-lightwave@webcom.com Wed May 10 16:15:14 1995
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From: blaise@lois.dti.com
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To: lightwave@webcom.com
Date:          Wed, 10 May 1995 18:16:57 +0000
Subject:       Re: Questions For NewTek... Again
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> Date:          Wed, 10 May 95 11:30:00 PDT
> From:          DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com>
> To:            lightwave@webcom.com
> Subject:       Questions For NewTek... Again

I'm no Lightwave authority, but I spent some time at NAB with some of 
the NewTek guys.  Their comments at the time differ wildly from some of 
the things you say, so I thought I'd just put in my 2 cents.  Bear in 
mind that what they're willing to talk about and what they're willing 
to commit to customers are probably pretty different, as they should 
be :-)

> 1) I am running in 1024 x 768 64K color mode and the only render preview 
> available seems to be nothing more than a postage stamp size on my 
> screen.  I cannot seem to change its size regardless of the render 
> resolution.  There is a setting for Render Frame Buffer, but I have no 
> selections available.  What are available?  What will be available?, 
> etc.  I would very like to be able to generate a fuller screen render 
> with out having to render to a file and then load it into an display 
> program (I could use REXX to do this, but that is no longer available).  
> Will the capability be in the final 4.0 release or is planned (if at 
> all) for a future version?
> 
> NewTek: What frame buffer?  Never seen that option.
> 

A version that NewTek encouraged us to show LW users at NAB had a
mode that allowed frame-by-frame preview at the real pixel size of
the render.  It did, indeed, live in the "Render Frame Buffer" menu.

> 2) The controls for generating and ANIM file are in the PC version but 
> when selected they inform you that ANIMs can only be generated on an 
> AMIGA.  What about PC FLIC or more appropriately AVI (Video for Windows) 
> format.  Why not generate and AVI file.  It would still be nice to get 
> some idea of what a color render would look like.  I realize the VT4000 
> is not there and that precludes the 30fps Toaster preview, but I have 
> some 320 x 200 AVI with a lot of motion that play at 30fps.  I would 
> like to see this ability in LW.  Is this planned, a plug in, etc.?
> 
> NewTek: What is an AVI?  Have never heard of Video for Windows...  No just ANIMS
> and only on the Amiga and no plans to every support it (so much for full PC 
> support).
> 

Someone from NewTek told me that AVI support was going to be put
into LW as part of a set of different compressed video formats.  I 
can't remember the name of the technology they said they were going 
to use to implement this, but it might have been something like ?HIB? 
I'm sure I could remember if my brain were either (1) larger or (2) 
free of the congestion of remembering the dialog to every episode of 
"Spenser: for Hire"  :-)


> 3) The wireframe previews in Layout.  They play at most 10fps and I 
> cannot seem to get them to go any faster.  I also have a beta copy of 
> TrueSpace (Caligari) and their wireframe preview can be played full 
> screen at 60fps in all video modes (LightWave is still by far my favorite 3D 
> package). What is my problem?  Are there plans for variable sized previews so 
> that the 30fps can be obtained.
> 
> NewTek: Wow, haven't heard of that one before...  It doesn't sound like a LW 
> problem (since we've never heard of it).  Sorry there is not much we can do.
> 
> "If I cannot event preview a wire frame test at 30fps, LW becomes nothing more 
> than a very strange CAD package!!!"
> 

We got 30 fps with no problems on our MIPS and Alpha workstations.  
It could simply be an issue of processor power.

> 4) The manual and box mention several plug-ins for rendering and loading 
> and saving.  My pre-release copy did not come with any plug-ins (I have 
> searched the CD).  With these plug-ins, will I be able to texture map 
> with JPG, TIFF, etc.?  How about rendered file; JPG, TIFF, etc.?  It 
> would be very nice to have all those file formats available for both 
> texture mapping and rendering (saving).  What are the plans.
> 
> NewTek:  They will be released with the Final 4.0.
> 

No Clue.

> 5) Screamer Net.  I do not have Screamer Net, but I have already 
> purchased a 120MHz Pentium system and I plan to buy another copy of 
> LightWave for it.  Since they will be networked together with the Win95 
> networking (WinSOC), will I be able to cooperatively render with the two 
> machines.  If not, it seems silly to have to buy additional software 
> when I already have to FULL blown copies of LW.
> 
> NewTek:  No idea (and can't seem to find out)!
> 

Not sure, but I always heard that LW 4.0 would be able to distribute 
any renders between identical processor architectures (i.e. 
X86-to-X86, Alpha-to-Alpha).  Talking about Win95 instead of NT 
throws some interesting wrinkles into the whole mess, though.

> 6) Are there any plans to support some of the new video boards that are 
> coming out with 3D rendering capability (i.e. - Matrox Video 
> Impression).  These boards will automatically be support when Win95 
> ships with the OpenGL (note: OpenGL will most likely be added after 
> Win95 ships, as a patch or update).  I realize Win95 is still unreleased 
> but what are the LightWave plans for these standards(OpenGL?) and the 
> newer video boards?
> 
> NewTek:  No!
> 

I heard people who were supposed to know say with confidence that 
OpenGL would absolutely be added, albeit sometime after 4.0 ships its 
final version.  Note that this will not involve support for any 
particular graphics card, but instead a port to the OpenGL standard.  
It is the add-in-card vendor's responsibility to bridge the gap between the OpenGL 
standard, Microsoft's driver spec,  and the add-in-card.

On my personal soapbox, I would say that NT is a better bet than
Windows 95 for any particular piece of functionality, since NewTek's
software engineers have been working with a *released* NT operating
system for over two years, now.  While NT may still have its kinks, 
it is much better put together than Windows 95 could hope to be at 
the same point in time.  End soapbox.


 > 7) There is no mention in the
documentation regarding the textures Steve > Worley (APEX) did for
LW 3.5.  Are there plans to include more of his > textures as
plug-ins for the final release?
> 
> NewTek:  Steve who?, APEX who?...  Textures are what you see is what you'll get 
> in Final 4.0.
> 

No idea.

> 8) The final release.  There was no mention in the package of what was 
> as yet missing from the pre-release.  Can I/we get some idea of what the 
> final package will include.
> 
> NewTek:  No official list (some items covered above)..
> 
> 9) This may seem like a long list, but if LightWave wasn't my favorite 
> 3D/Art/Creative package I wouldn't take the time.  Finally, THANKS for 
> releasing LW in a pre-release form.  It really has helped to get my 
> hands on it now.
> 

>From the LW users I talked to at NAB, I gather that NewTek is doing a 
pretty good job at implementing features that people think are 
important.  I think that LW 4.0 catches them up to a lot of the 
things that LW users have been complaining about for a while.  Now 
the accordion effect will kick in and people will need to find new 
flaws to complain about :-)
Blaise Fanning
Chief Technology Officer
Deskstation Technology
(913) 599-1900
blaise@dti.com
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From owner-lightwave@webcom.com Wed May 10 17:43:13 1995
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Date: Wed, 10 May 1995 20:45:34 -0400
From: Joseburgos@aol.com
Message-Id: <950510201147_114280795@aol.com>
To: lightwave@webcom.com
Subject: PAR Q-Factor
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Anyone know how to set the Q-Factor before saving a animation. I constantly
have to re-render and adjust the Q-factor. Am I doing something wrong?  Does
anyone know if the new PVR has the same problem or does it auto-adjust?


Thanks,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************



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From owner-lightwave@webcom.com Wed May 10 19:29:20 1995
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On Wed, 10 May 1995 Joseburgos@aol.com wrote:

> Anyone know how to set the Q-Factor before saving a animation. I constantly
> have to re-render and adjust the Q-factor. Am I doing something wrong?  Does
> anyone know if the new PVR has the same problem or does it auto-adjust?
> Thanks,
>  Jose Burgos


Jose,
Render out a Par frame with a q-factor of 23 and then exit the PAR.  When 
you boot up it will load up with the last file that was selected upon 
exiting and with its settings.  I'm not sure if just selecting a qfactor 
of 23 and then exiting the par software will automatically save the 
settings, but you may want to try that too.
Manny

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From owner-lightwave@webcom.com Wed May 10 19:33:25 1995
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Date: Wed, 10 May 95 21:21:46 PDT
From: John Bourg <jbctn@phoenix.net>
Subject: RE: Importing Grapics to Intel Architecture 
To: "Dennis R. Harp" <harp@physics.purdue.edu>, lightwave@webcom.com
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Hi-Jack Pro by Inset Systems, will handle IFF files and converts to a large 
number of file formats. Hi-Jack Pro will also do batch conversion.

On Tue, 9 May 95 17:16:57 -0500  Dennis R. Harp wrote:
>	I've recently heard about HIIP support for importing &  
>exporting a reasonably wide variety of graphics files, but what I  
>heard was extremely short on details.  Is anyone aware of how one  
>goes about transforming a framestore or RGB into, say, a TIFF file?   
>I wouldn't be surprised if it weren't fully supported yet, but  
>then, maybe it is.  It has been a long time since I have seen any  
>update documentation from NewTek.
>	
>	Thanks
>	
>	Dennis Harp	harp@physics.purdue.edu
>	Physics Outreach Coordinator
>	Co-Director of National Physics Outreach
>	Purdue University 
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-------------------------------------
Have a Nice Day! 

John Bourg - Production Manager
Computer Television Network
jbctn@phoenix.net 
-------------------------------------


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Does anyone have any info about a good image multi-processor for NT? I need
all the normal stuff, alpha compositing, color/contrast control, etc., and I
would hope for some more powerful features.
A plug-in for Photoshop would be great.
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To: lightwave@webcom.com

Joseburgos@aol.com said:

> Anyone know how to set the Q-Factor before saving a animation. I
> constantly have to re-render and adjust the Q-factor. Am I 
> doing something wrong?  Does anyone know if the new PVR has 
> the same problem or does it auto-adjust?

   Do you mean getting the PAR software to save the Q-factor 
so you don't have to reset it when you start the program? (It 
should do this automatically.)
   Or do you mean setting the Q-Factor for capturing live 
video through the TBC IV? (Have to do a trial-and-error 
process along with the Block Limit to find the optimum settings.)
   Or do you mean setting the Q-Factor prior to rendering an 
animation with LightWave? (It should always be 23, in this 
case... unless you're trying to conserve space and can accept 
less quality.) The setting that should be adjusted is the 
Block Limit - to match the hard drive you're using.
   What happens that makes it neccessary to re-render?
   
   Sorry to be so verbose, just curious what's ah, the deal. :)
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net


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Date: Wed, 10 May 1995 22:27:39 -0600
From: James Jones/Nibbles and Bits <jgjones@usa.net>
Reply-To: James Jones/Nibbles and Bits <jgjones@usa.net>
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Subject: NT ImageProcessing       
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Fxvet@aol.com said:

>Does anyone have any info about a good image multi-processor for
>NT? I need
>all the normal stuff, alpha compositing, color/contrast control,
>etc., and I
>would hope for some more powerful features.
>A plug-in for Photoshop would be great.

   I just got a program for NT call WinImages. It is geared 
around sequences and timelines for batch processing and 
animations. It has all the standard image-processing stuff 
plus some unusual stuff (that I haven't had time to delve into 
yet) like Lightning.
   On the down side, there's no manual, just an on-line help 
file that does not yet work worth a hoot with NT. ("We're 
working on the problem," they said.)
   Also, if you look up "un-intuitive" in the dictionary, the 
name of this program will no doubt be mentioned prominently.
   And their morph program won't even start up.
   Seems interesting, though.
   
   It's made by Black Belt Systems: 1-800-852-6442  ($250)
   
   Oh, last I heard, Photoshop doesn't batch process. That's 
what deterred me from buying it. Well, that and the $600 price 
tag. :) 
   
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net
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From owner-lightwave@webcom.com Wed May 10 22:41:57 1995
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Date: Thu, 11 May 1995 01:35:23 -0400 (EDT)
From: edreams <edreams@pd.org>
To: FXVET@aol.com
Cc: lightwave@webcom.com
Subject: Re: NT ImageProcessing
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On Wed, 10 May 1995 FXVET@aol.com wrote:

> Does anyone have any info about a good image multi-processor for NT? I need
> all the normal stuff, alpha compositing, color/contrast control, etc., and I
> would hope for some more powerful features.
> A plug-in for Photoshop would be great.
> --
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> 
Try Elastic Reality.  I know it's a morphing program, but has one hell of 
a compositer/transition/converter built in. 


Scott Bragg              Electron Dreams
edreams@noel.pd.org      an animation house

specialties:  3D Animation and Simulation

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/* to your execution is not generally understood by less-advanced       */
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From owner-lightwave@webcom.com Wed May 10 22:51:07 1995
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Date: Thu, 11 May 1995 07:54:56 +0200 (MET DST)
From: Ole Andre Schistad <Ole.Andre.Schistad@ifi.unit.no>
To: lightwave@webcom.com
Subject: LW object format specs anyone ?
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I have been approached by a programmer who'd like me to design the objects
for a new game , but I'm not quite sure which object format I should use.
The best option would be to send lwobj files to the programmer , who could
then convert it to a format that suits the game better himself , but in
order to convert anything he would need the specifications for the object
format . So , does anyone have a description of the format ? 

Thanks,

#include <stddisclaimer.h>
#define REALNAME 	Ole Andre Schistad
#define EMAIL		(schizo@nvg.unit.no || olesc@ifi.unit.no)
#define OCCUPATION	Comp.Sci student and 3D animation hobbyist.
main(){ printf("Hello World\n");return(-1);}
/* The world is an illusion. */


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From owner-lightwave@webcom.com Wed May 10 22:56:09 1995
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Date: Thu, 11 May 1995 01:58:32 -0400
From: DanEsmond@aol.com
Message-Id: <950511011633_114691643@aol.com>
To: Joseburgos@aol.com
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Subject: Re: PAR Q-Factor
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In a message dated 95-05-10 20:52:32 EDT, you write:

>Anyone know how to set the Q-Factor before saving a animation.
>I constantly have to re-render and adjust the Q-factor. Am I doing 
>something wrong?  

My only experience is from the Amiga/Zorro PAR and any comments
given here are from what I understand about the PAR's workings.
If anyone knows better, please correct me.

For a quick answer, animations should ALWAYS have the Q-Factor
set to 23. A block size of 156 works for 98% of all animations. If you
have very complicated images ( detailed high contrast ) in your 
animations, you might need to stretch the block size to 185 or so.

And Now For the REST of the Story...

The balance of Q-Factor and Block Size ( per frame ) are not the
only factors in the record/playback formula. TIME and data rate
play a major role in getting the best performance out of the PAR.

Recording RGB files...
The ASIC chips on the PAR need time to perform their appointed
tasks. When recording an animation frame by frame, the PAR has
at least a few seconds to compress the frame and add it to the
animation. Knowing this, the software takes the time to compute
a high quality image while managing to also fit it into a relatively
small block size.

Recording Video.... ( All the rules change )
Using the TBC-IV you can record video on your PAR. Now you're
providing such a HUGE stream of data that the ASICs only have the
time to take a quick stab at compressing each video frame. The 
block size required to record each video frame is therefore MUCH
higher v.s. a frame of animation. I don't recommend using a Q-Factor
higher than 13 for video. Otherwise your block size will need to be
so large your disk will fill in no time. If you have the luxury of 
multiple recording attempts I recommend you choose a Q-Factor,
set an unusually high block factor, record the video, and then use
the "Chart" feature to determine what block size would be optimum.
I have used block sizes as high as 300 for critical stuff.

Playback....
Another variable to keep in mind is the data rate between the PAR
and the attached IDE drive. If you try pushing your block sizes
larger than the drive can handle you'll just end up with corrupted
files that play back garbage.

Likewise the block size will also dictate your success for playing
a file back at speeds other than 30 fps. I'm not real strong on 
theories of disk interleaving, but I do know that animations that use
large block sizes may play back at 30 fps, but NOT 15 fps!

>Does anyone know if the new PVR has the same problem or does
>it auto-adjust?

>From what I've read in the press release, it chooses an appropriate
Q-Factor for EACH frame on the fly. ( I'm saving my pennies to get
one )

Dan Esmond
Animagic
Austin, TX
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From owner-lightwave@webcom.com Wed May 10 23:03:45 1995
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Date: Wed, 10 May 1995 23:06:03 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Shadow Alpha 
To: James Jones/Nibbles and Bits <jgjones@usa.net>
Cc: lightwave@webcom.com
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> 
>    Found that the instructions in the manual and the addendum don't 
> work... i.e.: when you set the surfaces to black (Diffuse setting at 
> 0%) no shadows are generated in the alpha channel image.
> One way I've found to get it to work is to set Diffuse to 0.1%.
>    You can also set the object dissolve to 99.9%, but then the 
> "stand-in" objects won't cast shadows themselves (ray-traced variety, 
> that is).
>    Is there a better way to do this?

If you were told to turn Diffuse down to 0%, this is wrong. All you have 
to do is make the object black by adjusting the color. A 0% Diffuse 
surface will not receive any shadow.

JG
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From owner-lightwave@webcom.com Wed May 10 23:04:49 1995
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From: DanEsmond@aol.com
Message-Id: <950511015426_114724017@aol.com>
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Subject: Re: PAR Q-Factor
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In a message dated 95-05-10 20:52:32 EDT, you write:

>Anyone know how to set the Q-Factor before saving a animation. I
>constantly
>have to re-render and adjust the Q-factor. Am I doing something
>wrong?

There's something I forgot to mention. The new Amiga PAR software
has a bug in the Q-Factor selection widget. ALWAYS use the up 
and down buttons. When the value is directly entered by the user,
this version has a tendency to just revert to the last value selected
by the up and down buttons. 

--Rant Mode ON--

While I'm on the subject, this newest version is the buggiest I've
ever gotten from DPS. It often "glitches" the first frame on a
playback. If the software finds a bad sector on the drive, there's
no way out except to reboot the machine. During edit sessions
the software now reorganizes the drive FAR too frequently, and
when it does it relocates EVERYTHING. Even clips that were
sleeping quietly for months under previous versions of the software.
I now spend more time waiting for the reorganizations than editing.

--Rant Mode OFF--

In closing I have some very important advice for PAR newbies. I've
had mine for over a year now, and I found something out the hard
way. KEEP YOUR DRIVES COOL!!!!  I can't stess this strongly 
enough. High capacity drives generate tremendous amounts of heat.
A hot drive will last about a month. NEVER NEVER NEVER run
a PAR drive inside a stock 4000 case. Mine now sits in a tower case 
opposite the power supply intake with 3 inch air spaces above AND 
below, with vent slots in the front panel. 

Dan Esmond
Animagic
Austin, TX
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From owner-lightwave@webcom.com Thu May 11 00:11:38 1995
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Subject: Re: Questions For NewTek... Again
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>> Date:          Wed, 10 May 95 11:30:00 PDT
>> From:          DawsonX Schaffer <DawsonX_Schaffer@ccm.jf.intel.com>
>> To:            lightwave@webcom.com
>> Subject:       Questions For NewTek... Again
>
>I'm no Lightwave authority, but I spent some time at NAB with some of
>the NewTek guys.  Their comments at the time differ wildly from some of
>the things you say, so I thought I'd just put in my 2 cents.  Bear in
>mind that what they're willing to talk about and what they're willing
>to commit to customers are probably pretty different, as they should
>be :-)
>
>> 1) I am running in 1024 x 768 64K color mode and the only render preview
>> available seems to be nothing more than a postage stamp size on my
>> screen.  I cannot seem to change its size regardless of the render
>> resolution.  There is a setting for Render Frame Buffer, but I have no
>> selections available.  What are available?  What will be available?,
>> etc.  I would very like to be able to generate a fuller screen render
>> with out having to render to a file and then load it into an display
>> program (I could use REXX to do this, but that is no longer available).
>> Will the capability be in the final 4.0 release or is planned (if at
>> all) for a future version?
>>
>> NewTek: What frame buffer?  Never seen that option.
>>
>
>A version that NewTek encouraged us to show LW users at NAB had a
>mode that allowed frame-by-frame preview at the real pixel size of
>the render.  It did, indeed, live in the "Render Frame Buffer" menu.
>
>> 2) The controls for generating and ANIM file are in the PC version but
>> when selected they inform you that ANIMs can only be generated on an
>> AMIGA.  What about PC FLIC or more appropriately AVI (Video for Windows)
>> format.  Why not generate and AVI file.  It would still be nice to get
>> some idea of what a color render would look like.  I realize the VT4000
>> is not there and that precludes the 30fps Toaster preview, but I have
>> some 320 x 200 AVI with a lot of motion that play at 30fps.  I would
>> like to see this ability in LW.  Is this planned, a plug in, etc.?
>>
>> NewTek: What is an AVI?  Have never heard of Video for Windows...  No just A
N
>IMS
>> and only on the Amiga and no plans to every support it (so much for full PC
>> support).
>>
>
>Someone from NewTek told me that AVI support was going to be put
>into LW as part of a set of different compressed video formats.  I
>can't remember the name of the technology they said they were going
>to use to implement this, but it might have been something like ?HIB?
>I'm sure I could remember if my brain were either (1) larger or (2)
>free of the congestion of remembering the dialog to every episode of
>"Spenser: for Hire"  :-)
>
>
>> 3) The wireframe previews in Layout.  They play at most 10fps and I
>> cannot seem to get them to go any faster.  I also have a beta copy of
>> TrueSpace (Caligari) and their wireframe preview can be played full
>> screen at 60fps in all video modes (LightWave is still by far my favorite 3D
>> package). What is my problem?  Are there plans for variable sized previews s
o
>
>> that the 30fps can be obtained.
>>
>> NewTek: Wow, haven't heard of that one before...  It doesn't sound like a LW
>> problem (since we've never heard of it).  Sorry there is not much we can do.
>>
>> "If I cannot event preview a wire frame test at 30fps, LW becomes nothing mo
r
>e
>> than a very strange CAD package!!!"
>>
>
>We got 30 fps with no problems on our MIPS and Alpha workstations.
>It could simply be an issue of processor power.
>
>> 4) The manual and box mention several plug-ins for rendering and loading
>> and saving.  My pre-release copy did not come with any plug-ins (I have
>> searched the CD).  With these plug-ins, will I be able to texture map
>> with JPG, TIFF, etc.?  How about rendered file; JPG, TIFF, etc.?  It
>> would be very nice to have all those file formats available for both
>> texture mapping and rendering (saving).  What are the plans.
>>
>> NewTek:  They will be released with the Final 4.0.
>>
>
>No Clue.
>
>> 5) Screamer Net.  I do not have Screamer Net, but I have already
>> purchased a 120MHz Pentium system and I plan to buy another copy of
>> LightWave for it.  Since they will be networked together with the Win95
>> networking (WinSOC), will I be able to cooperatively render with the two
>> machines.  If not, it seems silly to have to buy additional software
>> when I already have to FULL blown copies of LW.
>>
>> NewTek:  No idea (and can't seem to find out)!
>>
>
>Not sure, but I always heard that LW 4.0 would be able to distribute
>any renders between identical processor architectures (i.e.
>X86-to-X86, Alpha-to-Alpha).  Talking about Win95 instead of NT
>throws some interesting wrinkles into the whole mess, though.
>
>> 6) Are there any plans to support some of the new video boards that are
>> coming out with 3D rendering capability (i.e. - Matrox Video
>> Impression).  These boards will automatically be support when Win95
>> ships with the OpenGL (note: OpenGL will most likely be added after
>> Win95 ships, as a patch or update).  I realize Win95 is still unreleased
>> but what are the LightWave plans for these standards(OpenGL?) and the
>> newer video boards?
>>
>> NewTek:  No!
>>
>
>I heard people who were supposed to know say with confidence that
>OpenGL would absolutely be added, albeit sometime after 4.0 ships its
>final version.  Note that this will not involve support for any
>particular graphics card, but instead a port to the OpenGL standard.
>It is the add-in-card vendor's responsibility to bridge the gap between the Op
e
>nGL
>standard, Microsoft's driver spec,  and the add-in-card.
>
>On my personal soapbox, I would say that NT is a better bet than
>Windows 95 for any particular piece of functionality, since NewTek's
>software engineers have been working with a *released* NT operating
>system for over two years, now.  While NT may still have its kinks,
>it is much better put together than Windows 95 could hope to be at
>the same point in time.  End soapbox.
>
>
> > 7) There is no mention in the
>documentation regarding the textures Steve > Worley (APEX) did for
>LW 3.5.  Are there plans to include more of his > textures as
>plug-ins for the final release?
>>
>> NewTek:  Steve who?, APEX who?...  Textures are what you see is what you'll 
g
>et
>> in Final 4.0.
>>
>
>No idea.
>
>> 8) The final release.  There was no mention in the package of what was
>> as yet missing from the pre-release.  Can I/we get some idea of what the
>> final package will include.
>>
>> NewTek:  No official list (some items covered above)..
>>
>> 9) This may seem like a long list, but if LightWave wasn't my favorite
>> 3D/Art/Creative package I wouldn't take the time.  Finally, THANKS for
>> releasing LW in a pre-release form.  It really has helped to get my
>> hands on it now.
>>
>
>From the LW users I talked to at NAB, I gather that NewTek is doing a
>pretty good job at implementing features that people think are
>important.  I think that LW 4.0 catches them up to a lot of the
>things that LW users have been complaining about for a while.  Now
>the accordion effect will kick in and people will need to find new
>flaws to complain about :-)
>Blaise Fanning
>Chief Technology Officer
>Deskstation Technology
>(913) 599-1900
>blaise@dti.com
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Subject: Re: NT ImageProcessing
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Date: Thu, 11 May 95 00:45:36 PDT
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>Does anyone have any info about a good image multi-processor for NT? I need
>all the normal stuff, alpha compositing, color/contrast control, etc., and I
>would hope for some more powerful features.
>A plug-in for Photoshop would be great.

	Unfortunately, THE best one is "After Effects", which is Mac only.
	<sob!>


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From owner-lightwave@webcom.com Thu May 11 00:43:52 1995
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To: lightwave@webcom.com
Subject: Re: LW object format specs anyone ?
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Date: Thu, 11 May 95 00:45:47 PDT
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>
>I have been approached by a programmer who'd like me to design the objects
>for a new game , but I'm not quite sure which object format I should use.
>The best option would be to send lwobj files to the programmer , who could
>then convert it to a format that suits the game better himself , but in
>order to convert anything he would need the specifications for the object
>format . So , does anyone have a description of the format ?


	I believe this info can be downloaded from the NewTek bbs.


>Ole Andre Schistad <Ole.Andre.Schistad@ifi.unit.no> sent this message.

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From owner-lightwave@webcom.com Thu May 11 00:47:27 1995
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From: "Henrik Bengtsson" <HENRIK@utb.shv.hb.se>
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Hello all,
I was just wondering where to send Bug reports about the Intel version of 
Lightwave. I have a license of it and have found nothing in the manuals (which 
btw. are quite buggy too =). Do they have a central Email or something?

Be well,
Henrik
--------------------------------------------------------------------
Henrik Bengtsson
System Administrator
Dep. Of Comp. Sci and Business Administration.
UCoB (University College of Bor}s)
Sweden
---------------------------------------------------------------------
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From owner-lightwave@webcom.com Thu May 11 03:02:04 1995
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Date: Thu, 11 May 1995 11:03:05 +0100 (BST)
From: Christian Graham <bss104@clss1.bangor.ac.uk>
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Hi,

Can someone email me the overseas subscription details of LightwavePro 
(including preferred method of payment)?  Thanks.

Best Regards,

Christian (bss104@bangor.ac.uk)

ODA/SBS Video Producer & Animator,
School of Biological Sciences,
University of Wales, Bangor.
U.K.
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From owner-lightwave@webcom.com Thu May 11 05:00:11 1995
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To: lightwave@webcom.com
From: animax@ra.isisnet.com (Andre Perusse)
Subject: Lightwave 3.5 & 4.0 Render Farm
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Does anyone know if you can presently network an Amiga running LW 3.5 and a
PC running LW4.0 using the built-in ScreamerNet that is at least in 3.5?
Or does one have to do it manually.

---------------------------------------------------------------------
/\ndre Perusse- animax@ra.isisnet.com | A4000 Toaster-Flyer w/Emplant
   ANIMAX MULTIMEDIA - Computer Animation & Multimedia Authoring
                  Dartmouth, Nova Scotia, Canada
Disclaimer: My Opinions do not necessarily reflect those of ANIMAX.
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From owner-lightwave@webcom.com Thu May 11 06:33:22 1995
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Date: Thu, 11 May 1995 09:26:35 -0400 (EDT)
From: edreams <edreams@pd.org>
To: Ole Andre Schistad <Ole.Andre.Schistad@ifi.unit.no>
Cc: lightwave@webcom.com
Subject: Re: LW object format specs anyone ?
In-Reply-To: <Pine.SUN.3.91.950511074716.19791A-100000@uranus.ifi.unit.no>
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The lightwave object format for 3.5 and below is available around here 
somewhere.  Check the tomahawk or Avalon sites... It's not that difficult 
a format to decode.. 

Scott Bragg              Electron Dreams
edreams@noel.pd.org      an animation house

specialties:  3D Animation and Simulation

/************************************************************************/
/* Take your dying with some seriousness, however.  Laughing on the way */
/* to your execution is not generally understood by less-advanced       */
/* life-forms and they'll call you crazy.                               */
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/************************************************************************/

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From owner-lightwave@webcom.com Thu May 11 07:28:13 1995
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From: louie <louiev@liii.com>
To: Christian Graham <bss104@clss1.bangor.ac.uk>
Cc: lightwave@webcom.com
Subject: Re: Subscribing to LightwavePro (U.K.)?
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On Thu, 11 May 1995, Christian Graham wrote:

> Can someone email me the overseas subscription details of LightwavePro 
> (including preferred method of payment)?  Thanks.


I don't have the ans. to this but I was just talking to a fiend about 
whether Video Toaster User and lightwave Pro is available in europe. Can 
they be found on the newstands? or only by subscription


Thanks,

Louie



*************************************************************************

 __    _____ _____ __ _____ _____
|  |  |     |  |  |__|  ___|  |  | Louie Volpe
|  |__|  |  |  |  |  |  ___|\   / louiev@liii.com
|_____|_____|_____|__|_____| \_/ http://www.liii.com/~louiev/
|  |  |     |  |  |__|  ___|  |  | FOCUS GbR too - graphicRECALL
|  |__|  |  |  |  |  |  ___|\   / grecall@liii.com
|_____|_____|_____|__|_____| \_/ http://www.liii.com/~louiev/1.GRECALL.html
                         *The Multimedia Manager For The Multimedia Machine*


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From owner-lightwave@webcom.com Thu May 11 09:53:28 1995
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On Thu, 11 May 1995, louie wrote:

> 
> 
> On Thu, 11 May 1995, Christian Graham wrote:
> 
> > Can someone email me the overseas subscription details of LightwavePro 
> > (including preferred method of payment)?  Thanks.


Another option to those of you in Europe will be to subscribe to the new 
Light Speed video magazine.  We're finishing up on the 1st issue and the 
2nd issue is about half complete also.  The first issue of Light Speed 
will be released in about 4 weeks or so.  You can look forward to 90-120 
minutes worth of Light wave tutorials, reviews, modeling tips, and 
fantastic animations.  There will be a NEW video out each and every month 
to help you along.  The video is mixed with info for beginners all the 
way to tutorials for the advanced lightwave users.  Keep in mind that 
this ISN'T a limited series of tapes... this is a new Lightwave magazine 
in VIDEO format.  The price to buy
each Light Speed video seperately is only $20 European, $15 Canadian, $12 US.
Get a one year subscription and the price per video drops to
$14 European, $11 Canadian, $8 US.  heck, the animations on the tape each 
month are worth this.  I'll be posting the toll free phone # in 3 
weeks.In the mean time, if you have any questions, feel free to e-mail me.
Like I said in my last post a couple weeks back, I'll keep you all 
informed on the progress.  This should prove to be a great new source of 
information for many of you.  Hope to see you onboard soon.

Manuel Coats
Light Speed: The Video Magazine for the Lightwave Enthusiast.
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From owner-lightwave@webcom.com Thu May 11 11:07:05 1995
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From: "Tatertot" <GUEST@topgun.idbsu.edu>
Organization:  Boise State University
To: lightwave@webcom.com
Date:          Thu, 11 May 1995 12:08:31 +0000
Subject:       RE: Importing Grapics to Intel Architecture 
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> Hi-Jack Pro by Inset Systems, will handle IFF files and converts to a large 
> number of file formats. Hi-Jack Pro will also do batch conversion.
> 
There is also a shareware program called Paint Shop Pro (now version 
2.0 or something) that loads and saves a bunch of formats, and does 
batch conversion.  FWIW, Hijaak Pro gives me GPFs all over the place. 
I like Paint Shop Pro tons better.  The newest version even supports 
Photoshop plugins!

Tim 
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From owner-lightwave@webcom.com Thu May 11 13:33:02 1995
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From: "W. Bruce Moore, Video Alchemy" <moore@hydra.ENET.dec.com>
To: lightwave@webcom.com
Apparently-To: lightwave@webcom.com
Subject: Lost changes in Amiga gadgets  (was: Re: PAR Q-Factor)
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DanEsmond@aol.com wrote:

> There's something I forgot to mention. The new Amiga PAR software
> has a bug in the Q-Factor selection widget. ALWAYS use the up 
> and down buttons. When the value is directly entered by the user,
> this version has a tendency to just revert to the last value selected
> by the up and down buttons. 

This is simply a design flaw in the standard Amiga text entry gadget.
When you enter new data, be sure to hit the <return> key (or <tab>) to
make your change take effect.  If you type into one field, then use the
mouse to activate a different field or button, your new entry may be
*discarded* (by the gadget handler) as an incompleted operation.  This
is true throughout the Amiga system (and Lightwave), not just the PAR
software.

It's annoying, but fairly simple to avoid once you understand what's
happening.

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From owner-lightwave@webcom.com Thu May 11 14:17:42 1995
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Date: Thu, 11 May 1995 14:20:16 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: lightwave@webcom.com
Subject: Re: PAR Q-Factor
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On Thu, 11 May 1995 DanEsmond@aol.com wrote:

> In closing I have some very important advice for PAR newbies. I've
> had mine for over a year now, and I found something out the hard
> way. KEEP YOUR DRIVES COOL!!!!  I can't stess this strongly 
> enough. High capacity drives generate tremendous amounts of heat.
> A hot drive will last about a month. NEVER NEVER NEVER run
> a PAR drive inside a stock 4000 case. Mine now sits in a tower case 
> opposite the power supply intake with 3 inch air spaces above AND 
> below, with vent slots in the front panel. 

Dan must be using the Micropolis drives, all their >GB drives run fast 
and very very hot. The 3GB I got for the Mac8100 had to be put in a PC 
MiniTower, size and heat were a concern.

The new Conner 540MB & 1GB drives are dirt cheap and almost as fast as 
the Micropolis. They have the added advantage of 3.5HH and they run very 
very cool. I mean no heat at all. Until recently, I had the old 
Seagate3600 and the Conner540 on the PAR, I sandwiched them together with 
thin foam tape so I could fit them both in the 5.25 bay in my 2000. The 
Seagate ran a bit hotter and glitched a little more often (it was the 
first and flakiest of PAR approved drives) but the Conner had no problem 
with 220-240 Blocks, Q23 on anims and as high as Q18 on video recording.

My machine stayed cool despite having an older, hotter Maxtor Sys: drive 
right on top of the others and a heat producing Zeus on the other side of 
that. I >do< have a second CPU type fan on the other side of the Zeus, 
otherwise it (the Zeus) will die within a day.

D.
downinit@teleport.com

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From owner-lightwave@webcom.com Thu May 11 14:28:52 1995
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Date: Thu, 11 May 1995 14:31:24 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: lightwave@webcom.com
Subject: Re: NT ImageProcessing 
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On Wed, 10 May 1995, James Jones/Nibbles and Bits wrote:

>    It's made by Black Belt Systems: 1-800-852-6442  ($250)

Ahhh, that explains it.

>    Oh, last I heard, Photoshop doesn't batch process. That's 
> what deterred me from buying it. Well, that and the $600 price 
> tag. :) 

I'm still not clear myself on batching with PShop. But, if you're in the 
market for a scanner, tablet etc. look for one that includes PShopLE, 
it's upgradeable to 3.0 for $200. Also, check the net and local computer 
rags for LE, it doesn't matter Mac or PC, you can upgrade it across 
platforms as long as it hasn't >already< been upgraded. The Adobe upgrade 
# told me I couldn't cross platforms with the upgrade but the corporate 
office said no prob (we already had Mac3.0 when we bought a slide scanner).

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Thu May 11 14:38:34 1995
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Date: Thu, 11 May 1995 17:32:59 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Flyer 4.03 WITHOUT the 4.0 CD...
To: LightWave Mailing List <lightwave@webcom.com>
Cc: Toaster/Flyer Mailing List <toaster@webcom.com>
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Hi, all.  After rendering out a LW animation (AND saving the stills) with
my .94 Flyer, I played it back and got the "let's flash to a red tint
every other frame" bug.  I tried re-rendering the stills as another anim
-- no luck.  So I broke down and gave a call to NewTek's FTP site
(ftp.newtek.com).

I remembered reading on the list that Flyer 4.03 won't install without the
4.0 CD.  I got the DMS'd disk and installed it by hand (decompress LHA
files, copy the OLD files to a dir called "Flyer_OLD" first (just in
case...), and then put the new files in.)

I rebooted & started the Toaster... It did a Flyer Callibrate... AND
WORKED!!! YEAH!!!  Now I can finish my tape for Manny!  and my final
projects for RISD!  JOY! RAPTURE! :)

Works great, TPaint is OK (after renaming it from ToaterPaint2000 to
ToasterPaint), but I haven't tried it much so I didn't find the bugs yet. 
I did notice that the Editor screen seems a bit darker, and the Save
Projects button is a little too far to the right, but otherwise, REAL nice...

Two questions, though...

1 -- How do you a) compile IFFs/Framestores into VTASC anims with TPaint
		b) How do you split clips to IFFs
2 -- Where do you put the A2000Icons.LHA once you've decompressed them? 
		I'm assuming Control in the Effects dir, since nothing's there
		and these seem like control icons...

BTW, it turns out NewTek wrote their own info command.  Check your c:. 
Info is the NewTek one (type Info ? in a CLI) and Info_old (or something)
is the old ADos one.  Info ? explains why they did it...  A couple other
NewTek goddies are in C:, too...

So long...

-- Joe

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From owner-lightwave@webcom.com Thu May 11 15:46:37 1995
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Date: Thu, 11 May 1995 15:48:56 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Subscribing to LightwavePro (U.K.)?
To: louie <louiev@liii.com>
Cc: Christian Graham <bss104@clss1.bangor.ac.uk>, lightwave@webcom.com
In-Reply-To: <Pine.SUN.3.91.950511102807.10520B-100000@rowan.liii.com>
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> 
> > Can someone email me the overseas subscription details of LightwavePro 
> > (including preferred method of payment)?  Thanks.
> 
> I don't have the ans. to this but I was just talking to a fiend about 
> whether Video Toaster User and lightwave Pro is available in europe. Can 
> they be found on the newstands? or only by subscription

Currently, LWPRO and VTU are available only by subscription overseas. 
Avid is looking into getting it on newstands over there.

You can send email to avid@cup.portal.com or call 408-774-6770 to get 
subscription info...

JG
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From owner-lightwave@webcom.com Thu May 11 17:17:36 1995
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Date: Thu, 11 May 1995 20:20:14 -0400
From: Joseburgos@aol.com
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Thanks to all who responded. It was not my Q factor that was causing the
problem but the block limit size. I played with it all last night (2am) and
found that for right now, Q=23 and Block=250. This gives me a great quality
video output.

Oh by the way, I've got my Conner 1.275 GIG drive sandwiched in my A2000 with
almost all but one slot empty and my drive does feel a little warm but not
much more than any of the other cards. I chalk this to luck. I am going to
Radio Shack this weekend and slaping one or two cooling fans on my A2000.

Thanks again,
P.S. I'm glad the list has come back to being a LW list and not a NT, PC,
 what is VRAM?............ list. Mabey it's the new home :)

**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Thu May 11 17:29:13 1995
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From: stevharr@freenet.edmonton.ab.ca
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I am a beginning animator and would like to know from those how are 
experienced on how do you charge for an animation.

thanks in advance for any responses

Stephen                      email: stevharr@freenet.edmonton.ab.ca

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From owner-lightwave@webcom.com Thu May 11 18:56:44 1995
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The Review is out!!

From owner-lightwave@webcom.com Thu May 11 19:19:45 1995
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From: Manuel Coats <mcoats@qnet.com>
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> On Wed, 10 May 1995, James Jones/Nibbles and Bits wrote:
> 
> >    It's made by Black Belt Systems: 1-800-852-6442  ($250)
> 
> Ahhh, that explains it.


WinImages is a pretty powerful program under NT.  Its got some fantastic 
options.  There will be a video review of it in the 2nd issue of Light 
Speed (Due out in July, so if you can't wait, might want to hit the 
dealer).  



Manny
Light Speed: The video magazine for the Lightwave enthusiast

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From owner-lightwave@webcom.com Thu May 11 20:17:14 1995
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From: Steven Davis <steven@msmail.hkg.ingr.com>
To: "'SMTP:lightwave@webcom.com'" <lightwave@webcom.com>
Subject: Warning. PC 120MHZ Pentium Post.
Date: Fri, 12 May 95 11:14:00 PDT
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To all those people considering looking at the 120mhz Pentium.
Details from our Engineers.

120 MHz CPU is 20% faster than a 100 MHz.  However the bus runs at 60 MHZ,
which is 10% slower than the 66 MHZ for the 100 MHZ processor. Your system
is only marginally faster.  Furthermore the 120 MHZ processors available
today can not be used in a symmetric multi-processor (SMP) configured
machine.

The 133 MHz is not only 33% faster than the 100 MHz, there is no loss in the 

bus speed. So the full 33% speed advantage of the 133 MHz processor is fully 

realized.  The 133 MHZ chips will also be SMP capable from the very start.
 The availability by Intel has not been announced yet, but is expected
(late) this summer.

Steve Davis
Snr Software Engineer
Intergraph Hong Kong.
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From owner-lightwave@webcom.com Thu May 11 20:22:12 1995
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From: Steven Davis <steven@msmail.hkg.ingr.com>
To: "'SMTP:lightwave@webcom.com'" <lightwave@webcom.com>
Subject: Warning PC Pentium 'Triton chipset' post.
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Here is another PC post of people looking for Triton PC`s


Triton chips are designed for home and office use and have severe
limitations:

 - they only support memory sizes up to 128 MB, not 256 MB,
 - only the first 64MB can be cached, and
 - they do not support symmetric multi-processing (SMP) hardware, only
single processor configurations.

Heavy duty applications like CAD and color graphics benefit from all this.
 Hence we stayed with the Neptune chip set.  We use the improved Neptune 2
chipset which gives a wider memory bandwidth allowing for faster memory
access than the Neptune 1 which was used on some of the earlier 90 MHz
Pentium TD's.

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From owner-lightwave@webcom.com Thu May 11 21:51:51 1995
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Date: 12 May 95 00:52:51 EDT
From: Joe Maulucci <70702.230@compuserve.com>
To: <lightwave@webcom.com>
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The Review is out!!


        MotionCLIPS                                          
        Awesome for many reasons, this CD is a must-have for 
        computer artists and animators.                      
                                          -R. Shamms Mortier  
                                           Review in VTU      
                                           May 1995 Issue     
        
        To celebrate, MotionCLIPS has a special offer!
        MC for just $99 (Save 50%) if you order by May 31st!

        Remember Toaster System 4.0 now loads JPEGs, so you can load
        directly from our CD-ROM, no hard drive conversions needed!

        Don't have System 4.0 just add just $55 for the Pegger Bundle,
        and still enjoy loading directly from MotionCLIPS CD-ROM!

        To order call, The MicroWorks at 716 873-1856 (Buffalo, NY)
        -- mention that you read this on the INTERNET!

        More info see VTU May '95 issue for review and ad!

        Joe Maulucci >>>  MotionCLIPS, CD-ROM
        Voice: 716 881-5215  BBS/FAX: 716 882-1774




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From owner-lightwave@webcom.com Thu May 11 23:43:01 1995
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From: djmccoy@primenet.com (Daniel J. McCoy)
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Things are going smooth.  I've figured out what Webcom was doing with the
digest configuration and hopefully made it so the Lightwave digest goes out
less frequently.  I'll trim the size/line count if people request it.  

There's been a deal of normal bounces coming back with some "Unknown Host"
bounces already.  I'm not sure if those addresses are receiving e-mail until
I ask.  :(  Some "Unknown User" bounces but those are easier to deal with if
I can finger the account.  

Also, if by some freak of nature something bizarre happens to either of the
lists tomorrow (Friday), I won't be able to take care of things until late
Saturday.  Here's knocking on wood nothing happens!  :)

Have fun all!
Dan
--
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Lines: 24
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>There is of course, Adobe PhotoShop for Windows. I've used the Mac version
>and it's great so I would assume the Windows version would be almost as
>good.
>
>-Carl

	BZZZTTT!  Carl, while PS is certainly a heavyweight package, in
	this context (animation) it is sorely lacking, specifically in
	that, to my knowledge, it has zero builtin batch capability.

	There are supposed to be some (at least one) 3rd party batch thingy,
	but this seems a curious shortcoming to moi.

	After Effects is an animation compositing package that is very
	powerful (this is what I was talking about, no?) and is almost
	everything we've all dreamed of.  Same company too.


***********************************************************************
*   (OOOOO)  Jeric@cup.portal.com  |  Synergy Graphix & Animation     *
*  (OOOOOOO)  Welcome to Seattle!  |   Film and Video Productions     *
*    \\\\\\    Have a latte'!      |Technical Subjects Our Specialty! *
*     \\\\\\      Or else!         |                                  *
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From owner-lightwave@webcom.com Fri May 12 01:25:42 1995
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To: "Henrik Bengtsson" <HENRIK@utb.shv.hb.se>
From: bwhitake@cts.com (Bryan Whitaker)
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>Hello all,
>I was just wondering where to send Bug reports about the Intel version of 
>Lightwave. I have a license of it and have found nothing in the manuals (which 
>btw. are quite buggy too =). Do they have a central Email or something?
>Henrik Bengtsson
>System Administrator
>Dep. Of Comp. Sci and Business Administration.
_________________________________________________________

Hold your horses son!!----- (spoken like Yosemite Sam)
        Realize that the version 4.0 that is out right now is PRE-RELEASE and
they are well aware of the bugs that are in that and the manual...
(which still has Amiga screen shots in it :)
They even wrote all about it in that little pre-release notes thing....
And I am sure that when the final version comes the pipe it will be more
solid. And I think you will find that they will publish a feedback loop for 
problems / bugs when it is released.

 Whoever sold you the package should have told you all of that.

P.S...Newtek is listening to the newsgroup....you will get them there for
sure...

B-DUB

 

_______________________________________________________________________
 SPECIAL DESIGNS ANIMATION STUDIO
"Images of the 21st Century" 
 P.O.BOX 19931  San Diego, California 92159                       3D
Animation - Video Production
 (619) 466-3179
 Bryan Whitaker
bwhitake@crash.cts.com
_______________________________________________________________________

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From owner-lightwave@webcom.com Fri May 12 02:45:09 1995
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From: "Henrik Bengtsson" <HENRIK@utb.shv.hb.se>
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To: bwhitake@cts.com (Bryan Whitaker), lightwave@webcom.com
Date:          Fri, 12 May 1995 11:49:42 MET-1MEST
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> Hold your horses son!!----- (spoken like Yosemite Sam)
>         Realize that the version 4.0 that is out right now is PRE-RELEASE and
> they are well aware of the bugs that are in that and the manual...
> (which still has Amiga screen shots in it :)
> They even wrote all about it in that little pre-release notes thing....
> And I am sure that when the final version comes the pipe it will be more
> solid. And I think you will find that they will publish a feedback loop for 
> problems / bugs when it is released.
> 
>  Whoever sold you the package should have told you all of that.
> 
> P.S...Newtek is listening to the newsgroup....you will get them there for
> sure...
Hehe... sorry to alarm you before. I am very aware that it's a pre-release. 
(I just thought that NewTek would be interested to hear about bugs that we 
encounter "on the field", it might help them flush out the last problems with 
it.

Be well all,
Henrik
--------------------------------------------------------------------
Henrik Bengtsson
System Administrator
Dep. Of Comp. Sci and Business Administration.
UCoB (University College of Bor}s)
Sweden
---------------------------------------------------------------------
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From owner-lightwave@webcom.com Fri May 12 04:07:45 1995
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Subject: Re: Warning PC Pentium 'Triton chipset' post.
To: steven@msmail.hkg.ingr.com (Steven Davis)
Date: Fri, 12 May 1995 04:09:42 -0700 (PDT)
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> Here is another PC post of people looking for Triton PC`s
> 
> 
> Triton chips are designed for home and office use and have severe
> limitations:

Well I would agree they seemed to have listened to what "home&office" 
people want, more speed less cost!

> 
>  - they only support memory sizes up to 128 MB, not 256 MB,

Yup true, however on all but a few boards to get 256MEGS your looking at 
64Meg strips. I don't even want to know the cost on those, assumeing you 
could find one, if your getting 256 megs of ram, I really think your an 
Alpha buget with NT.

>  - only the first 64MB can be cached, and

Again most boards have 4 ram sockets, and for now 16 meg parts are the 
best price for what you get. So for a lot of people this will be ok.  If 
your really into memeory, gigabyte has a neptune board that has 6 sockets 
and can have 512 megs.  but really by the time 128Megs of ram is a limit 
new motherboards with P6 chips will be out... when your paying a few 
grand for ram whats a couple hundred for a motherboard and a chipset.


>  - they do not support symmetric multi-processing (SMP) hardware, only
> single processor configurations.

Yeah this was the bigest bummer about the chipset.  

> 
> Heavy duty applications like CAD and color graphics benefit from all this.
>  Hence we stayed with the Neptune chip set.  We use the improved Neptune 2
> chipset which gives a wider memory bandwidth allowing for faster memory
> access than the Neptune 1 which was used on some of the earlier 90 MHz
> Pentium TD's.

As you might have guessed I have a Triton based board, with Piplined 
Burst cashe, and i find the speed it gives me in aplications over the 
neptune to be more of import than the top end ram limits.  Also if your 
running a DOS cad program good luck getting it to see 256megs of ram, And 
unless it's NT based, the silly 640K nonsence is far more limiting than 
haveing only one CPU or 128megs of ram.   

Only reasion I see to get a neptune over a Triton is for a Dual CPU 
running NT.  And at that price... it might be better to go Alpha.


-- 
.__________________________________________________________________________.
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From owner-lightwave@webcom.com Fri May 12 04:10:43 1995
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Subject: Re: Warning. PC 120MHZ Pentium Post.
To: steven@msmail.hkg.ingr.com (Steven Davis)
Date: Fri, 12 May 1995 04:12:53 -0700 (PDT)
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> 120 MHz CPU is 20% faster than a 100 MHz.  However the bus runs at 60 MHZ,
> which is 10% slower than the 66 MHZ for the 100 MHZ processor. Your system
> today can not be used in a symmetric multi-processor (SMP) configured
> machine.
> 
> The 133 MHz is not only 33% faster than the 100 MHz, there is no loss in the 

Some VERY good points.. strange that the 120 is not SMP.  You just made 
my P100 feel happy :)     (Late summer humm... with the P6 at the end of 
the year)
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From owner-lightwave@webcom.com Fri May 12 06:14:37 1995
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>There is also a shareware program called Paint Shop Pro (now version 
>2.0 or something) that loads and saves a bunch of formats, and does 
>batch conversion.  FWIW, Hijaak Pro gives me GPFs all over the place. 
>I like Paint Shop Pro tons better.  The newest version even supports 
>Photoshop plugins!

I just started using Paint Shop Pro 3.0. I haven't done much with it yet but 
I do have a complaint. PSP won't load my 24bit LW IFFs,it only supports 
color mapped IFFs. It will load 24bit TGA from LW. Unfortunately LW doesn't 
compress it's TGA output so my image goes from taking up 162KB to taking up 
901KB of disk space. That's gonna become rather expensive. I guess I'll have 
to register my copy of PSP and bug them to update their IFF loader. As a 
registered LW user I respectfully ask Allen Hastings to add rle compression 
to LW's TGA output - as well as 32 bit alpha inclusion.

Paul Davies
Concept Artist
Magnet Studios

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From owner-lightwave@webcom.com Fri May 12 06:43:31 1995
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From: wizard@uscbu.ih.att.com
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I am very interested in the magazine, (Light Speed), mentioned by Manny Coats.
I would appreciate any subscription information that anybody has. Thanks.

Mark Graves
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From owner-lightwave@webcom.com Fri May 12 06:53:37 1995
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From: stevharr@freenet.edmonton.ab.ca
To: Steven Davis <steven@msmail.hkg.ingr.com>
Cc: "'SMTP:lightwave@webcom.com'" <lightwave@webcom.com>
Subject: Re: Warning PC Pentium 'Triton chipset' post.
In-Reply-To: <2FB3A855@msmail.hkg.ingr.com>
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Could you tell me what kind of PC setup would be good for lightwave use 
(what kind of chip, brand names, etc...)

Stephen                      email: stevharr@freenet.edmonton.ab.ca

On Fri, 12 May 1995, Steven Davis wrote:

> 
> Here is another PC post of people looking for Triton PC`s
> 
> 
> Triton chips are designed for home and office use and have severe
> limitations:
> 
>  - they only support memory sizes up to 128 MB, not 256 MB,
>  - only the first 64MB can be cached, and
>  - they do not support symmetric multi-processing (SMP) hardware, only
> single processor configurations.
> 
> Heavy duty applications like CAD and color graphics benefit from all this.
>  Hence we stayed with the Neptune chip set.  We use the improved Neptune 2
> chipset which gives a wider memory bandwidth allowing for faster memory
> access than the Neptune 1 which was used on some of the earlier 90 MHz
> Pentium TD's.
> 
> --
> Steven Davis <steven@msmail.hkg.ingr.com> sent this message.
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> 
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From owner-lightwave@webcom.com Fri May 12 07:36:00 1995
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Subject: Re: PAR Q
Lines: 16
Date: Fri, 12 May 95 07:37:49 PDT
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>Thanks to all who responded. It was not my Q factor that was causing the
>problem but the block limit size. I played with it all last night (2am) and
>found that for right now, Q=23 and Block=250. This gives me a great quality
>video output.

	When you invoke the MAP function, the PAR s/w will tell you the max
	block limit size for various segments on the drive.  You can just look
	and see what is empty to set optimum block limits.


***********************************************************************
*   (OOOOO)  Jeric@cup.portal.com  |  Synergy Graphix & Animation     *
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*     \\\\\\      Or else!         |                                  *
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From owner-lightwave@webcom.com Fri May 12 09:00:11 1995
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From: steven@hkg.hkg.ingr.com (Steven Davis)
Message-Id: <199505130503.AA06837@hkg.hkg.ingr.com>
Subject: Proposal for message header standards
To: lightwave@webcom.com
Date: Sat, 13 May 95 0:03:08 CDT
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We should look at having standard headers for message for easy identification
as this list will get more PC and LW novice based in future. Plus there are
a few Amigans who know very little about PC`s.

something like 	'PC' for lightwave pc hardware
		'LW' for lightwave problems etc.
		'ALPHA' for alpha stuff
		'LW4'  etc...
		'COMMERCIAL'
		'SPARK'
		'IMPACT'
	
There is going to be alot of traffic on this channel, so we should start 
setting some standardsi to help filter some of the info. we`ve already seen
a lot of threads on PC hardware, and they are USEFULL. even if they are not
on-topic for this group.

Usenet 'sexually depraved' people on Usenet can do it, why not us?
	"MWM seeks PC-LW for fun, lets make SPARKs fly!"



now if anyone is listening this far, where can I purchase LW4.0 for INTEl ?
can I get the pre-release sent to me in Hong Kong? or is it for US market
only?  I`m thirsty for render power.

Steve.

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From owner-lightwave@webcom.com Fri May 12 10:18:45 1995
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From: Manuel Coats <mcoats@qnet.com>
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Subject: Re: wanted, light speed magazine
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On Fri, 12 May 1995 wizard@uscbu.ih.att.com wrote:

> I am very interested in the magazine, (Light Speed), mentioned by Manny Coats.
> I would appreciate any subscription information that anybody has. Thanks.
> 
> Mark Graves


There is no subscription info yet.  We could have started taking orders 
early on with a later shipping date, but everybody seems to get in an 
uproar when their credit cards are charged and no product is shipped, so 
we're waiting until EVERYTHING is set before posting the 800 # (and 
regular # for those of you out of the U.S.).  I've been getting TONS of 
mail on the subject so I WILL probably post the phone number before the 
end of this month, but the actual 1st video (August Issue) isn't 
scheduled for release until July 1st, but will be available and ready to 
ship to you internetters early June.  We are working on the PAL 
conversion (contract) now.

Just to let you know, there is a section on each issue of Light Speed 
called the Animation Showcase which allows people like yourselves to send 
in your animations and have them shown, much like VTU and DV's art 
galleries, only these will be full blown animations.  If you are 
interested in submitting your work, please send your tape in SVHS or 3/4" 
(1st or 2nd generation only) to:
Digital Concept Productions
C/O Light Speed
2763 West Ave L   Suite 172
Lancaster, Ca. 93536

If you wish, at the end of the animation you can include a screen on how 
you can be contacted.  Please try to submit animations for Light Speed 
with music/sound effects included.  If your animation is used, the issue 
in which it appears will be sent to you.

Feel free to e-mail me if you have other questions.

Manuel Coats
Light Speed:  The video magazine for the Lightwave enthusiast

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From: "Adam B. Lang" <alang@ecst.csuchico.edu>
To: lightwave@webcom.com
Subject: Dual Pentiums Manufactures?
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Can someone suggest manufactures of dual pentium systems that have some 
reliablity and history behind them.

thanks

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|  Adam B. Lang -- WWW at http://www.ecst.csuchico.edu/~alang  |
| e-mail : alang@ecst.csuchico.edu - Voice Mail : 916-244-5035 |
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From owner-lightwave@webcom.com Fri May 12 12:15:08 1995
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From: George Lane <glane@qualcomm.com>
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Hello,

I am new to the list.

On Fri, 12 May 1995 lightwave-request@webcom.com wrote:

> Welcome to the lightwave mailing list!
[deleted]
> LightWave3D is a 3D modeling, rendering and animation package available
> for the Amiga and SGI with their own operating systems and systems 
> based on DEC Alphas, x86 compatible, and MIPS microprocessors running
> WindowsNT.  

How about PowerPC microprocessors running WindowsNT?

Thanks,

George Lane
Opinions are mine only. No employer would claim them.

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From owner-lightwave@webcom.com Fri May 12 14:24:07 1995
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From: Manuel Coats <mcoats@qnet.com>
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On Fri, 12 May 1995, Paul A. Davies wrote:
> I just started using Paint Shop Pro 3.0. I haven't done much with it yet but 
> I do have a complaint. PSP won't load my 24bit LW IFFs,it only supports 
> color mapped IFFs. It will load 24bit TGA from LW. Unfortunately LW doesn't 
> compress it's TGA output so my image goes from taking up 162KB to taking up 
> 901KB of disk space. That's gonna become rather expensive. I guess I'll have 
> to register my copy of PSP and bug them to update their IFF loader. As a 
> Paul Davies


Paul, look for Thumbs Plus on one of the FTP sites.  I have both Paint 
Shop Pro and Thumbs Plus, and I think Thumbs Plus is better.  It does A 
LOT of things for a PD program.  It has loaded just about every file 
format that I have needed it to do.  Paint Shop Pro on the other hand 
does have its nice features also.

Manny

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From owner-lightwave@webcom.com Fri May 12 18:53:43 1995
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Date: Fri, 12 May 1995 21:56:13 -0400
From: Joseburgos@aol.com
Message-Id: <950512215611_116965254@aol.com>
To: Jeric@cup.portal.com
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Subject: Re: PAR Q
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> When you invoke the MAP function, the PAR s/w will tell you the max
> block limit size for various segments on the drive.  You can just look
> and see what is empty to set optimum block limits.
> Jeric

You know I never even saw that button before. Thanks. It clearly list all the
available blocks. I think you have solved my problem. 
By the way I have a Conner 1.275 GIG and the map said I have mostly 200+
block types available. I still plan on putting a fan or two on my system but
I've checked the Conner drive again and it still is only warm (Normal).

Thanks again,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************


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From owner-lightwave@webcom.com Sat May 13 09:47:36 1995
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From: stevharr@freenet.edmonton.ab.ca
To: lightwave@webcom.com
Subject: humanoid speaks?
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Has anyone had success in making humanoid speak?

Stephen                      email: stevharr@freenet.edmonton.ab.ca

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From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
To: stevharr@freenet.edmonton.ab.ca
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Subject: Re: humanoid speaks?
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On Sat, 13 May 1995 stevharr@freenet.edmonton.ab.ca wrote:

> Has anyone had success in making humanoid speak?
> 
> Stephen                      email: stevharr@freenet.edmonton.ab.ca
> 
> --
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> 
	Yes I have and it look great! but it just take alot of time. It 
is simple if you have a sound sampler you look at to numbers on the 
sampler screen and put them on lightwaves screeen!
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From: stevharr@freenet.edmonton.ab.ca
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Stephen                      email: stevharr@freenet.edmonton.ab.ca

On Sat, 13 May 1995, Patrick Lawson wrote:

> 
> 
> On Sat, 13 May 1995 stevharr@freenet.edmonton.ab.ca wrote:
> 
> > Has anyone had success in making humanoid speak?
> > 
> > Stephen                      email: stevharr@freenet.edmonton.ab.ca
> > 
> > --
> > stevharr@freenet.edmonton.ab.ca sent this message.
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> > 
> 	Yes I have and it look great! but it just take alot of time. It 
> is simple if you have a sound sampler you look at to numbers on the 
> sampler screen and put them on lightwaves screeen!
> --
> Patrick Lawson <lawson14@odi.cwc.whecn.edu> sent this message.
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> 
How did you get around the problem of having to morph head object one 
into head object two and then later on in the same scene, morph head 
object one into head object three?

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From owner-lightwave@webcom.com Sun May 14 02:31:39 1995
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From: Darren Priestnall <darren@hanger.demon.co.uk>
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Does anyone know how the hell you change the partition mask on a GVP 
accelerator board for the A2000 to a setting which Gigamem like's for 
it's partition virtual memory use ?
I can change the mask, just not to the mask starting with a '0' which 
Gigamem requires :(

Anyone know who's released the GVP simm's instead of GVP ?

Anyone not subscribed to the Lightwave Pro magazine, buy Amiga 
Computing, there's a free issue of Lightwave pro plus Lightwave pro 
coverdisk inside......great magazine, shame about the large postal fee 
for uk subscribers :(


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From owner-lightwave@webcom.com Sun May 14 03:04:41 1995
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From: Thealy@nesbbx.rain.COM (Thomas Healy)
To: LightWave@webcom.com
Subject: Pixel Pro Batch Conversion Script wanted
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Anyone have a good Arexx script to batch convert Objects into LW through
Pixel Pro 2.0 ??  Please E-mail it to me if you do.

Thomas


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From owner-lightwave@webcom.com Sun May 14 06:52:22 1995
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From: Joseburgos@aol.com
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Subject: Re: Pixel Pro Batch Conversion Script wanted
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Why would anyone use PixelPro to convert objects with Interchange around. Not
only do I belive it to be the best object converter (Just on experience
alone.It's been around for 6 years or so) but it always had selective batch
converting. 


Later,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Sun May 14 13:17:35 1995
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From: jhasting@eagle.wbm.ca (James_Hastings-Trew)
Subject: Re: GVP
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> Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging) wrote

>Does anyone know how the hell you change the partition mask on a GVP
>accelerator board for the A2000 to a setting which Gigamem like's for
>it's partition virtual memory use ?

I never could get GigaMem to work with my GVP GForce-040. Don't despair
though... I found something on the NewTek BBS that DOES work -- VMM 3.0.
The problem with GigaMem and the GVP card is that GVP used undocumented
codes in setting up the MMU table. GigaMem will never work properly, since
it will not be able to read in interpret some of the flags that GVP used in
the MMU table. VMM comes with a utility that reads the current MMU table,
and then works around the undocumented flags (basically ignores them). I
have used VMM successfully with all my Lightwave projects that involve
print resolution, and VMM hardly seems to slow the system down at all.

Oh yeah, VMM requires MUI to run.


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From owner-lightwave@webcom.com Sun May 14 13:17:39 1995
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From: jhasting@eagle.wbm.ca (James_Hastings-Trew)
Subject: Re: Pixel Pro Batch Conversion Script wanted
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>Joseburgos@aol.com wrote:

>Why would anyone use PixelPro to convert objects with Interchange around. Not
>only do I belive it to be the best object converter (Just on experience
>alone.It's been around for 6 years or so) but it always had selective batch
>converting.

I used Interchange years ago when it first came out and it was the only
game in town. Now I use PixelPro to do all of my object conversion. The
thing I like about PixelPro are the tools you can use to edit, clean up,
polygon and point reduce, and polygon flip. I would be lost without these
tools for object cleanup.

Does latest Interchange offer these features? The Interchange I used years
ago was your basic pipe -- you threw objects in one end, and objects came
out the other and any cleanup to be done was your job. Does the newest
Interchange give you any sort of interface to work with the object data
interactively while you are doing the conversion. I ask because the Amiga
magazines seemed to be more interested in printing the same tripe over and
over again instead of printing useful and informative reviews of new
software and updated software, and I have heard nothing new about
Interchange in years (except that it has now been ported to other
platforms.)



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From owner-lightwave@webcom.com Sun May 14 15:26:20 1995
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Subject: PC: Dual P5/100 info
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Someone recently asked me how I had two pentiums on my motherboard as
the "second chip" wasn't in production yet.  Well, I did some asking
around and got the following information.  I was asked not to provide
source information for job security reasons, so don't ask.
 
 
Intel different revision of their chip into stepping.  For Pentium
75/90/100 MHz, there have been stepping B1, B3 and B5 so far.  B1 is the
stepping with the now famous floating point error.  B1 and B3 require a
specific CPU in the second CPU slot, i.e. to make a DP motherboard to work
you need a P54C in the primary socket and a P54CM in the secondary socket.
Stepping B5 and subsequent stepping (C1 and C2) have solve this problem,
i.e. you can plug any two B5, C1 or C2 P54C into the MB and it will work.
Since B5 was introduce at beginning of 1Q of this year, you can expect
most of the CPU out there works with DP motherboard.
   There is one exception to this rule, and it is the 120MHz Pentium.  As
I have posted in the BBS, making 90/100 MHz motherboard to work at 120 MHz
is a very minor modification, since it 120 MHz is the next multiple from
90 MHz.  Unfortunately, Intel...uh...."screw up" on the 120MHz's
multiprocessor support.  If you plugg two 120 MHz onto Dual MB, it will
probably work, but it definitely not guarantee by Intel.   You might be
seeing advertisement selling 120 MHz Dual MB....they're taking a gamble with
your system.  The correction chip will not be available until end of June;
therefore, you will not see them on the market until mid or late 3Q 95.
 
 
And there you go... that's the scoop.
 
Tank Taylor
 
 
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From owner-lightwave@webcom.com Sun May 14 21:48:42 1995
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Date: Mon, 15 May 1995 00:51:29 -0400
Subject: Re: GVP
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On Sun, 14 May 1995, Darren Priestnall wrote:

> Does anyone know how the hell you change the partition mask on a GVP 
> accelerator board for the A2000 to a setting which Gigamem like's for 
> it's partition virtual memory use ?
> I can change the mask, just not to the mask starting with a '0' which 
> Gigamem requires :(

GigaMem will change the DMA mask for you the first time you run it.  And 
yes, you can put a '0' at the beginning of the mask value, it just will 
not be visible, but you'll notice there is one less character in the DMA 
mask string.  Try running GigaMem first though and it will definitely 
change the mask for you.  It worked fine on mine and I'm using a G-Force 
040 in my A2000...it also works flawlessly on my A3000 w/Warp Engine 040.

 
> Anyone know who's released the GVP simm's instead of GVP ?

One of the "benefits" of buying GVP products...you can ONLY buy memory 
made by them and sold at vastly overinflated prices!  I don't even know 
if they're making memory anymore since they've apparently stopped 
production on all other Amiga products....bastards!

 
                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Sun May 14 22:19:15 1995
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Date: Mon, 15 May 1995 01:21:59 -0400
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On Sun, 14 May 1995, James_Hastings-Trew wrote:

> GigaMem will never work properly, since
> it will not be able to read in interpret some of the flags that GVP used in
> the MMU table.

Huh???  The only thing I had to do to get GigaMem to work with my G-Force 040 
was find a newer version of the 68040.library...forget what version I'm 
using, but it DOES work, and quite well when using a very fast hard drive 
partition for virtual memory storage.

On the other hand, I have trouble with VMM crashing my machine but I 
never messed with it very much, since Gigamem worked already.  I'll have 
to give it another shot and see if I can do a speed comparison between 
the two of them.

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Mon May 15 01:49:59 1995
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From: Rowan Crawford <sumaleth@daemon.apana.org.au>
Message-Id: <199505150852.SAA06250@daemon.apana.org.au>
Subject: Re: Pixel Pro Batch Conversion Script wanted
To: lightwave@webcom.com
Date: Mon, 15 May 1995 18:52:39 +1000 (EST)
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> Why would anyone use PixelPro to convert objects with Interchange around. Not

Because PixelPro came free on a magazine cover, and Interchange costs
the same as a small family car?

Row ;)

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From owner-lightwave@webcom.com Mon May 15 02:57:09 1995
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From: Thealy@nesbbx.rain.COM (Thomas Healy)
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Question:

Sometimes when I am doing an animation.  LW will get reeeeaaaal slow when
I'm moving objects around on the grid.  I'm talking about 25 seconds for
a numeric move.  Is this an effect of the grid size? Is this an effect of
large & small objects being together (I.E. Null objects & Large Planets).
Is there any way I can fix this??  This doesn't effect rendering or anything
just happens when I'm moving objects around on the grid.  Anybody got any
ideas for a cure?  BTW: Amiga 4000/030 FPU.


Thanks,

Thomas
Thealy@nesbbx.rain.com


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         "It's O.K. to eat fish 'cus they don't have any feelings"
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From owner-lightwave@webcom.com Mon May 15 04:17:29 1995
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From: Mads Storm Andersen <msainf@carlbro.dk>
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Hi...

I need the Inet subscribtion address for LightwavePro Mag..


/Mads Storm..

P.S Any release date on LW-PC ???
(I know, sooooon..)

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From owner-lightwave@webcom.com Mon May 15 05:14:08 1995
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Date: Mon, 15 May 1995 09:15:20 -0300
From: Phillip White <pdw@FormalSys.CA>
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Having FINALLY received my copy of the pre-release and having a few days to
play aroung with it, I have a couple of questions for anyone else with the
pre-release:

1) In modeler, is there any key which will cancel the currently selected tool? 
   For example: I select several points and turn on the move tool with 't'.
   I move the points.  I cannot unselect the points until move is turned
   off.  I cannot find a key to turn off move so I have to use the mouse to
   do it.  I have been through the manual several times and cannot find an
   appropriate key (Esc would seem to be the logical choice, but that does not
   seem to have any effect outside of requestors).

Questions requarding possible bugs (I'd like to know if these are just me
or if others have seen the same thing):

2) In modeler I load an object which has attached polygons (one of the
   spaceship sample objects for example).  If I try to display it in the
   preview window using either frontface or solid, modeler exits with a
   Win32s "Unhandled exception" error.  If I detach the polygons the object
   displays with no problems.

3) In layout I have had several cases where the machine reboots during
   rendering (not crashes, actually reboots as if I had hit the reset button).
   In all cases I have been rendering with the "in progress" window turned
   on (test rendering to see the affect of different settings, etc).

I am using LW on a Pentium 66 with 16Mb RAM, and a ATI graphics Ultra Pro
at 1024x768 at 256 or 64K color mode.  Overall I've been quite impressed
with the pre-release.

pdw
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      +----------------------------+  _  +----------------------------+
     /        Phillip White        |_/ \_| email : pdw@FormalSys.CA    \
    |      FORMAL SYSTEMS INC.     |_ X _| Tel   : (506) 452-8467       |
     \                             |/\_/\| Fax   : (506) 453-9828      /
      +----------------------------+     +----------------------------+
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From owner-lightwave@webcom.com Mon May 15 07:06:34 1995
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From: RFCoates@aol.com
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You asked
---------------------------------------------------------------------
1) In modeler, is there any key which will cancel the currently selected
tool? 
   For example: I select several points and turn on the move tool with 't'.
   I move the points.  I cannot unselect the points until move is turned
   off.  I cannot find a key to turn off move so I have to use the mouse to
   do it.  I have been through the manual several times and cannot find an
   appropriate key (Esc would seem to be the logical choice, but that does
not
   seem to have any effect outside of requestors).
---------------------------------------------------------------------

Don't know about the 4.0 pre-release for Intel, but on all previous Amiga
versions hitting the space bar will deselect the current tool. And then
hitting the / key will delselect the points/polygons.

Robert <just trying to FLY-r> Coates
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From owner-lightwave@webcom.com Mon May 15 10:31:22 1995
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Date: Mon, 15 May 1995 10:33:38 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Layout bog-down problem
To: Thomas Healy <Thealy@nesbbx.rain.COM>
Cc: LightWave@webcom.com
In-Reply-To: <9505150452.01cc@nesbbx.rain.COM>
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> 
> Sometimes when I am doing an animation.  LW will get reeeeaaaal slow when
> I'm moving objects around on the grid.  I'm talking about 25 seconds for
> a numeric move.  Is this an effect of the grid size? Is this an effect of
> large & small objects being together (I.E. Null objects & Large Planets).
> Is there any way I can fix this??  This doesn't effect rendering or anything
> just happens when I'm moving objects around on the grid.  Anybody got any
> ideas for a cure?  BTW: Amiga 4000/030 FPU.

LightWave will always 'snap' movements to 1/100th of the grid size. If 
you have a huge object, and are moving it on a small grid, you will get 
very samll movements. Likewise a tiny object on a huge grid will seem to 
zoom off of the screen when moved. Simply change your grid size.

JG
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From owner-lightwave@webcom.com Mon May 15 10:33:10 1995
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Date: Mon, 15 May 1995 10:34:59 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Inet mail to LightwavePro.
To: Mads Storm Andersen <msainf@carlbro.dk>
Cc: lightwave@webcom.com
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> 
> I need the Inet subscribtion address for LightwavePro Mag..

avid@cup.portal.com

You can also call 800-322-2843 or 408-774-6770.

JGross
editor, LWPRO
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From owner-lightwave@webcom.com Mon May 15 10:59:18 1995
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Date: Mon, 15 May 1995 11:01:17 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: Lightwave <lightwave@webcom.com>
Subject: Transparency
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I'm trying to create a Wall of Flames. I created a pretty good texture 
using Kai's Power tools. The difficult part is getting both the edges and 
portions of the interior to be transparent. I can create a transpaency 
map where the edges are partially transparent, but I can't animate it 
because the top edge has to remain partially transparent.

I guess to be a little more descritive, I have a flat plane that will be 
my wall. It's got a fire texture moving up in the Y axis. I have 
transparency map that is also moving up the axis, but at a different 
rate. If I make the left and right side transparent, can't make the top 
transparent and still move it up along the y axis.

Suggestions?

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From owner-lightwave@webcom.com Mon May 15 11:39:40 1995
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Date: Mon, 15 May 1995 11:24:20 -0700 (PDT)
From: Adam Ives Chrystie <adamchry@cats.ucsc.edu>
Subject: Re: Transparency
To: Carl Andrew Johnson <cjohnson@crl.com>
Cc: Lightwave <lightwave@webcom.com>
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On Mon, 15 May 1995, Carl Andrew Johnson wrote:

> I'm trying to create a Wall of Flames. I created a pretty good texture 
> using Kai's Power tools. The difficult part is getting both the edges and 
> portions of the interior to be transparent. I can create a transpaency 
> map where the edges are partially transparent, but I can't animate it 
> because the top edge has to remain partially transparent.

> Carl Andrew Johnson <cjohnson@crl.com> sent this message.

  Hmmm you might want to select transparent edges in th surfac menu..and 
play around with the threshhold numerical input..i forgt how it 
works..try a numbr like .5 then try somthing larger depending on th siz 
of th objct....tell m if this helpsss
-------------------------------------------------------

I'm just following my GROOVE and spreading happiness :)
-------------------------------------------------------
University Of California at Santa Cruz - UCSC
Adam Chrystie adamchry@cats.ucsc.edu
-------------------------------------------------------

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From owner-lightwave@webcom.com Mon May 15 13:34:59 1995
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Date: Mon, 15 May 1995 13:53:43 -0400
Subject: Gigamem stuff
To: LightWave Mailing List <lightwave@webcom.com>
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I think James Brooks <jamesb@clark.net> wrote this:


> I was wondering what are your setting for ADPro 2.5.0?  When running that 
> program I try saving an IFF (24-bit, 256, etc IFF) to any device that 
> connected to my warp.device (warp engine SCSI) it will NOT save. 

That's pretty weird!  Actually, I've never run ADPro on the Warped A3000 
system...usually do image processing on my third machine (A2000/030) so 
that the two 040 machines can render uninterrupted.


> Do you know HOW to get ADPro to use GigaMem's vitural memory?

I'll install ADPro on my A3000 and see what happens with Gigamem...give 
me a few days though, as I'm trying to get some new animations done for 
my demo reel and I don't want to go messing with new software 
installations in the middle of a project.  =)

One question, in you Gigamem configuration for ADPro, do you have it set 
to give ADPro "only virtual memory", "virtual memory first", or "normal 
memory first"?  I want to try and duplicate your problem before trying to 
solve it.


Later....
                                      -David Warner
                                       Event Horizon Graphics
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From owner-lightwave@webcom.com Mon May 15 13:58:20 1995
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Date: Mon, 15 May 1995 13:59:55 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: Adam Ives Chrystie <adamchry@cats.ucsc.edu>
Cc: Lightwave <lightwave@webcom.com>
Subject: Re: Transparency
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I tried playing around with edge transparency and the object transparency 
began to take on a diamond shape. It wouldn't stay in the same "shape" as 
the object itself, which was rectangular.

Thanks again,

Carl
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From owner-lightwave@webcom.com Mon May 15 14:32:20 1995
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To: "Adam B. Lang" <alang@ecst.csuchico.edu>
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Subject: Re: Dual Pentiums Manufactures?
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Flight Technologies manufactures a Dual Pentium system, our KittyHawk. If is 
fully upgradeable to our BarnStormer, which utilizes a 275 MHz Alpha processor.

We are reliable and have a number of customers that are extremely satisfied 
with our service and support. 

Regards,


>
>Can someone suggest manufactures of dual pentium systems that have some 
>reliablity and history behind them.
>
>thanks
>
>----------------------------------------------------------------
>|  Adam B. Lang -- WWW at http://www.ecst.csuchico.edu/~alang  |
>| e-mail : alang@ecst.csuchico.edu - Voice Mail : 916-244-5035 |
>----------------------------------------------------------------
>
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>
Chris Silva
Flight Technologies, Inc.
(816) 525-UFLY (8359)
Unparalleled Windows NT Workstation Solutions

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From owner-lightwave@webcom.com Mon May 15 14:46:05 1995
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Subject: Metamorph
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I'm doing a multiple target metamorph with 3.5sa. What I'm getting is
an acceleration near or at the key frames that change to the morph
target. IE when target 1-2 changes to 2-3.

I used 100% dissolve. The envelopes are for the singular morph events
like 1-2, 2-3, 3-final, therefore I'm only able to change the end points
unlike motion envs.

Tim
grover@cyber.net
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From owner-lightwave@webcom.com Mon May 15 15:01:10 1995
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Date: Mon, 15 May 95 16:53:05 
Subject: TRANSPARENCY
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 > I guess to be a little more descritive, I have a flat plane that 
 > will be 
 > my wall. It's got a fire texture moving up in the Y axis. I have 
 > transparency map that is also moving up the axis, but at a different 
 > 
 > rate. If I make the left and right side transparent, can't make the 
 > top 
 > transparent and still move it up along the y axis.
 > 
 > Suggestions?

Forget the plane.. Use a very flat tube, wide side towards the camera, and set
Edge Transparency to it (but without DoubleSided on).

Alan Chan
Vision Digital

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From owner-lightwave@webcom.com Mon May 15 15:17:00 1995
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Date: Mon, 15 May 1995 18:08:21 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: Transparency
To: Carl Andrew Johnson <cjohnson@crl.com>
Cc: Lightwave <lightwave@webcom.com>
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> I'm trying to create a Wall of Flames. I created a pretty good texture 
> using Kai's Power tools. The difficult part is getting both the edges and 
> portions of the interior to be transparent. I can create a transpaency 
> map where the edges are partially transparent, but I can't animate it 
> because the top edge has to remain partially transparent.
> 
> I guess to be a little more descritive, I have a flat plane that will be 
> my wall. It's got a fire texture moving up in the Y axis. I have 
> transparency map that is also moving up the axis, but at a different 
> rate. If I make the left and right side transparent, can't make the top 
> transparent and still move it up along the y axis.
> 
> Suggestions?


Here ya go...

Go into Modeller.  Find the location of the BOTTOM of the fire wall, and
the height of the wall.  The Bottom # will be the texture center, and the
height'll be used to figure out the falloff.

Go to Layout and find your firewall surface.
Set the transparency of your SURFACE (not the texture) to 100%.

Go into the Trans. Texture Map (the T). Go to the Texture Center, and punch
in the Y coord you got in modeler (the BOTTOM) into the Y in the Texture
Center.  

The whole purpose of that thing above was for the Texture Falloff.  Since
falloffs always go AWAY from the center, you would want the center at the
bottom.

Go to texture falloff.  figure out what percent of 1 meter the height of
your wall is ( 2 meters is 200%, 1/2 meter is 50%, ect.) and punch that
into the Y falloff (as a PERCENT, like .5 for 50%).  Hit F9.

What this SHOULD do is make a nice, gently gradient from completly solid
at the bottom to 100% transparent at the top (the texture falls off to no
effect, so the 100% surface transpanrency kicks in.  If the surface trans.
was 0%, the map would disolve into a solid surface.)

A quick note:  You may have to select Negative Image for the map to look
correct with the 100% transparent surface.

Hope this helps...

-- Joe

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From owner-lightwave@webcom.com Mon May 15 16:14:40 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: Transparency
To: Carl Andrew Johnson <cjohnson@crl.com>
Cc: Lightwave <lightwave@webcom.com>
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> I guess to be a little more descritive, I have a flat plane that will be 
> my wall. It's got a fire texture moving up in the Y axis. I have 
> transparency map that is also moving up the axis, but at a different 
> rate. If I make the left and right side transparent, can't make the top 
> transparent and still move it up along the y axis.
> 
> Suggestions?

make the Surface panel value for transparency = 100%, then use a falloff 
in the Transparency texture so it falls off to 100% transparent at the 
top. You can still use your image map for the other transparency.

JG
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From owner-lightwave@webcom.com Mon May 15 16:57:51 1995
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Date: Mon, 15 May 1995 20:00:36 -0400 (EDT)
From: James Brooks <jamesb@clark.net>
To: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: Gigamem stuff
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On Mon, 15 May 1995 davewarner@globalone.net wrote:


> 
> > Do you know HOW to get ADPro to use GigaMem's vitural memory?
> 
> I'll install ADPro on my A3000 and see what happens with Gigamem...give 
> me a few days though, as I'm trying to get some new animations done for 
> my demo reel and I don't want to go messing with new software 
> installations in the middle of a project.  =)


I understand.  

> 
> One question, in you Gigamem configuration for ADPro, do you have it set 
> to give ADPro "only virtual memory", "virtual memory first", or "normal 
> memory first"?  I want to try and duplicate your problem before trying to 
> solve it.

The way I have my prefs for ADPro are:

Normal mem first
Attribute 0
Min Size 50000
Cache Mem 300K
Buf Memory 3.0 MB
Mask 1

I hope this helps you find out what could be the prob.


Alex

---------------------------------------------------------------
James "Alex" Brooks              Amiga 4000/040/28MHz 20MB RAM
Lightwave 3.5 / Imagine 3.0      VideoToaster 4000 3.1
Syquest 3.5" 270MB		 Bernoulli 90Pro
NEC 3xp Triple Speed CDROM       Warp Engine 4028
Epson ES-600C Scanner            E-Mail: jamesb@clark.net
--------------------------------------------------------------

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From owner-lightwave@webcom.com Mon May 15 17:05:54 1995
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Date: Mon, 15 May 1995 20:12:29 -0400 (EDT)
From: louie <louiev@liii.com>
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: Gigamem stuff
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On Mon, 15 May 1995 davewarner@globalone.net wrote:

> > Do you know HOW to get ADPro to use GigaMem's vitural memory?
> 
> I'll install ADPro on my A3000 and see what happens with Gigamem...give 
> me a few days though, as I'm trying to get some new animations done for 
> my demo reel and I don't want to go messing with new software 
> installations in the middle of a project.  =)
> 
> One question, in you Gigamem configuration for ADPro, do you have it set 
> to give ADPro "only virtual memory", "virtual memory first", or "normal 
> memory first"?  I want to try and duplicate your problem before trying to 
> solve it.


My gigamen/adpro setting is set to use normal memory first. When Adpro 
starts it just "steals" the virtual memory. I have been using this way 
for a couple of years and it works fine.



louie



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From owner-lightwave@webcom.com Mon May 15 18:45:06 1995
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From: James Jones/Nibbles and Bits <jgjones@usa.net>
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To: lightwave@webcom.com

Grover@cyber.net said:

>I'm doing a multiple target metamorph with 3.5sa. What I'm getting is
>an acceleration near or at the key frames that change to the morph
>target. IE when target 1-2 changes to 2-3.
>
>I used 100% dissolve. The envelopes are for the singular morph events
>like 1-2, 2-3, 3-final, therefore I'm only able to change the end points
>unlike motion envs.

   You can still use Tension at the beginning and ending keframes of a 
morph envelopte to slow down the rate of change at those points...
   ...or do I misunderstand the problem? :)
   
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net
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From owner-lightwave@webcom.com Tue May 16 00:15:04 1995
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To: lightwave@webcom.com
From: dshaw@iccu6.ipswichcity.qld.gov.au (David Shaw)
Subject: Multiple Transparency Times.
Date: Tue, 16 May 1995 17:19:27
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Hi Everyone,

  I'm just curious about the time it's taking my 40Mhz Warp to render some 
tranparent stuff.

   I have a flat grid of squares and on screen at any one time there would be 
about 3 extruded with transparency set with Fractal Noise, Luminosity and 
Additive + Double SIDED.  By this I mean 1 behind the other so that they 
overlap a little.

  These frames are taking 1hr 2mins to render at 752x576 with AA Low + Field.  
Does this sound acceptible?  I've rendered other tranparent stuff but not 
normally with ADDITIVE and this many layers, and they didn't take this long.

  anyway just curious

David Shaw
ALL IMAGES 3D
Qld Australia
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From: 16-May-1995 0948 <leimberger@marbls.enet.dec.com>
To: lightwave@marbls.enet.dec.com
Apparently-To: lightwave@webcom.com
Subject: decal 
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   I have a MECHA model I have been working on. Well I have all the modeling
   done, and now I want to add detail. My problem is I have a hullplate
   bitmap(forge) used in the color, diffuse buttons. Now I want to add 
   numbers, emblems ect. In Imagine I simply loaded the map and used the 
   visual texture editor to size, and place the map. You can also use
   several pics on one plane, and they would auto transparent for you.
   How do I go about applying multiple maps in LW ? I don't want to 
   subdivide the torso into multiple objects if I can avoid it.

							bill 
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From owner-lightwave@webcom.com Tue May 16 11:35:35 1995
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Webcom may be experiencing some programs with subscription/unsubscription
requests so I'm just seeing if messages are getting through.

Also of note, those of you with Usenet access will probably notice the
newsgroup changing names soon due to a hierarchy reorganization of
comp.graphics.  The new newsgroup name "comp.graphics.apps.lightwave" will
probably be created by the end of this week.

Until next time,
Dan
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Daniel J. McCoy | djmccoy@primenet.com or netcom.com and dan@acti.com

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From owner-lightwave@webcom.com Tue May 16 11:36:55 1995
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Date: Mon, 15 May 95 22:57:50 
Subject: METAMORPH
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 > I'm doing a multiple target metamorph with 3.5sa. What I'm getting 
 > is
 > an acceleration near or at the key frames that change to the morph
 > target. IE when target 1-2 changes to 2-3.
 > 
 > I used 100% dissolve. The envelopes are for the singular morph 
 > events
 > like 1-2, 2-3, 3-final, therefore I'm only able to change the end 
 > points
 > unlike motion envs.

morph envelopes are splines.. if you want a steady speed, use the linear toggle.

AC

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From owner-lightwave@webcom.com Tue May 16 22:19:49 1995
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Date: Wed, 17 May 1995 01:22:37 -0400
Subject: Re: Multiple Transparency Times.
To: LightWave Mailing List <lightwave@webcom.com>
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On Tue, 16 May 1995, David Shaw wrote:

>   These frames are taking 1hr 2mins to render at 752x576 with AA Low + Field.  
> Does this sound acceptible?  I've rendered other tranparent stuff but not 
> normally with ADDITIVE and this many layers, and they didn't take this long.

Yup!  Any objects with transparency will significantly increase your 
render times...especially if you layer transparent objects.  Sounds like 
it's time for you to get a Raptor!  =)

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Tue May 16 22:55:42 1995
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Date: Wed, 17 May 1995 01:58:30 -0400
Subject: Re: decal 
To: LightWave Mailing List <lightwave@webcom.com>
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On Tue, 16 May 1995, 16-May-1995 0948 wrote:

>    I have a MECHA model I have been working on. Well I have all the modeling
>    done, and now I want to add detail. My problem is I have a hullplate
>    bitmap(forge) used in the color, diffuse buttons. Now I want to add 
>    numbers, emblems ect. In Imagine I simply loaded the map and used the 
>    visual texture editor to size, and place the map. You can also use
>    several pics on one plane, and they would auto transparent for you.
>    How do I go about applying multiple maps in LW ? I don't want to 
>    subdivide the torso into multiple objects if I can avoid it.


This is a common "mistake" that people make in LightWave...they model 
their object FIRST and then worry about surfacing later.  You need to 
have a clear idea of what your object's surfaces are going to look like 
before you begin modeling so that you can take the necessary steps to 
name your polygon surfaces properly.

It's not necessary to break up your object into multiple objects...in 
fact, this wouldn't help at all because all of the surfaces in all of 
your objects will still have the same names.

What you need to do is, when you're working on the object in Modeler,
select the polygons that are going to have a certain "decal" mapped onto 
them and then name a specific surface for those polygons....so if the 
chest plate of your robot is gonna have some sort of emblem on it, then 
name the polygons that make up your robot's chest section something like 
"RobotChestPlate"...you also may want to make little notations as to 
which axis these polygons are facing, so if they are aligned to the Z 
axis, then you would name the polygons "RobotChestPlateZ" or so.

Go back to Layout and load the images (your decals) that will be mapped 
onto the body parts of the robot from the Images panel.

Then, in the Layout Surfaces panel, you can select the surface you want 
to work with ("RobotChestPlateZ"), set your color and shininess and any
other attributes you want this part of the object to have, and then 
click on the Texture button to apply the image map (decal).  Select the 
image you want to use from the list of images you loaded in, click on 
the axis that these polygons are aligned to, (Z in this example) and then 
hit Automatic Sizing...this will automatically size and center your image 
map to fit on all the polygons contained within this surface.  You may 
need to tweak the image map's settings a bit to get it positioned exactly 
the way you want it, but the "hard" part is done automatically for you.

You can have a nearly unlimited number of surfaces in each object, so 
take advantage of this and name your polygons in such a way that will 
make your surfacing tasks easier...especially when using the Alphabetize 
Surface function in Layout.

You should try make use of Modeler's multiple layers whenever possible 
and everytime you add a new detail to your object, rename it's polygon 
surface to something you'll easily recognize and know how to work with 
when applying surface values in Layout.  

If you model your object without paying any attention to polygon surface 
names, you'll have an extremely frustrating time achieving a desired look 
when rendering!


Hope this all helped.....

                                      -David Warner
                                       Event Horizon Graphics



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From owner-lightwave@webcom.com Wed May 17 12:55:48 1995
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Date: Wed, 17 May 1995 15:39:45 -0400 (EDT)
From: Wes Parham <parham@phoenix.cs.uga.edu>
To: lightwave@webcom.com
Subject: Simple Chrome Query
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I've tried to accomplish a chrome effect with a bitmap of a grey gradient 
(actually a number of gradients), and get these unwanted bands of 
chromatic colour on the surface/.  I'm guessing that it has something to 
do with the size of the map.  EMail some help my way . Thanks in advo...
wes~
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From owner-lightwave@webcom.com Wed May 17 14:24:02 1995
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Date: 17 May 95 17:23:38 EDT
From: "Bruce G. Considine" <76260.2631@compuserve.com>
To: <lightwave@webcom.com>
Subject: Farmer LW's Render Farm
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Can anyone provide details on how to use LW PC's distributed rendering
capabilities?  I've read the manual but it still refers to screamernet software
and also about lighwave copies on other machines.  Do we have to copy just
layout to the remote renderers?

Thanks, Bruce

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From owner-lightwave@webcom.com Wed May 17 16:05:22 1995
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Date: Wed, 17 May 1995 16:11:14 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: Farmer LW's Render Farm
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>Can anyone provide details on how to use LW PC's distributed rendering
>capabilities?  I've read the manual but it still refers to screamernet software
>and also about lighwave copies on other machines.  Do we have to copy just
>layout to the remote renderers?
>
>Thanks, Bruce
>
Distributed rendering is not yet implemented. I keep hoping to see it in
the next beta.

Bryan 

---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Wed May 17 16:59:39 1995
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Date: Wed, 17 May 95 10:57 BST-1
From: zorlac@cix.compulink.co.uk (Stephen Loughran)
Subject: NT Lightwave
To: lightwave@webcom.com
Cc: zorlac@cix.compulink.co.uk
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Hi all,
    will the NT version of lightwave load scenes and objects from the 
amiga without any problems? does it cope with the '/' and '\' directory 
seperators properly? and what image file formats will it load and save 
in?

    steve

----------------------------------------------------------------------------
zorlac@cix.compulink.co.uk  |   SGI Indy2 (175MHz, 96Mb RAM) 1Gb SCSI-II
                            |   $Gb Micorpolis, CD-ROM , 16Gbx4  DAT Tape
Steve Loughran,             |   Alias PowerAnimator v6.0
Millennium Interactive Ltd, |   A2000/030@40MHz 1Mb CHIP 12Mb FAST,
Great Shelford,             |   Picasso II, GVP G-Lock, Scala MM300
Cambridge,                  |   Lightwave v3.5, Imagine, Essence, Vista,
England.                    |   AdPro, Scala MM300..anything I've missed?
Tel: +44 (0)223 844894      |   Oh yes, my beloved Yamaha YZF750R :)
----------------------------------------------------------------------------
  
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From owner-lightwave@webcom.com Wed May 17 17:01:31 1995
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Date: Wed, 17 May 1995 13:44:15 +0300 (IDT)
From: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Subject: Networks
To: LightWave Mailing List <lightwave@webcom.com>
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All :)

I'm trying to gconnect two amigas with several macs through tcp/ip  and 
EtherNet cards.

Would someone who does this please email me direct and tell me what's 
the best software to use? The main problem is that I can't move whole 
dirs ober the net.

Thanx,
Nir Hermoni, Israel
zapa@datasrv.co.il

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From owner-lightwave@webcom.com Wed May 17 17:01:59 1995
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Date: Wed, 17 May 1995 07:47:27 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: Lightwave <lightwave@webcom.com>
Subject: Transparency
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Thanks to all who gave suggestions and hints on how to work with 
transparency. It's working!

-Carl
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From owner-lightwave@webcom.com Wed May 17 17:16:28 1995
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Date: 17 May 95 10:49:40 EDT
From: "Bruce G. Considine" <76260.2631@compuserve.com>
To: <lightwave@webcom.com>
Subject: IK anyone?
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    Is there a way to limit the IK chain in lightwave?  I would like to limit
my IK chain to just the hands/arms and shoulders of my character so that I
could move its hand without the whole body pivoting (torso, hips, legs etc...).
I know I could turn off the rotations of all the parent objects I don't want in
the chain, but it will become tedious turning them off, then turning them on,
then off etc...  I suppose I could make targets for the parent objects just
to try pin them down but, I don't know how effective this would be.  I would
rather have the option of being able to define and redefine the chain.

Bruce

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From owner-lightwave@webcom.com Wed May 17 17:22:21 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: Farmer LW's Render Farm
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> Can anyone provide details on how to use LW PC's distributed rendering
> capabilities?  I've read the manual but it still refers to screamernet software
> and also about lighwave copies on other machines.  Do we have to copy just
> layout to the remote renderers?

LightWave's distributed rendering is not yet implemented, but will be for 
the final release...

JG
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From owner-lightwave@webcom.com Wed May 17 17:23:41 1995
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Date: Wed, 17 May 1995 17:22:47 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: NT Lightwave
To: Stephen Loughran <zorlac@cix.compulink.co.uk>
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>     will the NT version of lightwave load scenes and objects from the 
> amiga without any problems? does it cope with the '/' and '\' directory 
> seperators properly? and what image file formats will it load and save 
> in?

Yes. Yes. The final release will load/save a large number of formats due 
to Elastic Realities HIIP protocol. Im not certain what all the formats 
will be...

JG
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From owner-lightwave@webcom.com Wed May 17 17:33:35 1995
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From: dan@acti.com (Daniel J. McCoy)
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>Hi all,
>    will the NT version of lightwave load scenes and objects from the 
>amiga without any problems? does it cope with the '/' and '\' directory 
>seperators properly? and what image file formats will it load and save 
>in?

I've had no problems loading scenes and objects I had on my Amiga into
LightWave for NT outside of having to tell NT where the objects and images
were since the paths change (no my3D: type assigns in NT.  :( ).  The
directory slashes of the Amiga was no problem at all (though I wonder if
streamlining NT and NOT loading the POSIX services would kill that off).  

The pre-release loads the IFFs with no problems (haven't tried framestores).
Image export wise, it'll do IFFs and Targa files.  It has been said that the
full release will allow for a lot more formats for image importing and
exporting via Elastic Reality's HIIP.

Dan
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From owner-lightwave@webcom.com Wed May 17 17:56:33 1995
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Date: Wed, 17 May 1995 07:44:18 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: Lightwave <lightwave@webcom.com>
Subject: Decals
Message-Id: <Pine.SUN.3.91.950517073838.4290A-100000@crl.crl.com>
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Having also gone from the Imagine environment to Lightwave, being able to 
slap decals onto an object is a feature I sorely miss. And even though 
you can rename your surfaces, this still doesn't give a solution as 
simple as the Imagine one.

Unfortunatly, what you're going to have to do, is create a special image 
map in Forge, just for the part you want, as slap a number on it. I know, 
it ain't as easy as Imagine, but Lightwave ain't Imagine.

And hopefully if Mr. Ferguson and Mr. Hastings are tuned in, one other 
thing I like about Imagine, better than Lightwave, is the ability to save 
a group of objects is the same file. For example a fully articulated 
humanoid model can be saved as a single file in Imagine. There would be 
no need to save it as a couple of dozen disjointed body parts linked to 
gether by the description in a scene file. Maybe we'll see this in 
Lightwave 5.0 for the Mac??? :)

And for the record, I deleted Imagine off my hard drive two months after 
I got Lightwave.

-Carl
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From owner-lightwave@webcom.com Wed May 17 18:02:24 1995
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Date: Thu, 18 May 95 02:05 BST-1
From: garygfx@cix.compulink.co.uk (Gary Fenton)
Subject: Latest release date
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NewTek told me today that the full release version of LW4 is due on 1st
June 1995 for both Amiga and PC. Not long to wait now....


Gary F.  
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From owner-lightwave@webcom.com Wed May 17 18:18:35 1995
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From: t.taylor4@genie.geis.com
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Date: Wed, 17 May 95 16:16:00 UTC
To: lightwave@webcom.com
Subject: PC: Update, dual P100 systems
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Well, the tale gets stranger down the line....
 
A brief overview for all interested:  Finally got my Dual Pentium
100mhz system here, working.  I fire up Lightwave and get poor render
speeds.  As a spoof, I powered down, disabled the second CPU
re-installed Windows NT (non multiprocessor version necessary)... and
better render speeds resulted!!
 
Texture's examples scene:       All Trace functions ON
                                Medium Antialiasing
                                Adaptive Sampling = 18
                                Soft Filter ON
                                Medium Res
 
Amiga 4000/40mhz        1 CPU P5/100mhz         2 CPU P5/100mhz
  12m55s (775)              4m47s (287)            6m6s (366)
 
Speed Index (Times faster than my A4000)
      1                         2.7                   2.1
 
If anyone can figure this one out, I'd love to hear an explaination.
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From owner-lightwave@webcom.com Wed May 17 18:33:07 1995
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From: thierry@ix.netcom.com (Thierry Humeau )
Subject: Sony DAT Flyer backups
To: johnc@mcs.com
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Is anyone using a Sony SDK or SDT-5000/M series?  I do but I am 
encontering several problems.  I have just tried my first
project backups and for some reason, I can only fit 1 Gig of data on a 
60 meters DAT tape.  Also, this drive is given an average sustained 
transfer rate of 732 KB/sec. and the Flyer backup program reports only 
data transfer rates around 150/200 KB/sec.

The drive has several internal jumper settings and I am not sure if I 
configured it properly.  Here are my settings:

- SCSI 3 = 5
- Data Compression = Disabled
- SCSI Parity = On
- Termination power = On
- Terminator = On (the drive is hooked up to my C audio drive)

Is anyone using this type of DAT drive to backup Flyer projects and if 
yes, do you get better performances and storage capacities?

I am waiting for 120 meters data cartridges but for now I am using DAT 
audio tapes that are 60 meters long.

Thanks for your input.

Thierry.
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*******************************************************
Thierry Humeau 			tel: 301-933-3008              
Cameraman/Producer		fax: 301-933-2868
Freelance/TV Networks			thierry@ix.netcom.com  
*******************************************************

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From owner-lightwave@webcom.com Wed May 17 18:50:17 1995
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From: Kent Cedola <kentce@microsoft.com>
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Date: Wed, 17 May 95 18:47:01 TZ
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Speaking of distributed rendering.   Will one need additional dongles 
or will a single dongle cover X rendering only machines?  (I would love 
to start a rendering session on a Quad 275mhz Alpha box :-)

-- Kent


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From owner-lightwave@webcom.com Wed May 17 20:51:50 1995
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Date: Wed, 17 May 1995 20:53:51 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: toaster@webcom.com
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Subject: Re: Sony DAT Flyer backups
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A friend is using the same or similar drive, Sony DDS2 4-8GB. He's 
getting the same or similar results. Takes a >very< long time to backup 
and tape capacity is about half what it should be.

He did not experience this much "off spec" with DOS volume backups using 
AmiBack, although it wasn't "up to spec" then either, he was using the 
WarpSCSI2 and getting 350-500KB/sec. I think the 732KB/sec is a >burst< 
transfer rate.

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Wed May 17 20:51:51 1995
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Subject: BadSurfMorph
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OKay here's a brain bender for all the LWheads out there........
I receintly did an animation where I had to animate a weed sprayer.
That part was easy what turned out to be a headache was the anim of
the weed first wilting then turning brown then fading out of the
sceen. All these three things I had assumed could be easily done with
the morph feature of Lightwave. Apparently not so... I used one Weed
object conected to 3 Weed morph targets each with there own surfaces
and each with a slightly different shade of green/brown. As far as
the objects shape morphing from 1 thru 4 every thing was peachy! but
for the life of me I could not get that weed to turn from green to
brown no matter how the surface button was set I finally had to
sepparate to objects into 2 separtarate morphs. Is this how it is
suppost to work fellas? I though morph targets could string out to 16
or so targets what am I missing in all this? Help me understand LW
people.
 
 
.......NORV-MAN.........nmaples1@genie.geis.com
 
 
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From owner-lightwave@webcom.com Wed May 17 21:21:04 1995
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Date: Thu, 18 May 95 00:23 EDT
From: ssoltz@sauron.multiverse.com (ssk.multiverse.com)
Subject: Re: IK anyone?
To: "Bruce G. Considine" <76260.2631@compuserve.com>, <lightwave@webcom.com>
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<---- Begin Included Message ---->

    Is there a way to limit the IK chain in lightwave?  I would like to limit
my IK chain to just the hands/arms and shoulders of my character so that I
could move its hand without the whole body pivoting (torso, hips, legs 
etc...).
I know I could turn off the rotations of all the parent objects I don't want 
in
the chain, but it will become tedious turning them off, then turning them on,
then off etc...  I suppose I could make targets for the parent objects just
to try pin them down but, I don't know how effective this would be.  I would
rather have the option of being able to define and redefine the chain.


<---- End Included Message ---->

I'm a little confused by this one, maybe I just don't understand what you're 
trying to do. If you parent the hands to the arms and in turn the arms to the 
shoulder (then shoulder to torso), you shouldn't have any problems. Possibly 
you have the items parented backwards ? Possibly the pivot points of each of 
your body parts are not located at the exact spot where it should rotate via 
the parented part. In any case you should have no problem pivoting the hand 
without the rest of the IK hierarchy.

Steve Soltz
President
SSK Creatives

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From owner-lightwave@webcom.com Wed May 17 22:20:44 1995
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Date: Thu, 18 May 1995 01:14:22 -0400 (EDT)
From: edreams <edreams@pd.org>
To: Carl Andrew Johnson <cjohnson@crl.com>
Cc: Lightwave <lightwave@webcom.com>
Subject: Re: Decals
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I want to add another caveat to the Imagine to Lightwave switch.  In 
Imagine 3.0, I can have one color texture for say reptile scales on a 
lizard-man, another color texture for hit tattoos, and if necessary, add 
a third or fourth color texture for wounds, ect.. all on the same group 
of polygons.  Makes life much, much easier.  Also, visual placement or 
movement of 'decals' would be wonderful in layout.  I have NO way to tell 
where what texture is located if I did not model the object.  For very 
large projects with multiple people at multiple locations working on 
pieces of the same object or scene, more visual clues would be wonderful. 

Besides, with the 'name your polygons something different and put an 
image on it' solution, what happens if I need a bump map underneath the 
color map to move and change with the one on the reast of the object.  
(see lizard skin example above).  

Any solutions to my troubles?  

I'm not flaming lightwave or putting imagine over lightwave, but am in a 
very un-enviable position of convincing a group of animators to switch 
from Imagine (which they have several years experience in) to Lightwave 
for their next major project.  

Scott Bragg              Electron Dreams
edreams@noel.pd.org      an animation house

specialties:  3D Animation and Simulation

/************************************************************************/
/* Take your dying with some seriousness, however.  Laughing on the way */
/* to your execution is not generally understood by less-advanced       */
/* life-forms and they'll call you crazy.                               */
/*              -- Messiah's Handbook: Reminders for the Advanced Soul  */
/************************************************************************/

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From owner-lightwave@webcom.com Wed May 17 22:32:42 1995
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Date: Thu, 18 May 1995 01:24:59 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: decal 
Cc: LightWave Mailing List <lightwave@webcom.com>
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> >    I have a MECHA model I have been working on. Well I have all the modeling
> >    done, and now I want to add detail. My problem is I have a hullplate
> >    bitmap(forge) used in the color, diffuse buttons. Now I want to add 
> >    numbers, emblems ect. In Imagine I simply loaded the map and used the 
> >    visual texture editor to size, and place the map. You can also use
> >    several pics on one plane, and they would auto transparent for you.
> >    How do I go about applying multiple maps in LW ? I don't want to 
> >    subdivide the torso into multiple objects if I can avoid it.

A very useful function for surface details is the Boolean/Stencil
funciton.  Say you have a triangular image (one of those caution markers)
that you want mapped on the right shoulder.  Load the Image into Layout,
the go into Modeler.  Select it as the background image.  You'll probobly
have to tweak the size a bit -- try typing in the images resolution (say,
320x200) for the X and Y axis, which should give you a pretty good match.

Add a point to each corner of the triangle (do it clockwise) and hit p to
make a polygon.  Extrude it, so it had some depth, and rotated ti so it is
aligned to where you want it mapped onto the shoulder.  Mkae sure it's
partway through the shoulder, the Boolean Stencil.  Give it a new surface
named "Tri_Detail_X" (X is for reference in Layout, X axis).  Export the
whole object into layout (I forget, but you may want to do a merge points,
too.)

(BTW, If you have Pixel Pro, you can use that to make the "triangle" or
whatever -- it's a LOT easier than tracing...)

In layout, set the surface settings for the detail surface to be the same
as your whole Mecha's main surface (in this case, the shoulder).  Then, go
into the Color Texture Map panek, select the image, and autosize it along
the X axis (or whatever).  When you do a render, the image should fit
perfectly into the trianlular space, and leave no hint of black around the
edges (assuming your image is the EXACT size of the image file (meaning
you don't have a 10 pixel image in the center of a 320x200 screen --
you'll have to do a LOT of tweaking then...)

Also, there are Detail Polygons in Modeler, but those are rarely used
since Boolean Stencil appear.  Check Attach/Detach in the manual for info
on Detail Polys.

Hope this helps...

-- Joe

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From owner-lightwave@webcom.com Wed May 17 22:58:42 1995
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From: Joe Angell <jangell@risd.edu>
Subject: Re: Farmer LW's Render Farm
To: "Bruce G. Considine" <76260.2631@compuserve.com>
Cc: lightwave@webcom.com
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> Can anyone provide details on how to use LW PC's distributed rendering
> capabilities?  I've read the manual but it still refers to screamernet software
> and also about lighwave copies on other machines.  Do we have to copy just
> layout to the remote renderers?
> 
> Thanks, Bruce

Simple:  Wait another 4 weeks or so for the final version.  Chcuk Baker
(NewTeck BBS SysOp) said that there'll be a module in the LW 4.0 package
that is LW, but only renders, and can be used on any number of machines
for distribted rendering.  Catch:  It currently wil only work on a series
of similar processors (Amigas to Amigas, Intel to Intel, ect.)  From what
I can tell, it's like the 3DS distributed rendering.  Hope this helps...

-- JOe

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From owner-lightwave@webcom.com Wed May 17 23:05:21 1995
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To: Mads Storm Andersen <msainf@carlbro.dk>
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On Mon, 15 May 1995, Mads Storm Andersen wrote:

> Hi...
> 
> I need the Inet subscribtion address for LightwavePro Mag..

The subscription address is avid@cup.portal.com

Christian (bss104@bangor.ac.uk)


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From owner-lightwave@webcom.com Wed May 17 23:07:31 1995
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From: Joe Angell <jangell@risd.edu>
Subject: Re: IK anyone?
To: "Bruce G. Considine" <76260.2631@compuserve.com>
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>     Is there a way to limit the IK chain in lightwave?  I would like to limit
> my IK chain to just the hands/arms and shoulders of my character so that I
> could move its hand without the whole body pivoting (torso, hips, legs etc...).
> I know I could turn off the rotations of all the parent objects I don't want in
> the chain, but it will become tedious turning them off, then turning them on,
> then off etc...  I suppose I could make targets for the parent objects just
> to try pin them down but, I don't know how effective this would be.  I would
> rather have the option of being able to define and redefine the chain.

I don't have LW pre-release yet, but I do have the docs (go fig -- the
Flyer tells you how goals works).  From what I can tell, If you Parent the
Arm to the body, but don't Goal the arm to the body, it'll be OK.  Of
course, I can't test this until LW 4.0 Amiga, and THEN IK will be all
different...

-- Joe

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From owner-lightwave@webcom.com Wed May 17 23:14:16 1995
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Date: Thu, 18 May 1995 02:10:50 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: re: HIIP Formats
To: John Gross <jgross@netcom.com>
Cc: Stephen Loughran <zorlac@cix.compulink.co.uk>, lightwave@webcom.com,
        Toaster/Flyer Mailing List <toaster@webcom.com>
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> >     will the NT version of lightwave load scenes and objects from the 
> > amiga without any problems? does it cope with the '/' and '\' directory 
> > seperators properly? and what image file formats will it load and save 
> > in?
> 
> Yes. Yes. The final release will load/save a large number of formats due 
> to Elastic Realities HIIP protocol. Im not certain what all the formats 
> will be...

For anyone interested, here's what Flyer 4.03 has in the HIIP dir...

Loaders & Savers:
  Alias                       
  BMP                         
  Cineon                      
  FLIC                         
  Framestore                    
  IFF                         
  JPEG                           
  PCX                         
  PICT                       
  Pixar                      
  QRT                         
  Rendition                     
  SGI                     
  SoftImage                 
  SunRaster                     
  TARGA                      
  TIFF                       
  Wavefront                     
  XWindows                         
  YUV 

I'm wondering if Flyer 4.1 (the so-called FINAL release version) will
allow you to double-click on ANY file in the Flyer Switcher and load it,
as opposed to using the Import Script (same with TPaint).  All we need now
is Amiga OS 3.0 DataTypes...

-- Joe

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From owner-lightwave@webcom.com Wed May 17 23:40:47 1995
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From: dretch@IslandNet.com (Christopher Stewart)
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In a message dated Tue, 16 May 95 06:45 leimberger@marbls.enet.dec.com writes:

L>    I have a MECHA model I have been working on. Well I have all the
L> modeling
L>    done, and now I want to add detail. My problem is I have a hullplate
L>    bitmap(forge) used in the color, diffuse buttons. Now I want to add 
L>    numbers, emblems ect. In Imagine I simply loaded the map and used the 
L>    visual texture editor to size, and place the map. You can also use
L>    several pics on one plane, and they would auto transparent for you.
L>    How do I go about applying multiple maps in LW ? I don't want to 
L>    subdivide the torso into multiple objects if I can avoid it.


     I don't use multiple brushmaps but ADPRO's text visual operator
to put text on the existing map. The only other way I've found is
to subdivide the model and stencil in the text....

                                          Christopher

-----------
"I wish there was a knob on the TV          Christopher Stewart
 to turn up the intelligence.                 PRIMORDIAL SOUP
 There's a knob called `brightness',       Graphics and Animation
 but it doesn't work." -- Gallagher         Dretch@IslandNet.com
-------------------------------



* Offline Orbit 0.73c *
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From owner-lightwave@webcom.com Thu May 18 00:09:43 1995
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Subject: Re: Farmer LW's Render Farm
Lines: 18
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>Speaking of distributed rendering.   Will one need additional dongles
>or will a single dongle cover X rendering only machines?  (I would love
>to start a rendering session on a Quad 275mhz Alpha box :-)

	No useful information, but an opinion.

	Seeing as how 3DS has no-dongle-rendering , and I assume Newtek is
	looking to compete, it would certainly behoove them to have
	no-dongle distributed rendering.

	Layout, of course, should be dongled 'til its teeth aches.

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From owner-lightwave@webcom.com Thu May 18 00:48:32 1995
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From: justin.barrett@tenforward.com (Justin Barrett)
Subject: Re: decal
Date: Thu, 18 May 1995 05:25:59 GMT
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Le>    I have a MECHA model I have been working on. Well I have all the
Le>   modeling done, and now I want to add detail. My problem is I have a
Le>   hullplate bitmap(forge) used in the color, diffuse buttons. Now I want
Le>   to add numbers, emblems ect. In Imagine I simply loaded the map and
Le>   used the visual texture editor to size, and place the map. You can
Le>   also use several pics on one plane, and they would auto transparent
Le>   for you.  How do I go about applying multiple maps in LW ? I don't
Le>   want to subdivide the torso into multiple objects if I can avoid it.

One way to add details is with the Attach button, in the Polygon menu. 
This allows you to "stick" polygons onto other polygons.  This is
especially good for lettering on ships and such, as you can place these
"detail polygons" precisely where you want them on your model.  Otherwise 
you'd be trying to make the text as part of your main image map and hoping 
the letters would get in the right place.  Detail polygons have their own
surface names, making texturing a breeze.

Justin

... I'm sorry, I can't hear you.  I have a banana in my ear.
 * Q-Blue 1.0 *
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From owner-lightwave@webcom.com Thu May 18 01:39:53 1995
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Date: Thu, 18 May 1995 16:35:27 +0800 (SST)
From: Peter Bowmar <bpj1@titan.np.ac.sg>
To: lightwave@webcom.com
Subject: LW slower under Win95!!
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Well, it's possible I could be doing something wrong, since I hate 
Microsoft OSs with a passion and therefore end up not knowing much about 
them, but Lightwave Prerelease, far as I can tell, runs slower under 
Win95 than Win3.1 + Win32s. Doesn't make sense, but neither does a world 
where Microsoft is the standard!

The stats:

The Juggler, loaded direct from HD, hit F9 (trace shadows, ref, med res 
NTSC d2, AA low, Adapt 8 - I think, but each machine was identical)

Win3.1+Win32: 2min 9sec
Win95: 2min 38sec

These are IDENTICAL Pentium 90mhz, 32mb RAM.
Lightwave for 3.1 was installed with Win32s when it asks. Lightwave for 
Win95 was installed as though under NT (as advised on this list.) Anybody 
got any ideas?

------------
Peter Bowmar
------------

And remember, if it says "Microsoft" you know it sucks!

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From owner-lightwave@webcom.com Thu May 18 02:00:24 1995
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Date: Thu, 18 May 1995 05:03:10 -0400
Subject: Re: decal 
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On Wed, 17 May 1995, Mike McCool wrote:

> 	Great advice, you, about paying attention to surfaces AS we model
> them, not after.  I think all of us must start out backwards here--or at
> least not thinking very far forwards. 


Glad you found it useful...I speak from experience!  It took me at least 
a year and a half before it finally sunk in that there was an easier way 
of setting surfaces!  

Definitely the best way I've found is to make use of the multiple layers 
and name every new object-part with a new surface name.

                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Thu May 18 02:33:19 1995
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Subject: Re: BadSurfMorph
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On Thu, 18 May 1995 n.maples1@genie.geis.com wrote:

> for the life of me I could not get that weed to turn from green to
> brown no matter how the surface button was set I finally had to
> sepparate to objects into 2 separtarate morphs. Is this how it is
> suppost to work fellas? I though morph targets could string out to 16
> or so targets what am I missing in all this? Help me understand LW
> people.


What version of LightWave are you using?  I think 3.0 up has a "Morph 
Surfaces" button next to the Object's morph envelope button.  I've done 
morphs similar to what you've described with no problem whatsoever just 
by clicking on the "Morph Surfaces" button.

Sounds like you came up with a usable alternative, but what a pain that 
is, eh?  I can remember going through the same crap with LW 2.0!

                                      -David Warner
                                       Event Horizon Graphics

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Date: Thu, 18 May 1995 05:52:19 -0400
Subject: Re: Decals
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On Thu, 18 May 1995, edreams wrote:

> Besides, with the 'name your polygons something different and put an 
> image on it' solution, what happens if I need a bump map underneath the 
> color map to move and change with the one on the reast of the object.  
> (see lizard skin example above).  
> 
> Any solutions to my troubles?  


Yup!  When you go to set your Bump map, first select the same type of 
image mapping you used for the Color map, aligned along the same axis, 
and then hit Automatic Sizing like you did for the Color map...you'll get 
the exact same Texture Size and Texture Center settings for the Bump map 
as you have set for the Color map.  Then, when you change your type of 
image mapping to something like Fractal Bumps, those same values will 
still be in place for Texture Size and Texture Center....all you have to 
do now is set a velocity for you moving bumps.

I know what you're saying...Imagine did not TOTALLY suck...there were a 
few good features they hit upon around version 2.0, but overall the 
program was just not very friendly and it didn't allow users to 
efficiently set up animations.  I struggled with Imagine for years...even 
before it was called Imagine (anyone remember Turbo Silver?)...and after 
about a month of working with LightWave, I never went back!

It would definitely be nice if we could apply multiple textures to the 
same surface (and not just Color map OR Bump map OR Diffuse map OR etc)
but I think the the new Plug-In architecture will allow for just this 
kind of thing...isn't that one of the things that Xaos Tools is working 
on?  And I seem to recall someone mentioning something about Steve Worley 
making a Forge plug-in for LightWave....can you imagine (no pun intended) 
having the Essence procedural textures available from within LightWave 
WITH the ability to layer them?!   Can you say "cool"?

The ability to save Groups of objects (ala Imagine) would be very nice....
how about the ability to set up skeletal structures using Bones from 
within Modeler, similar to Imagine's Cycle editor???

Too bad Allen and Stuart don't read this mailing list anymore....

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Thu May 18 02:56:26 1995
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From: Rowan Crawford <sumaleth@daemon.apana.org.au>
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Subject: Re: Farmer LW's Render Farm
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Date: Thu, 18 May 1995 19:58:53 +1000 (EST)
In-Reply-To: <Pine.3.05.9505180208.E17210-a100000@minnie> from "Joe Angell" at May 18, 95 02:00:10 am
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> (NewTeck BBS SysOp) said that there'll be a module in the LW 4.0 package
> that is LW, but only renders, and can be used on any number of machines
> for distribted rendering.  Catch:  It currently wil only work on a series
> of similar processors (Amigas to Amigas, Intel to Intel, ect.)  From what

WHAT? Is that likely to be fixed at some stage? Gawd knows how many
Amiga owners plan(ned) to buy a PC for rendering...

Row.

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From owner-lightwave@webcom.com Thu May 18 03:42:54 1995
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From: 18-May-1995 0627 <leimberger@marbls.enet.dec.com>
To: "cjohnson@crl.com"@24580.enet.dec.com
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>Having also gone from the Imagine environment to Lightwave, being able to 
>slap decals onto an object is a feature I sorely miss. And even though 
>you can rename your surfaces, this still doesn't give a solution as 
>simple as the Imagine one.

  Well if I wanted to rotate one pic and put it on the same surface as
  another I would have to do it in ADPro and try to get it to map correctly
  in Lightwave. Bottom line is it stinks. I guess it comes down to adding
  surfaces to my exsisting object(ie: make a plane size the plane, line it
  up on the desired axis, rotate it and then do a union.) 

>Unfortunatly, what you're going to have to do, is create a special image 
>map in Forge, just for the part you want, as slap a number on it. I know, 
>it ain't as easy as Imagine, but Lightwave ain't Imagine.
    I did just that. I took an emblem composisted it over the hullplate
 texture and then used it on it's own surface. Now I have this neat emblem
 on the object with the hullplate and it looks nice,but wait I have used my 
 ONE available color and forfited the ability to use it for fractal noise.
 I did the rest of the torso by making it a green and added the hullplate
 as diffuse. Now that looks good, and I can add fractal noise under color
 but  it will not work with the mixed in=mages we discussed. 

 >And hopefully if Mr. Ferguson and Mr. Hastings are tuned in, one other 
 >thing I like about Imagine, better than Lightwave, is the ability to save 
 >a group of objects is the same file. For example a fully articulated 
 >humanoid model can be saved as a single file in Imagine. There would be 
 >no need to save it as a couple of dozen disjointed body parts linked to 
 >gether by the description in a scene file. Maybe we'll see this in 
 >Lightwave 5.0 for the Mac??? :)
 
 I miss this too. I went thru the pian of resiging a complexx model last
 night in modeler. You can do the whole thing at once but then you have to
 suffer breaking it apart again for animation . 

 >And for the record, I deleted Imagine off my hard drive two months after 
 >I got Lightwave.
 
 For the record I did not. It still serves nicely to render forge images. 
 Now it may serve nicely as a composit program to replace ADPro. I could
 add my many brushes render it out and use that as my map in lightwave.
 As much as I like LW it has some glaring problems when it comes to
 surfacing, and in cases as you stated object handeling.
						bill
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From owner-lightwave@webcom.com Thu May 18 04:47:01 1995
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From: thierry@ix.netcom.com (Thierry Humeau )
Subject: Fwd: Sony DAT Flyer backups -Svar
To: toaster@webcom.com
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You wrote about Flyer backups with Sony SDK-5000/M DAT drive:

>Try turning the Hardware Compression on. It will most of the time compress
>you data alot and then it will only have to write less data to you tape.
>(I use a HP 2-4 gb DAT for my PC, and have had the same problem.)
>But the again, it might be a software problem.. (The flyer might be slow!!!)

I disabled hardware compression because I read somewhere that you should not try 
to compressed already heavily compressed data (e.i. VTASC video clips), but I'll 
give it a try.

thierry.
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From owner-lightwave@webcom.com Thu May 18 05:08:19 1995
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Very sorry to post a useless message but I dont seem to be receiving 
any messages from here at all :( 
 I've unsubscribed from netcom and subscribed to this list - I got 
the welcome to the lightwave ml from webcom.
 Am I really on the list Dan?
 If so where's everyone gone?
<bcs93js@dmu.ac.uk>
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From owner-lightwave@webcom.com Thu May 18 05:17:49 1995
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Very sorry to post a useless message but I dont seem to be receiving 
any messages from here at all :( 
 I've unsubscribed from netcom and subscribed to this list - I got 
the welcome to the lightwave ml from webcom.
 Am I really on the list Dan?
 If so where's everyone gone?
<bcs93js@dmu.ac.uk>
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From owner-lightwave@webcom.com Thu May 18 06:09:53 1995
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Date: Thu, 18 May 1995 09:13:33
From: rboyd@foxboro.com (Robert Boyd)
To: garygfx@cix.compulink.co.uk
Subject: Re: Latest release date
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>Date: Thu, 18 May 95 02:05 BST-1
>From: garygfx@cix.compulink.co.uk (Gary Fenton)
>Subject: Latest release date
>To: lightwave@webcom.com

>NewTek told me today that the full release version of LW4 is due on 1st
>June 1995 for both Amiga and PC. Not long to wait now....


>Gary F.  

Yea, and Windows95 should be quick to follow! ;)

                    
Rob Boyd

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From owner-lightwave@webcom.com Thu May 18 10:23:40 1995
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Date: Thu, 18 May 1995 10:25:22 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: IK anyone?
To: "Bruce G. Considine" <76260.2631@compuserve.com>
Cc: lightwave@webcom.com
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>     Is there a way to limit the IK chain in lightwave?  I would like to limit
> my IK chain to just the hands/arms and shoulders of my character so that I
> could move its hand without the whole body pivoting (torso, hips, legs etc...).
> I know I could turn off the rotations of all the parent objects I don't want in
> the chain, but it will become tedious turning them off, then turning them on,
> then off etc...  I suppose I could make targets for the parent objects just
> to try pin them down but, I don't know how effective this would be.  I would
> rather have the option of being able to define and redefine the chain.

In the prerelease, no. In the final release, yes.

JG
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From owner-lightwave@webcom.com Thu May 18 10:37:45 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: BadSurfMorph
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> OKay here's a brain bender for all the LWheads out there........
> Stuff cut about a multiple weed morph and surfaces not morphing...

LightWavee can handle up to 40 morphs, but if you Morph Surfaces, you 
will only get the change from the first object to the second. Your 
solution of dissolving out objects is the recommended option around this.

JG
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From owner-lightwave@webcom.com Thu May 18 10:54:54 1995
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From: Manuel Coats <mcoats@qnet.com>
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Quick Questions:
I've got a an object with an image sequence playing on it.  The sequence 
though are 10 seperate pictures.   I want each picture to show for 10 
frames, then cut to the next picture, for a fast cuts-type edit.  Other 
than copying each of the images (and I've got a lot of 'em) 10 times and 
renaming them is sequence, i.e. screen001.tga, screen002.tga, etc. how 
could this be accomplished?  I've done tons of sequence mapping in the 
past, but this one has be boggled.  I can't think of a work around 
without doing what I mentioned above or manually setting up multiple 
scene files and rendering them out 10 frames at a time (which wouldn't be 
a problem is I had a macro or plug-in on the PC to do multiple scene 
renderings like PowerMacros did.

Manny


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From owner-lightwave@webcom.com Thu May 18 11:08:36 1995
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Date: 18 May 95 14:10:01 EDT
From: "Bruce G. Considine" <76260.2631@compuserve.com>
To: <lightwave@webcom.com>
Subject: IK anyone?
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Steve Soltz responded
>>>>In any case you should have no problem pivoting the hand without the rest
of the IK hierarchy.

    My LW character consists of multiple objects in a heirarchy.  The hips are
at the top, (there are also nulls for extra control higher than the hips).
Below the hips are the legs and the torso, below the torso are the upper arms,
then the lower arms, then the hands.  I made a target null for a hand, I wanted
to use IK to have the character move its arm so that the hand went to the face.
When I started moving the target null not only the hand and arm moved, but the
whole body pivoted.  IK was pivoting the joints higher in the heirarchy than I
wanted.  The only way to limit this currently seems to be to turn of all the
rotation buttons for those higher objects.  Depending on what's being done and
the construction of a character, I think this could result in a lot of button
pushing.
    It would be nice to be able to not only have a goal object, but to
pick an anchor or a terminating object in the chain so that IK would then only
function on the objects in between.  Then you could have one IK chain for each
arm, one for each leg and foot. etc...
    Has anyone doing LW character animation used IK in its current form?  Any
comments?  Can anyone comment on how other packages execute IK?  Although I
have been doing character animation with LW comming up on three quarters
of a year now, this is my first brush with IK.  I haven't yet spent a lot of
time working with IK.

Thanks, Bruce

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From owner-lightwave@webcom.com Thu May 18 12:22:44 1995
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From: Wes Parham <parham@phoenix.cs.uga.edu>
To: Carl Andrew Johnson <cjohnson@crl.com>
Cc: Lightwave <lightwave@webcom.com>
Subject: Re: Decals
In-Reply-To: <Pine.SUN.3.91.950517073838.4290A-100000@crl.crl.com>
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  I'm working on a banner with text on it and came across this 
(limitation?), too.  My fix was to commit to the 'ground' color as 
defined in my text map, and then used a second map that was just a small 
block of that same ground color.  Of course, this fix wouldn't work as 
well for a detailed 'ground' surface, but for quick n' dirty it did the 
trick! 

wes~

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From owner-lightwave@webcom.com Thu May 18 13:48:14 1995
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Date: Thu, 18 May 95 12:53:30 EDT
From: Todd Aubin <taubin@FASTech.Com>
Message-Id: <9505181253.A08025@felix.fastech.com>
To: lightwave@webcom.com, t.taylor4@genie.geis.com
Subject: Re: PC: Update, dual P100 systems
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The problem here is that the test you ran is not a valid dual processor
test. A better test would be:

        1) perform the same render again
                while
        2) run modeler and  model a ball to the 2nd or 3rd level of 
           tesselation (spelling, sorry)

See modeler will run on cpu-A and the rendering will run on cpu-B.

lightwave does not contain parallel threads for execution. This is
readily apparent by the single executable. One of the nice items
in NT land is the DLL's. One process can have the DLL's already in
memory and save on the paging time.


Another note in the same area, from my personal experience installing
some multi-processor (supposedly SMP) boxes:

        Three cpus are NOT 3 * x.

        One cpu =  1.0
        Two cpu =  1.9
        Three cpu = 2.6
        Four cpu  = 3.4

There is an overhead incurred whenever you add another cpu, UNLESS the software
has been written to run on parrallel process.

and NO, I could name any one executable availble today that runs on multiple
pentiums, in parallel. 

- todd


______________________________ Reply Separator _________________________________
Subject: PC: Update, dual P100 systems
Author:  t.taylor4@genie.geis.com at felix
Date:    5/17/95 4:16 PM


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Well, the tale gets stranger down the line....
     
A brief overview for all interested:  Finally got my Dual Pentium 
100mhz system here, working.  I fire up Lightwave and get poor render 
speeds.  As a spoof, I powered down, disabled the second CPU 
re-installed Windows NT (non multiprocessor version necessary)... and 
better render speeds resulted!!
     
Texture's examples scene:       All Trace functions ON
                                Medium Antialiasing
                                Adaptive Sampling = 18
                                Soft Filter ON
                                Medium Res
     
Amiga 4000/40mhz        1 CPU P5/100mhz         2 CPU P5/100mhz
  12m55s (775)              4m47s (287)            6m6s (366)
     
Speed Index (Times faster than my A4000)
      1                         2.7                   2.1
     
If anyone can figure this one out, I'd love to hear an explaination. 
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From owner-lightwave@webcom.com Thu May 18 14:19:47 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: Sequence Map (fwd)
To: Manuel Coats <mcoats@qnet.com>
Cc: lightwave@webcom.com
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> I've got a an object with an image sequence playing on it.  The sequence 
> though are 10 seperate pictures.   I want each picture to show for 10 
> frames, then cut to the next picture, for a fast cuts-type edit.  Other 
> than copying each of the images (and I've got a lot of 'em) 10 times and 
> renaming them is sequence, i.e. screen001.tga, screen002.tga, etc. how 
> could this be accomplished?  I've done tons of sequence mapping in the 


LightWave will scan back thru images in a seq until it finds the image 
it's looking for. If it can't find it, it will use the last used image. 
Therefore, if you just remove the images in between the ones you wish to 
use, LightWave will use image 1 until it finds image 10 and use that 
until ift finds 20, etc. Your sequence should now consist of 
image001.tga, image010.tga, image020.tga, etc.

JG
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From owner-lightwave@webcom.com Thu May 18 14:22:59 1995
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Date: Thu, 18 May 1995 14:25:27 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Decals
Cc: LightWave Mailing List <lightwave@webcom.com>
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In all the talk about creating decals, I haven't seen anything about 
stenciling in your decal in Modeler (maybe I missed it?). Anyways, I've 
been using Stencil ever since it was introduced to do this, and it works 
great...

JG
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From owner-lightwave@webcom.com Thu May 18 16:30:31 1995
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From: Darren Priestnall <darren@hanger.demon.co.uk>
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Just to add to the Imagine/Lightwave debate, I love Lightwave's 
modelling abilities (blow's the hell out of the competition) but I 
still prefer Imagine's texture's system.
The ability to be able to add multiple texture's freely at any time to 
a object is a god send.......maybe one day a similar system will be 
used in Lightwave.

Incidentally, Real3D2 uses a similar approach (though even more 
flexible) to Imagine and it work's most excellent in that package too.


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From owner-lightwave@webcom.com Thu May 18 18:31:20 1995
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Text item: 

There were several comments on this thread and one regarding Decaling.  The 
decal thread mentioned Imagine.  I too have used Imagine and its multiple 
textures.  Although the best implementation I have ever seen has been in Aladdin
4D.  THIS IS NOT A PLUG FOR ALADDIN rather a wish list for LW. I would like to 
describes Aladdin's texture list.

Surfaces are nothing more than a named list of surfaces/textures.

        SurfaceAging (fractal noise bump map)
        Decal (image/color map)
        Hull Plate (procedural bump map)
        ...

These lists can contain an unlimited number of entries, with multiple entries of
the same type (bump, transparency, difuse, etc.).  Each entry may be a 
procedural or image texture (or sequences of images).  The textures layer on top
of each other starting with the bottom of the list and moving up.  These 
textures can modify each other through basically an alpha channel and intensity 
channel.  Textures and cookie cut each other and well as the polygons they are 
attached to.  One other thing that makes this system so great is the fact that 
each texture entry is timelined (and can have multiple appearances on the time 
line) and each attribute: origin (x, y, z), rotation (h, p, b), size, intensity,
alpha channel, procedure parameters, etc.; are enveloped for the specific time 
line entry.  This allows for texture morphing, shifting, merging, etc. based 
soley on the textures and not through a complicated object morph (that's totally
independant and the polygon count stays low).  These surfaces may be projected 
on any of the axis (x, y, or z), cylindrically mapped, sperically mapped, or 
free angle projection.  Additionally, the surfaces lists can be loaded in whole 
or entry by entry.  Once you've used this system you'll never want to go back.  
Imagine the possiblities.

I would love to see a surfacing and texturing system like this in LightWave.  
This system would allow you to spend more time in the animation tool (Layout) 
and less time in image processing programs to manipulate various surfaces.  It 
places almost all of the artistic manipulation of surfacing into Layout.  The 
other benifit of this layering is being able to add new textures without 
re-modeling the object.  No need to stencil in polygons or attach detail 
polygons.  This would make using decals just like plastic models, paint the 
surface and then stick on the decal.

One last texture/surface feature I would like to see is visual placement and 
mapping of textures in Layout.


Dawson M. Schaffer


> OKay here's a brain bender for all the LWheads out there........
> Stuff cut about a multiple weed morph and surfaces not morphing...

LightWavee can handle up to 40 morphs, but if you Morph Surfaces, you
will only get the change from the first object to the second. Your
solution of dissolving out objects is the recommended option around this.

JG
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From owner-lightwave@webcom.com Thu May 18 18:42:18 1995
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Date: Thu, 18 May 1995 18:48:26 -0800
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From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Backface projection
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Howdy all:
        
        I've been playing around with projecting a bitmap from a light onto
"walls" in my scene. I've got the projection working great, however I am
wondering how come I can't see the projection on the other side of the
walls. I've got double-sided turned on, full ray-tracing on, and have
played with numerous transparency settings.
        
        Is it possible?
        
        BTW I'm using LW 4.0

Bryan

---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From: ebain@ix.netcom.com (Elliot Bain)
Subject: Re: Sequence Map (fwd)
To: Manuel Coats <mcoats@qnet.com>
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You wrote: 
>
>
>
>Quick Questions:
>I've got a an object with an image sequence playing on it.  The 
sequence 
>though are 10 seperate pictures.   I want each picture to show for 10 
>frames, then cut to the next picture, for a fast cuts-type edit.  
Other 
>than copying each of the images (and I've got a lot of 'em) 10 times 
and 
>renaming them is sequence, i.e. screen001.tga, screen002.tga, etc. how 

>could this be accomplished?  I've done tons of sequence mapping in the 

>past, but this one has be boggled.  I can't think of a work around 
>without doing what I mentioned above or manually setting up multiple 
>scene files and rendering them out 10 frames at a time (which wouldn't 
be 
>a problem is I had a macro or plug-in on the PC to do multiple scene 
>renderings like PowerMacros did.
>
>Manny
>
>
>

All you have to do is rename your sequence so that it looks like this:

screen001
screen011
screen021
etc.

When LW looks for the next file in a sequence, and can't find it, it 
defaults to the last one that it found.

In the above series, frames 1-10 will use screen001, frames 11-20 will 
use screen011, etc.

I know that it's not fun renaming a bunch of files, but this works with 
minimal fuss.

Elliot Bain
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On Thu, 18 May 1995, Rowan Crawford wrote:

> > (NewTeck BBS SysOp) said that there'll be a module in the LW 4.0 package
> > that is LW, but only renders, and can be used on any number of machines
> > for distribted rendering.  Catch:  It currently wil only work on a series
> > of similar processors (Amigas to Amigas, Intel to Intel, ect.)  From what
> 
> WHAT? Is that likely to be fixed at some stage? Gawd knows how many
> Amiga owners plan(ned) to buy a PC for rendering...


Very doubtful....you're talking about completely different programs.  If 
you have multiple Amigas and want to render on more than one of them, 
you'll only need to buy one copy of LightWave...same with the PC version 
or the Alpha version or the Mips version.  If you want to run LightWave 
on an Amiga AND a PC, you'll need to buy two copies....you'll need to 
buy additional copies if you want to run Layout or Modeler on more than 
one machine. 

Only makes sense....

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Fri May 19 02:21:46 1995
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Date: Fri, 19 May 1995 05:22:56 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: Farmer LW's Render Farm
To: Rowan Crawford <sumaleth@daemon.apana.org.au>
Cc: lightwave@webcom.com
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> > (NewTeck BBS SysOp) said that there'll be a module in the LW 4.0 package
> > that is LW, but only renders, and can be used on any number of machines
> > for distribted rendering.  Catch:  It currently wil only work on a series
> > of similar processors (Amigas to Amigas, Intel to Intel, ect.)  From what
> 
> WHAT? Is that likely to be fixed at some stage? Gawd knows how many
> Amiga owners plan(ned) to buy a PC for rendering...

I think that'll be in LW 5.0. Chuck stress the word CURRENTLY, so I'm
assuming that wither future version will come with rendering options for
ALL platforms, of for a nominally fee, you can be an unlimited license for
say $100 of the renderer on ALL platforms and a license to use it on 'em
all (the former seems more likely...)  3DS doesn't have any of these
problems, since they're only IBM...

Another question... Will LW 4.0 TOASTER have the distributed renderer?

-- Joe

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From owner-lightwave@webcom.com Fri May 19 03:17:57 1995
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Subject: Xaos Tools Plug-in for LW
To: Lightwave@webcom.com
Date: Fri, 19 May 1995 12:17:38 +0200 (MET DST)
From: "Kees Pronk" <pronk@stc.nato.int>
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And a big hello to you all...,
 
The reason I'm so happy is that a friend of mine recently told me that
Xaos Tools are going to make a plug-in that will ship with LW 4.0 !
 
Also they will distribute LW 4.0 SGI I was told.
 
Can someone confirm all this ?, its really positive to see companies
supporting Lightwave already.
 
Almost forgot.... the plugin will not be available for the amiga... (bummer..)
 
 
 -====================================================================-
** Kees Pronk, The Hague, The Netherlands | Email: pronk@stc.nato.int **
**---------------------------*-----------*>       \/       <*---------**
** Quality 3D Animations !   *            > Cyrus Graphics <          **
** Video Dope, SciFi Clips   *              ~~~~~~~~~~~~~~            **
** Lightwave 3.5/Imagine 3.1 *  "Go, Go Gadget Alpha-farm! .. hmm.."  **
 -====================================================================-
 

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From owner-lightwave@webcom.com Fri May 19 06:41:03 1995
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To: Todd Aubin <taubin@FASTech.Com>
From: chris@tyrell.net (Chris Silva)
Subject: Re: PC: Update, dual P100 systems
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>     
>
>The problem here is that the test you ran is not a valid dual processor
>test. A better test would be:
>
>        1) perform the same render again
>                while
>        2) run modeler and  model a ball to the 2nd or 3rd level of 
>           tesselation (spelling, sorry)
>
>See modeler will run on cpu-A and the rendering will run on cpu-B.
>
>lightwave does not contain parallel threads for execution. This is
>readily apparent by the single executable. One of the nice items
>in NT land is the DLL's. One process can have the DLL's already in
>memory and save on the paging time.

We have run tests on our KittyHawk dual 100MHz Pentium system rendering LW 
scenes. By launching LW twice, you can render two scenes at the same time 
with about a 5% performance loss over one instance of LW running. Hence you 
can effectively double your rendering horsepower with our KittyHawk.

>and NO, I could name any one executable availble today that runs on multiple
>pentiums, in parallel. 
>
There are a number of applications that take advantage of multiple threads 
to allow parallel processes. Photoshop and Picture Publisher immediately 
come to mind.

Regards,
Chris Silva
Flight Technologies, Inc.
(816) 525-UFLY (8359)
Unparalleled Windows NT Workstation Solutions

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From owner-lightwave@webcom.com Fri May 19 06:41:07 1995
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Subject: graphic cards
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Anyone know anything about the Actix graphic card? Specs, etc.?

AC

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From owner-lightwave@webcom.com Fri May 19 08:16:28 1995
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Date: Fri, 19 May 1995 08:19:15 -0700 (PDT)
From: Manuel Coats <mcoats@qnet.com>
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To: John Gross <jgross@netcom.com>
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Subject: Re: Decals
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On Thu, 18 May 1995, John Gross wrote:

> In all the talk about creating decals, I haven't seen anything about 
> stenciling in your decal in Modeler (maybe I missed it?). Anyways, I've 
> been using Stencil ever since it was introduced to do this, and it works 
> great...
> 
> JG
> --

I agree.  This is about the only use I get our of stencil... creating 
decals or things to be imprinted onto my object.   Somebody did mention 
it though, one of the first replies... I think it was Joe Angell.

Manny

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From owner-lightwave@webcom.com Fri May 19 09:33:52 1995
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From: David Mock <CrazyDave5@msn.com>
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To: lightwave@webcom.com
Subject: Big Bones Goal Problem
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I have a cartoon character I modeled.  In Layout I put in the bones where 
they should go and adjusted their range and everything.  Now I go to the 
Objects panel to add null objects (to become Goal Objects) for use in IK with 
my bones.  ALL MY BONES BECOME GRAYED OUT (UNSELECTED) WHEN I ADD THE NULL 
OBJECT.  I even rename the Null object.  After I add the Null, I can't even 
RESELECT any of my bones!!!  They are still there on the screen, grayed 
out!!!  I click Bones under the Edit panel to edit my bones, and I can no 
longer select my bones.  Good thing I saved before I added the Null!!!  What 
is wrong?  Is it something I'm not doing correctly?  It's like my bones 
aren't there anymore, yet they are still on the screen, unselected, and I 
can't select them anymore.  


					David
			(Frustrated user who thought 
he knew it all)
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From owner-lightwave@webcom.com Fri May 19 10:20:40 1995
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To: lightwave <lightwave@webcom.com>,
        owner-lightwave <ncrhub4!ncrgw1!webcom.com!owner-lightwave@ncrcae.columbiasc.NCR.COM>
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>Quick Questions:
>I've got a an object with an image sequence playing on it.  The sequence
>though are 10 separate pictures.   I want each picture to show for 10
>frames, then cut to the next picture, for a fast cuts-type edit.  Other
>than copying each of the images (and I've got a lot of 'em) 10 times and
>renaming them is sequence, i.e. screen001.tga, screen002.tga, etc. how
>could this be accomplished?  I've done tons of sequence mapping in the
>past, but this one has be boggled.  I can't think of a work around
>without doing what I mentioned above or manually setting up multiple
>scene files and rendering them out 10 frames at a time (which wouldn't be
>a problem is I had a macro or plug-in on the PC to do multiple scene
>renderings like PowerMacros did.
>
>Manny
>

One way of achieving what you want is to name your images the sequence you 
want, separated by the number of frames you want created (i.e, image000, 
image010, image 020, image030, etc.)
Lightwave will then use the last numbered image until it reaches the next 
number image so in this case, Lightwave will use image000 until frame 10 
then it will use image010 until frame 20, and so on.

 
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From owner-lightwave@webcom.com Fri May 19 10:41:57 1995
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Date: Fri, 19 May 1995 11:41:43 -0600
From: James Jones/Nibbles and Bits <jgjones@usa.net>
Reply-To: James Jones/Nibbles and Bits <jgjones@usa.net>
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Crazydave5@msn.com said:

>I have a cartoon character I modeled.  In Layout I put in the bones where 
>they should go and adjusted their range and everything.  Now I go to the 
>Objects panel to add null objects (to become Goal Objects) for use in IK
>with 
>my bones.  ALL MY BONES BECOME GRAYED OUT (UNSELECTED) WHEN I ADD THE NULL 
>OBJECT.  I even rename the Null object.  After I add the Null, I can't even
>RESELECT any of my bones!!!  They are still there on the screen, grayed 
>out!!!  I click Bones under the Edit panel to edit my bones, and I can no 
>longer select my bones.  Good thing I saved before I added the Null!!! 
>What 
>is wrong?  Is it something I'm not doing correctly?  It's like my bones 
>aren't there anymore, yet they are still on the screen, unselected, and I 
>can't select them anymore.  

   You need to first select the object that has the bones, and THEN 
select the BONES button. If your added null is the last selected 
object, then when you select BONES you won't see any bones since that 
particular object doesn't have any bones.
   Logical, but rather unobvious.
   -Jim
   
James G. Jones
Nibbles & Bits
jgjones@usa.net
___
* UniQWK v4.1 * The Windows Mail Reader
                                               
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From owner-lightwave@webcom.com Fri May 19 12:29:10 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: Big Bones Goal Problem
To: David Mock <CrazyDave5@msn.com>
Cc: lightwave@webcom.com
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> I have a cartoon character I modeled.  In Layout I put in the bones where 
> they should go and adjusted their range and everything.  Now I go to the 
> Objects panel to add null objects (to become Goal Objects) for use in IK with 
> my bones.  ALL MY BONES BECOME GRAYED OUT (UNSELECTED) WHEN I ADD THE NULL 
> OBJECT.  I even rename the Null object.  After I add the Null, I can't even 
> RESELECT any of my bones!!!  They are still there on the screen, grayed 
> out!!!  I click Bones under the Edit panel to edit my bones, and I can no 
> longer select my bones.  Good thing I saved before I added the Null!!!  What 
> is wrong?  Is it something I'm not doing correctly?  It's like my bones 
> aren't there anymore, yet they are still on the screen, unselected, and I 
> can't select them anymore.  

The problem is that , since you added anull, you have a new object 
selected as the current object (the null). In order to select bones for a 
given object, you must first select that object, then select Bones and 
the bones for that object will be available...

JG
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From owner-lightwave@webcom.com Fri May 19 12:49:33 1995
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Subject: Stuff
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From mcoats@qnet.com Fri May 19 08:19:21 1995
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From: Manuel Coats <mcoats@qnet.com>
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Holy Moly... I must have gotten half a dozen replies to my post.  Thanks 
to all for the help.  The funny thing is I already knew this, as I use it 
all the time when using sequence maps that are numbered different than 
the frame # it is rendering, but for the life of me I didn't think of 
renaming each frame 10 numbers apart.  Agh, I hate when that happens!

Manny
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From owner-lightwave@webcom.com Fri May 19 20:14:35 1995
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From: Donald Drennan <ddrennan@freenet.columbus.oh.us>
Subject: Companies using lightwave?
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The company I work for, SOS Productions in Columbus, Ohio is thinking
about getting a new 3-D animation package. Currently we are using Vertigo
on an SGI Personal Iris computer running under Irix 3.4. 
The department head wants to see Lightwave actually running on an SGI
computer before he'll be willing to buy, so I'd be interested in hearing
from any companies that are using it, or rather beta-testing it since it's
not out yet. Also any companies using the Windows or Windows-NT or other
version.

Since we would have to upgrade our Irix to test Lightwave and our version
of Vertigo would not run under the new Irix, it makes changing or adding
software a very inconvenient.

We got a demo reel of 3-D Studio in the mail a few days ago and it looks
great! I'd like to hear from anyone who's using 3-D Studio too.
WHY doesn't Newtek have a Lightwave demo reel?!

Is that independently made demo reel available yet?

Please reply to via private E-mail since I have unsubscribed from the list.

Thank you,


Don Drennan
SOS Productions






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From owner-lightwave@webcom.com Fri May 19 21:05:46 1995
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From: dretch@IslandNet.com (Christopher Stewart)
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Subject: RE: Sequence Map (fwd)
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In a message dated Fri, 19 May 95 08:12 fredie@msgate.columbiasc.ATTGIS.COM writes:

F> One way of achieving what you want is to name your images the sequence you
F>  want, separated by the number of frames you want created (i.e, image000, 
F> image010, image 020, image030, etc.)
F> Lightwave will then use the last numbered image until it reaches the next 
F> number image so in this case, Lightwave will use image000 until frame 10 
F> then it will use image010 until frame 20, and so on.

     Has anyone found a nice, easy way to rename these images, continuing frame
numbers at higher ranges? I often use Fred's iff saver to resequence but it
dosen't seem cover this instance (that I can glean anyway <furrow>).


Christopher

 -----------
"I wish there was a knob on the TV          Christopher Stewart
 to turn up the intelligence.                 PRIMORDIAL SOUP
 There's a knob called `brightness',       Graphics and Animation
 but it doesn't work." -- Gallagher         Dretch@IslandNet.com
-------------------------------











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From owner-lightwave@webcom.com Fri May 19 21:59:43 1995
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From: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
To: "'lightwave'" <lightwave@webcom.com>
Subject: Transp Edge w/Sequence
Date: Sat, 20 May 95 00:02:00 cdt
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I have yet to receive a workable response to a question I had on the 
newsgroup so I'll give it a whirl here. What I want to do is make four 
irregular polys and map a sequence on each one on the same screen. No 
problem so far. The effect I am looking for is feathered edges on each of 
the polys so that the image fades in from black at the edges to a clear 
image on the majority of the poly. Sort of like a Photoshop blending. I have 
tried using a transparency grid texture with varying grid sizes and falloffs 
but everything seems to blend from the center out and negative values are 
not the answer for that. Even if I move the center point it only will work 
for one side and I need a uniform blend from all sides. There must be a 
simple solution for this, isn't there...

thx
jmb
"Some mornings it just doesn't seem worth it to gnaw through the leather 
straps"
bunnelljm@bv.com
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From owner-lightwave@webcom.com Fri May 19 22:59:17 1995
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Date: Fri, 19 May 1995 23:51:14 -0600 (MDT)
From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
To: Donald Drennan <ddrennan@freenet.columbus.oh.us>
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On Fri, 19 May 1995, Donald Drennan wrote:

> 
> 
> The company I work for, SOS Productions in Columbus, Ohio is thinking
> about getting a new 3-D animation package. Currently we are using Vertigo
> on an SGI Personal Iris computer running under Irix 3.4. 
> The department head wants to see Lightwave actually running on an SGI
> computer before he'll be willing to buy, so I'd be interested in hearing
> from any companies that are using it, or rather beta-testing it since it's
> not out yet. Also any companies using the Windows or Windows-NT or other
> version.
> 
> Since we would have to upgrade our Irix to test Lightwave and our version
> of Vertigo would not run under the new Irix, it makes changing or adding
> software a very inconvenient.
> 
> We got a demo reel of 3-D Studio in the mail a few days ago and it looks
> great! I'd like to hear from anyone who's using 3-D Studio too.
> WHY doesn't Newtek have a Lightwave demo reel?!

	Demo reel? just wacth seaQuest DSV, Babylon 5 almost all the 3-D Anims
on T.V. that I see have been done on LightWave.  If have to have a demo tape
call NewTek and get the toster demo tape it is also a demo for lightwave. 
> Please reply to via private E-mail since I have unsubscribed from the list.
> 
> Thank you,
> 
> 
> Don Drennan
> SOS Productions
> 
> 
> 
> 
> 
> 
> --
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From owner-lightwave@webcom.com Fri May 19 23:06:57 1995
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Date: Sat, 20 May 1995 02:09:51 -0400
Subject: RE: Sequence Map (fwd)
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On Fri, 19 May 1995, Christopher Stewart wrote:

>      Has anyone found a nice, easy way to rename these images, continuing frame
> numbers at higher ranges? I often use Fred's iff saver to resequence but it
> dosen't seem cover this instance (that I can glean anyway <furrow>).


Check out a GREAT little public domain utility called MultiRename...it 
will rename or renumber (or both) huge batches of files without a glitch.
I'm not sure where I downloaded this from but it should be on Aminet or 
Tomahawk FTP sites....if not, let me know and I'll upload it.  I picked 
it up a few months ago and it has become an indispensable tool almost 
overnight!

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Fri May 19 23:16:51 1995
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Date: Sat, 20 May 1995 02:19:40 -0400
Subject: Re: Transp Edge w/Sequence
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On Sat, 20 May 1995, Bunnell, John M. wrote:

> What I want to do is make four 
> irregular polys and map a sequence on each one on the same screen. No 
> problem so far. The effect I am looking for is feathered edges on each of 
> the polys so that the image fades in from black at the edges to a clear 
> image on the majority of the poly.


Have you tried actually painting a transparency map that would fit onto 
the polygon and directly control how transparent the edges were?  Like, 
if you're using rectangular shaped polys, then paint small white-to-black 
gradients on each side of the image, with all black in the center....then 
if you transparency map this image onto the polygon surfaces, you'll get 
rectangular shapes with transparent edges.  You said you wanted black 
edges, so instead of using this image as a transparency map, use it as a 
diffusity map...should do the trick!

Sorry I didn't see your message on the newsgroup...my net provider wipes 
out newsgroup messages that are more than 2 days old, so I miss a lot if 
I don't read the newsgroup every day, which I don't.  =)

                                      -David Warner
                                       Event Horizon Graphics





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From owner-lightwave@webcom.com Fri May 19 23:49:30 1995
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Date: Sat, 20 May 1995 02:51:55 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: Xaos Tools Plug-in for LW
To: Kees Pronk <pronk@stc.nato.int>
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> The reason I'm so happy is that a friend of mine recently told me that
> Xaos Tools are going to make a plug-in that will ship with LW 4.0 !
>  
> Also they will distribute LW 4.0 SGI I was told.
>  
> Can someone confirm all this ?, its really positive to see companies
> supporting Lightwave already.
>  
> Almost forgot.... the plugin will not be available for the amiga... (bummer..)

DOH!  And I was looking forward to it... Does that mean that all other
platforms except Amiga will have the Panello (sp?) engine, or just SGI? 
Also, I thought NewTek was working to get the plug-ins available on all
platforms, so you won't have to own each computer to use all the plug-ins.
 <sigh>  Guess I'll have to wait for an Alpha.... :)

-- Joe

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From owner-lightwave@webcom.com Sat May 20 00:44:27 1995
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Date: Sat, 20 May 1995 03:39:10 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: RE: Sequence Map (fwd)
To: Christopher Stewart <dretch@IslandNet.com>
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> F> One way of achieving what you want is to name your images the sequence you
> F>  want, separated by the number of frames you want created (i.e, image000, 
> F> image010, image 020, image030, etc.)
> F> Lightwave will then use the last numbered image until it reaches the next 
> F> number image so in this case, Lightwave will use image000 until frame 10 
> F> then it will use image010 until frame 20, and so on.
> 
>      Has anyone found a nice, easy way to rename these images, continuing frame
> numbers at higher ranges? I often use Fred's iff saver to resequence but it
> dosen't seem cover this instance (that I can glean anyway <furrow>).

There's a program that does renaming ver well  -- it's called MultiRename. 
you select any image in a sequence, and it'll build a list of all the images,
renumber them in either prefix or suffix (re: name.xxx or framestore-like
xx.FS.name), between 1 and 6 digits for the numbers, seperator (. , none),
and will even move the imaes to a new directory while renaming them (note
I said MOVE, not Copy).  The author is Daniel S. Milling Jr.  It sould be
on AmiNet.  I don't recall where I got it from, though (some BBS...)

Unfortunatly, for all that, it doesn't allow you to add a STEP (ex: 
change name.001, name.002, name.003 to name.001, name.011, name.021) whihc
is something I'd really like to see.  Maybe once I send in the shareware
fee I can recommend it...

Hope this helps...

-- Joe

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From owner-lightwave@webcom.com Sat May 20 00:48:14 1995
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>It would definitely be nice if we could apply multiple textures to the
>same surface (and not just Color map OR Bump map OR Diffuse map OR etc)
>but I think the the new Plug-In architecture will allow for just this
>kind of thing...


	Ya know, I've always heard about Imagine's wonderfullness in this
	regard, but never really understood, since I bailed at the 
	Turbo Silver+ stage.

	What does it mean to have more than one texture on a surface?  re
	the above, it's not color OR bump OR etc, we can of course (and I
	know you know this already, David) color AND bump AND luminance,
	so I'm still not grokking how it differs from Imagine's scheme.

	But I've heard it ad nauseum, so I assume it's true and not just
	some wierd nomenclature overlap.  Pray explain.


>
>The ability to save Groups of objects (ala Imagine) would be very nice....
>how about the ability to set up skeletal structures using Bones from
>within Modeler, similar to Imagine's Cycle editor???


	"Groups of objects" is equivalent to "Load from Scene", which 
	preserves heirarchical relationships between all objects.  Knowing
	you are going to do this, you just pre-plan and build, say, robots
	it thier own scenes for importation to many other scenes.  If
	pre-planning is too cramping for one's bohemian life-style (where
	did the notion of artistic spontanaiety {sp?} ever come from?  Every
	significan art form I've seen requires mucho planning...) one can
	always build a scene as normal, save the whole shebang, then kill
	all objects one will not be importing to another scene,
	and THEN save that scene as the "Load From" scene.



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From owner-lightwave@webcom.com Sat May 20 00:48:28 1995
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Subject: Re: Backface projection
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>Howdy all:
>
>        I've been playing around with projecting a bitmap from a light onto
>"walls" in my scene. I've got the projection working great, however I am
>wondering how come I can't see the projection on the other side of the
>walls. I've got double-sided turned on, full ray-tracing on, and have
>played with numerous transparency settings.


	A given polygon's apparent color is defined by the light striking
	it, no?  So the "back" side of a double-sided poly is going to 
	reflect the light impinging on it's normal'd side.

	With the transparency settings, I assume you're trying for a rear-
	projection screen.  MADNESS!  :^)  This is presuming a bit too 
	much for Lightwave's modeling of the optical universe.

	Note that you WILL get a double sided screen _look_ if you simply
	make the screen somewhat transparent and directly color map it.
	Turn your camera towards your "animated gel" and you'll see what 
	I mean.
	

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From owner-lightwave@webcom.com Sat May 20 01:18:09 1995
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Date: Sat, 20 May 1995 04:07:42 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Reply-To: Joe Angell <jangell@risd.edu>
Subject: Re: Transp Edge w/Sequence
To: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
Cc: 'lightwave' <lightwave@webcom.com>
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> I have yet to receive a workable response to a question I had on the 
> newsgroup so I'll give it a whirl here. What I want to do is make four 
> irregular polys and map a sequence on each one on the same screen. No 
> problem so far. The effect I am looking for is feathered edges on each of 
> the polys so that the image fades in from black at the edges to a clear 
> image on the majority of the poly. Sort of like a Photoshop blending. I have 
> tried using a transparency grid texture with varying grid sizes and falloffs 
> but everything seems to blend from the center out and negative values are 
> not the answer for that. Even if I move the center point it only will work 
> for one side and I need a uniform blend from all sides. There must be a 
> simple solution for this, isn't there...

I had to do a similar effect for my logo (Technomage Productions).  The
effect consisted of the word MAGE having a cool , shimmering border. 
Since the shot was head-on and the camera didn't move, I decided to use an
image map.

the first thing I did was get the shape for the glow, which was simply a
reverse-bevel of the letters for MAGE (re: bevel with size in the
negative).  I gave it the namge MageGlow and saved it.

Remeber that turorial on how to make diffusion maps for spaceships in the
LW 3.0 docs?  I used that technigue to get an IFF image of the MageGlow. 
I loaded the object into layout, set the camera zoom factor to 33.3 (which
flattens out the image and reduces perspective warping), and went to
Surfaces.  I set luminosity to 100%, and diffusion to 0%, and color to
255,255,255.  I then framed it nicely (make it take up as much of the
screen as you want detail) and rendered it, saving an IFF picture.

What that gives me is the White word MAGE on a black background.  I loaded
that image into Deluxe Paint IV (since it'll load 24-bit -- takes forever,
though...  If you're using an older version, just us IM R/t or ADPro to
reduce it to a 16-color grayscale).  I set the DPaint scren to the same as
the image I had rendered, and 16 colors (you can do 256 if you have an AGA
machine for a smoother gradient.)  I set the palette to all grays.

OK.  the next part is the easy (and important) part.  I think what I did
was cut the brush out, then changed it to almost black, then stamped it
down exactly over the first one.  without moving the mouse, I hit TRIM (I
think it's shift-O) a couple of times, which trimmed off the outer pixels
of the brush (if you screw up, hitting shift-B brings back the original
brush).  By using Color mode (I think, which ever one lets you paste the
brush in your currently selected color), I trimmed and pasted the brush in
exactly ove the original, shifting the shade toward white until I was
done.  I just cut that out as a brush (going EXACTLY along the edges),
autosized it onto my object, and I was done.

BTW, using a range is probobly easier than doing the above, but that gave
me more control.  If you want more feathering around the edges (rather
than the WHOLE thing being feathered), just add a few more whites to the
end of the range.

Anyway, all that should give you a nice looking, feathering effect on your
object.  This works very well on flat planes and probobly on cylinders --
I've never tried any other objects before (like spheres or human heads...)

Hope this helps...

-- Joe

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From owner-lightwave@webcom.com Sat May 20 08:31:47 1995
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Date: Sat, 20 May 1995 08:35:41 -0700 (MST)
From: Eric Case <eric@bigdog.engr.arizona.edu>
To: lightwave@webcom.com
Subject: RE: Sequence Map (fwd)
In-Reply-To: <m0sCftQ-000L0gC@island.amtsgi.bc.ca>
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On Fri, 19 May 1995, Christopher Stewart wrote:

[snip]
> 
>      Has anyone found a nice, easy way to rename these images, continuing frame
> numbers at higher ranges? I often use Fred's iff saver to resequence but it
> dosen't seem cover this instance (that I can glean anyway <furrow>).
> 

Check out Renum19.lha and/or Reseq10.lha.  I found them on AmiNET last Dec.
-Eric


Eric Case                      INTERNET: eric@bigdog.engr.arizona.edu


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From owner-lightwave@webcom.com Sat May 20 09:06:20 1995
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Does annyone know something about a graphics adaptor called ATI Graphics?

David.


---   +----------------------------+-----------------------------------+
---   |         David Roth         |  E-mail: david.roth@bahianet.com  |
---   |        VideoGraphics       |  Voice/Fax/Data: 55-71-336-5871   |
---   |  Tecnologia em Multimidia  |     Salvador, Bahia, Brazil       |
---   +----------------------------+-----------------------------------+


 * AmyBW v2.11 *
--- Blue Wave/RA
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From owner-lightwave@webcom.com Sat May 20 10:41:51 1995
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Subject: Admin: Possible Subscription Change/Removal Policy
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To make sure I use as little bandwidth as possible on Webcom and throughout
the net, I may make some policies in regards to trouble addresses.
Currently, I get bounces back for configuration problems at the other end,
deferred connects, unknown users, unknown hosts, email box full, and more.
Here's what I'm thinking of doing:

Configuration problems at other end - These can such problems as "too many
hops".  I will email the troubled address and/or postmaster at that site.
If no response in 48 hours or less, that address will be removed.

Deferred connects - Not much I'll do.  These happen frequently but e-mail
does go through later.

Unknown users - Unsubscribed from the list(s)

Unknown hosts - Only one of those so far and that's from NiftyServe, an
e-mail gateway to Japan.  I haven't asked the user if e-mail is being
received yet.  If I can't resolve the host name and after e-mailing the user
and/or postmaster and getting no response (I'll check the address three
different ways/places), that address will be removed.

Email box full - If this problem is persistant, that address will be removed
from the Normal list and moved to the DIGEST list.  Most problematic
addresses are AOL users that don't keep up.  :)

I'd also like to remind everyone that subscription/unsubscription requests
should be sent to the address in the footer to all mailing list messages
(x-request@webcom.com where x is lightwave, toaster, lightwave-digest or
toaster-digest).  Sending them anywhere else will result in the possiblity
that your request will take longer than expected or be ignored (but not on
purpose).  

On Netcom, I would post weekly reminders.  Since the footer to each message
includes most of the information I'd post in each weekly reminder message, I
probably won't be doing the same here.  The only information NOT posted
periodically are the other sites that have LightWave information.  I
supposed I can post that periodically.  :)

That's all!  Have fun and render/model 'till ya drop!
Dan
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From owner-lightwave@webcom.com Sat May 20 12:22:07 1995
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From: jhasting@eagle.wbm.ca (James Hastings-Trew)
Subject: Re: Transp Edge w/Sequence
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>I have yet to receive a workable response to a question I had on the
>newsgroup so I'll give it a whirl here. What I want to do is make four
>irregular polys and map a sequence on each one on the same screen. No
>problem so far. The effect I am looking for is feathered edges on each of
>the polys so that the image fades in from black at the edges to a clear
>image on the majority of the poly. Sort of like a Photoshop blending.

I think you have the solution to your problem in your own message. Make a
transparency map in Photoshop (or other image editing program) that has the
vignette edge that you want, and apply it to the polys. I don't think there
is a simple way to do this procedurally in Lightwave, but I could be wrong.



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From owner-lightwave@webcom.com Sat May 20 12:22:08 1995
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Date: Sat, 20 May 1995 13:30:31 GMT
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From: jhasting@eagle.wbm.ca (James Hastings-Trew)
Subject: Re: Decals
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>        Ya know, I've always heard about Imagine's wonderfullness in this
>        regard, but never really understood, since I bailed at the
>        Turbo Silver+ stage.
>
>        What does it mean to have more than one texture on a surface?  re
>        the above, it's not color OR bump OR etc, we can of course (and I
>        know you know this already, David) color AND bump AND luminance,
>        so I'm still not grokking how it differs from Imagine's scheme.

In Imagine, you can have as many textures as you want on a given surface.
For example I could create a surface with a "brush" (bitmap texture), and
then layer on top of that several procedural textures to modify or dirty up
the original brushmap. For example, you could have a tiled brushmap of
alien skin, and then layer on top of that some discolourations with a
procedural texture (or another brushmap!) and then have some procedural
veins on top of that, and then perhaps some plasma effects on top of that.

Imagine does not have "colour maps" or "transparency maps" or "bump maps"
-- it only has textures, which can do all of these things and more.
Textures are applied in order. So, for example, the object is given a base
colour, and then texture 1 can either modify or replace that colour, and
then texture 2 modifies or replaces the colour that texture 1 came up with,
and then texture 3 modifies or replaces what texture 2 came up with, and so
on. Since ultimately all texture effects in any 3D program is just the
process of deciding what colour a particular pixel is going to be, this
amounts to a very flexible and powerful system.

In Lightwave, by contrast, each surface can only have one each of: Colour,
Diffuse, Luminous, Transparency, or Bump. If you need a complexly coloured
surface, then you have to create that surface yourself before you apply it.
In other words, for the example above, you'd have to create the alien skin,
and then apply discolourations, and then apply veins, and then apply the
plasma effects, all on your own in a paint program, to create an image to
apply to the surface. This eliminates the possibility of using a procedural
texture to work with the 3D volume of your object, and therefore restricts
the realism of your final rendered piece.


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From owner-lightwave@webcom.com Sat May 20 13:48:35 1995
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Date: Sat, 20 May 1995 13:50:33 -0700
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From: gooch@terminus.intermind.net
Subject: DPaint on NT
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	Someone had posted earlier looking for a program to work with
256 color images in NT. Although it's ancient, the PC version of DPaint
will run in a dos shell from WIN NT and WIN 95. It's similar to the 
Amiga version, but not as advanced.

-Eric G.
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From owner-lightwave@webcom.com Sat May 20 14:11:34 1995
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Date: Sat, 20 May 1995 14:14:29 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: lightwave@webcom.com
Cc: shf@netcom.com
Subject: Re: Decals
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James Hastings does a good job of explaining Imagine's texture system... 
The way the texture's are applied "graphically" is worth noting also, in 
fact it's the feature I miss the most in LW.

When applying the texture, you have the choice of numeric or interactive 
placement. With interactive texturing you get a cubic volume that 
describes the mapping of the texture. You can move, rotate and size the 
3D cube and thus place your image or procedural with great accuracy and 
ease. LW should have this (or something very similar) ASAP. Boolean 
stencils are a good thing but they're tedious in the extreme to 
experiment with and prone to errors on complex, curved geometry.

All this might involve a rewrite of LW's Object format and/or surfacing 
method,  so be it. As long as I can convert my current objects/surfaces 
accurately, I welcome it.

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Sat May 20 17:19:37 1995
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Date: Sat, 20 May 95 23:55:00 UTC
To: lightwave@webcom.com
Subject: Re: ARexx
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I've been doing some detailed programming in ARexx for Modeler, making
a function or two I hope to be able to share with everyone.  I'm a
little dissapointed in the limited features of some of the functions I
have tested.
 
For example:
When using User Mode, the point transform functions don't recognize
all points that are selected in (multiple layers), it only finds the
selected points in the lowest numbered layer.
 
The BoundingBox function ignores selected points or polys, it always
uses all points in the layer.
 
I can't get gadgets to exist on the same line. For example, to have
multiple booleans, they each exist on a separate line.
 
I am unable to determine what units are selected inside ARexx. Yes,
they can be placed in a requester, but you don't know what they are,
and you can't change them.
 
I know this sounds petty, and I am grateful that I have ARexx (suffer
PC!!). I just wish the interface could be a little more flexible.
 
 
BTW,
 
If there are any undocumented ARexx functions to deal with Lightwave
or Modeler, please let me know.
 
Thanks,
 
John Follett
 
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From owner-lightwave@webcom.com Sat May 20 17:37:34 1995
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Date: Sat, 20 May 1995 20:40:27 -0400
From: Joseburgos@aol.com
Message-Id: <950520204026_126020880@aol.com>
To: 13796bunne@kcpbldg01.bv.com
Cc: lightwave@webcom.com
Subject: Re: Transp Edge w/Sequence
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>The effect I am looking for is feathered edges on each of 
>the polys so that the image fades in from black at the edges to a clear 
>image on the majority of the poly.

I would screen grab using ADPro the shape in Modeler, full screen face view.
I then would use my paint program of choice, Alpha Paint. In Alpha paint I
would put the wire frame screen gram in a buffer, switch buffers and select
"Onion Skin". Then I wound paint a solid white shape using the shape in the
background (screen grab) as my guide. I then would use Alpha's tools to
smooth out the edge's as much as I need them to be. Last I would cut out a
brush of this new white shape. When you cut the brush use the box tool with
cut and cut the brush getting as close to each edge but still cutting the
entire shape. Save this brush as trans_Shape.map and load it into LW. Load
the trans_Shape.map from the Images menu. Select the shape object you used
and in the Suface's , transparency "T"exture section, select Planar and the
image name. Select Auto Size. Finished.
Now I know this seams like a long proceedure but you get exact placment of a
image map. I use the above method for all my complex image mapping and I
never have to mess with all the size and axis ...... adjustments that drive
me crazy. I'm like alot of people, an X Imagine user. I think LW whips
Imagine and thats why I switched but I got so comfortable with visual
placment tools that I use the above method to yield the effect I want.

Oh yeah, Positron Publishing is porting Dynamic Motion Module to the PC but
as a IPAS plug-in. Also a program call 3D Mesh Paint, which will allow you to
paint in 3D thus eliminating my method and answers all the Decal questions
thats been around on the list lately. But I think it to might be a IPAS
plug-in. I hope that they make LW plug-in's or at the least make stant alone
versions of there software.


Later,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Sat May 20 17:39:05 1995
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Lines: 49
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	(in the spirit of improving LW surfacing techniques......)

Eric Case writes:

>On Sat, 20 May 1995 Jeric@cup.portal.com wrote:
>
>[snip]
>>       What does it mean to have more than one texture on a surface?  re
>>       the above, it's not color OR bump OR etc, we can of course (and I
>>       know you know this already, David) color AND bump AND luminance,
>>       so I'm still not grokking how it differs from Imagine's scheme.
>>
>>       But I've heard it ad nauseum, so I assume it's true and not just
>>       some wierd nomenclature overlap.  Pray explain.
>
>You will no doubt get may replies to this, and many may be as flames,

	Gee, I thought I phrased it rather neutrally.....

>but let me try to help.  One of the thing that can be done in Imagine is have
>a texture (say dots) that will define where a 2nd texture will go (say in
>the dots).  This can go on and on.

	So, in Imagine (and R3d) there are essentially alpha mapping functions
	for various textures, correct?  Those alpha maps can be procedural?  
	And, from another emailing, there are also procedural gradients
	defining texture, uh, manifestation.

	(Am I getting close?)

	In general, are surfaces object or polygon based in such programs?

	With the current LW surface UI, I wonder how such functionality	
	could be implemented.



>Eric Case                      INTERNET: eric@bigdog.engr.arizona.edu

	Thanks for the info, Eric!  (Man, sure are a LOT of "Eric"s on the
	infobahn.)


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From owner-lightwave@webcom.com Sat May 20 18:56:12 1995
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Date: Sat, 20 May 1995 21:58:52 -0400 (EDT)
From: James Brooks <jamesb@clark.net>
To: lightwave@webcom.com
Subject: Porting DMM to PC?
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On Sat, 20 May 1995 Joseburgos@aol.com wrote:


> Oh yeah, Positron Publishing is porting Dynamic Motion Module to the PC but
> as a IPAS plug-in. Also a program call 3D Mesh Paint, which will allow you to
> paint in 3D thus eliminating my method and answers all the Decal questions
> thats been around on the list lately. But I think it to might be a IPAS
> plug-in. I hope that they make LW plug-in's or at the least make stant alone
> versions of there software.

Jose,

  I just hope they IMPROVED on the program BEFORE porting it over!  It is 
dog slow!  From what I read IMPACT does a hell of a lot better job!

Hmm, what about IMPACT?  ;-)

Alex

---------------------------------------------------------------
James "Alex" Brooks              Amiga 4000/040/28MHz 20MB RAM
Lightwave 3.5 / Imagine 3.0      VideoToaster 4000 3.1
Syquest 3.5" 270MB		 Bernoulli 90Pro
NEC 3xp Triple Speed CDROM       Warp Engine 4028
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From owner-lightwave@webcom.com Sat May 20 22:15:50 1995
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Date: Sun, 21 May 1995 01:18:29 -0400
Subject: Re: Decals
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On Sat, 20 May 1995 Jeric@cup.portal.com wrote:

> 	What does it mean to have more than one texture on a surface?  re
> 	the above, it's not color OR bump OR etc, we can of course (and I
> 	know you know this already, David) color AND bump AND luminance,
> 	so I'm still not grokking how it differs from Imagine's scheme.
> 
> 	But I've heard it ad nauseum, so I assume it's true and not just
> 	some wierd nomenclature overlap.  Pray explain.

Pray that I will....errr....I mean, I WILL!  I forget the specifics now, 
but in Imagine, you can have something like 8 different Texture maps 
layered on top of each other...I think they can be applied to different 
surface attributes too, like LightWave's diffusity, specularity, 
transparency, and bumpidity. =)  You can also interactively edit the size, 
location and rotation of each texture map.  So, if you wanted to combine 
a wood grain, a reptile skin, and marble texture all on the same surface, 
you could do it easily and still be able to add more textures.  The thing 
I liked most about Imagine's surfacing abilities is that if a texture is 
not aligned to your object correctly, you just rotate the texture itself...
no need to pull it into an image processor and flip it 90 degrees or to 
do some sort of morph to get the texture mapped at a different angle.  
This form of texture mapping is one of the few things Imagine has/had 
going for it.


> 	"Groups of objects" is equivalent to "Load from Scene", which 
> 	preserves heirarchical relationships between all objects.

True, but the point here is that Imagine can group the objects together 
directly from within it's modeler program...this is not a big deal though 
because, like you said, it's easy to parent objects together and import 
them into other scenes with the Load From Scene button.  Okay, fuckit, 
skip the "Groups of Objects" idea....now that I think about it, it 
probably IS easier with the current way things are done in LightWave!


The only other Imagine-like feature I'd love to see in LightWave is the 
ability to add Bones right from the modeler...Imagine doesn't have this 
ability, but it does have something called the Cycle editor which allows 
you to easily set up skeletal structures and assign objects to the bones 
that make up a skeletal structure...then you can set up repeating cycles 
for the object to follow.  It's pretty much useless for REAL character 
animation though because you can't control the movements of the bones 
within Imagine's equivalent to Layout (Stage editor).  

It would be real cool if we could add Bones to an object AS we model it!


                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Sat May 20 22:48:55 1995
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Reply:  Item #9316980 from OWNER-LIGHTWAVE@WEBCOM.COM@INET01#
 
I have to agree with Darren that the visual interactive method of
texturing is some thing that could do with some improvment in
Lightwave. It would speed up the whole process of maping in layout
whitch equals less time spent foolin' around with the program, more
time looking at results, and moving on to the rest of the stuff, and
for most of us 'more' money. I have often gone back to Imagine just to
get a texture map that I could do easier in that program. Every thing
else in Lightwave is so interactive and comfortable why not texture
maping fella's?
 
...........NORV-MAN
 
 
 
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From owner-lightwave@webcom.com Sat May 20 22:48:57 1995
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>"Groups of objects" is equivalent to "Load from Scene", which
>preserves heirarchical relationships between all objects.  Knowing
>you are going to do this, you just pre-plan and build, say, robots
>it thier own scenes for importation to many other scenes.  If
>pre-planning is too cramping for one's bohemian life-style (where
>did the notion of artistic spontanaiety {sp?} ever come from?  Every
>significan art form I've seen requires mucho planning...) one can
>always build a scene as normal, save the whole shebang, then kill
>all objects one will not be importing to another scene,
>and THEN save that scene as the "Load From" scene.
 
As a former owner of Imagine I have to say that the above is correct
that planning is a major part of any Artistic endevor. Lightwave's
bigest advantage over Imagine has been it's abilitity to quickly and
easyily give visual feed back on what the final animation is going to
look like. Plus a better Manual and easyier to understand interface.
I however also find that Lightwave came up short on it's ablitity to
visually target it's image maps to it's surfaces. Programs like forge
however seem to solve most of those problems plus with all the user
support from VTU and LightwavePRO magizine. I am not about to say I'm
disatisfied with Lightwave. Note that Imagine had the ability to map
'many' color maps on to the same surface. An object like a planet
object whould only require 1 set of polygons to have 'color' maps of
land, oceans, clouds, etc all working independantly of each outher.
It made for easy to do maping, and lower polygon count.
 
.......$.02 NORV_MAN
 
 
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From owner-lightwave@webcom.com Sun May 21 06:19:49 1995
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From: thierry@ix.netcom.com (Thierry Humeau )
Subject: Converting DPaint anims to Flyer clips
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Does anyone have any idea on how I could convert DPaint animation into 
Flyer Clips? Did somebody wrote a macro or is someone thinking about 
writing one to do that?

Thierry.
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Cameraman/Producer		fax: 301-933-2868
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James Hastings Trew writes:
>Imagine does not have "colour maps" or "transparency maps" or "bump maps"
>-- it only has textures, which can do all of these things and more.
>Textures are applied in order. So, for example, the object is given a base
>colour, and then texture 1 can either modify or replace that colour, and
>then texture 2 modifies or replaces the colour that texture 1 came up with,
>and then texture 3 modifies or replaces what texture 2 came up with, and so
>on. 

	OK.  Now, how is the precedence of the effect determind?  To my ears,
	it seems that there must be some kind of implicit or explicit alpha
	channel defining how the each texture affects the previous texture. 

	And, of course, how is it placed?  In TrueSpace, you can see a rep-
	resentation of the bitmapular  :^)  rectangle.  Is something similar
	happening in Imagine?  Of course, for procedural stuff I assume there's
	another system.


>jhasting@eagle.wbm.ca (James Hastings-Trew) sent this message.

	Thanks for the info, James!


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On Sat, 20 May 1995, James Brooks wrote:

>   I just hope they IMPROVED on the program BEFORE porting it over!  It is 
> dog slow!  From what I read IMPACT does a hell of a lot better job!
> 
> Hmm, what about IMPACT?  ;-)

Another Shameless plug but here goes anyway... Impact is reviewed in the 
1st issue of LIGHTSPEED which is due to be released here to you guys in 
about 3 weeks.  If you are interested in ordering the 1st issue of 
becoming a subscriber to a new vhs issue each month, leave me a message 
saying you are interested and I'll send you info as soon as it all ready 
to go.  

Manuel Coats
LIGHTSPEED : The Video Magazine for the Lightwave Enthusiast.




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From: "John Crookshank, MicroTech Solutions, Inc." <johnc@mcs.com>
Subject: Re: Converting DPaint anims to Flyer clips
To: Thierry Humeau <thierry@ix.netcom.com>
Cc: toaster@webcom.com, lightwave@webcom.com
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On Sun, 21 May 1995, Thierry Humeau wrote:

> Does anyone have any idea on how I could convert DPaint animation into 
> Flyer Clips? Did somebody wrote a macro or is someone thinking about 
> writing one to do that?

DPaint IV will let you save an animation as a .anim file (default), or as
separate name.nn IFF's from the Project menu. Then just use the Flyer
IFF2Clip macro in the Arexx/Editor drawer to build them back into a Flyer
clip. Of course, if they are not 752x480, you should scale them to that
size first, for proper display on the Toaster. 

    ,-------------------------------------------------------,
   /     John Crookshank             johnc@mcs.com         /
  (  MicroTech Solutions, Inc.                            (
   \    http://www.mcs.net/~johnc/www/MicroTech.html       \
    `-------------------------------------------------------`

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From: Manuel DeSantos <manueld@pinn.net>
To: Thierry Humeau <thierry@ix.netcom.com>
Cc: toaster@webcom.com, lightwave@webcom.com
Subject: Re: Converting DPaint anims to Flyer clips
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On Sun, 21 May 1995, Thierry Humeau wrote:

> Does anyone have any idea on how I could convert DPaint animation into 
> Flyer Clips? Did somebody wrote a macro or is someone thinking about 
> writing one to do that?
> 
> Thierry.

You could use Image FX to convert the Anim into individual frames.  It is a
macro called BustAnim.  Then you use the sequence as a background image 
in Lightwave and save it as a VT4000 anim.

Manuel Desantos
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From owner-lightwave@webcom.com Sun May 21 23:35:18 1995
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Date: Mon, 22 May 1995 14:31:24 +0800 (SST)
From: Peter Bowmar <bpj1@titan.np.ac.sg>
To: lightwave@webcom.com
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Can anyone tell me why a scene I created on my 24meg A4000 in LW3.5sa 
loads and renders fine, but on a Pentium with 32mb of ram under Windows 
3.1+Win32s, it loads and then crashes whenever I try to render it? I 
realize that it's a pre-release version, but if it can't render stuff I 
do at home, it's not too useful. Oh, and under Win95, it doesn't even 
load it, it just crashes.

------------
Peter Bowmar
------------

And remember, if it says "Microsoft" you know it sucks!

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From owner-lightwave@webcom.com Mon May 22 01:01:04 1995
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Date: Mon, 22 May 1995 01:04:00 -0700 (MST)
From: Ernie Wright <ernie@gaspra.pd.com>
To: lightwave@webcom.com
Subject: Re: Memory under windows?
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Peter Bowmar wrote:

> Can anyone tell me why a scene I created on my 24meg A4000 in LW3.5sa
> loads and renders fine, but on a Pentium with 32mb of ram under Windows
> 3.1+Win32s, it loads and then crashes whenever I try to render it?

Not unless you tell us a little more about it.  The subject line implies
that you think you have a problem with lack of memory, but this is pretty
unlikely.

> I realize that it's a pre-release version, but if it can't render stuff
> I do at home, it's not too useful.

How about that.

- Ernie

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From owner-lightwave@webcom.com Mon May 22 03:31:03 1995
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From: David Roth <david.roth@bahianet.com>
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Subject:   Transp Edge w/Sequence
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-=> On 20 May 95  13:13, 13796bunne@kcpbldg01.bv.com wrote: <=-


 1c> I have yet to receive a workable response to a question I had on the 
 1c> newsgroup so I'll give it a whirl here. What I want to do is make four 
 1c> irregular polys and map a sequence on each one on the same screen. No 
 1c> problem so far. The effect I am looking for is feathered edges on each
 1c> of  the polys so that the image fades in from black at the edges to a
 1c> clear  image on the majority of the poly. Sort of like a Photoshop
 1c> blending. I have  tried using a transparency grid texture with varying
 1c> grid sizes and falloffs  but everything seems to blend from the center
 1c> out and negative values are  not the answer for that. Even if I move
 1c> the center point it only will work  for one side and I need a uniform
 1c> blend from all sides. There must be a  simple solution for this, isn't
 1c> there... 

Couldn't you use transparancy falloff on two axis to acheive this effect?

David.


---   +----------------------------+-----------------------------------+
---   |         David Roth         |  E-mail: david.roth@bahianet.com  |
---   |        VideoGraphics       |  Voice/Fax/Data: 55-71-336-5871   |
---   |  Tecnologia em Multimidia  |     Salvador, Bahia, Brazil       |
---   +----------------------------+-----------------------------------+


 * AmyBW v2.11 *
--- Blue Wave/RA
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From owner-lightwave@webcom.com Mon May 22 06:00:07 1995
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From: ggarramuno@sicoar1.satlink.net (Gonzalo Garramuno)
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J>  OK.  Now, how is the precedence of the effect determind?  To my ears,
J>  it seems that there must be some kind of implicit or explicit alpha
J>  channel defining how the each texture affects the previous texture. 
J> 
J>  And, of course, how is it placed?  In TrueSpace, you can see a rep-
J>  resentation of the bitmapular  :^)  rectangle.  Is something similar
J>  happening in Imagine?  Of course, for procedural stuff I assume 
there's
J>  another system.

Imagine uses a bounding box for showing both the textures AND image maps.
These are shown in wire-frame and can be visually or numerically scaled,
rotated, and moved.  Although it is far from intuitive, it offers much
more control that LW.
The precedence of images/textures is only given thru the order in which
you use them.
Someone mentioned that an alpha image can be used to specify what parts
receive one texture and what parts receive another... as far as I know 
this
is not so.
Textures also have a gadget for specifying the amount of mix.  The way
textures/images work in Imagine is okay, but it is not perfect, and I 
like
LW's textures MUCH MORE (no matter if Imagine has 200+ of them).
As a matter of fact, I'd say procedural textures in Imagine are badly
implemented.    While most textures can be used as color, reflection and
transparency, you usually need special textures for bump.   In LW, almost
all textures can be used on all attributes.
In Imagine, I am still waiting to see a texture that can be used on
specularity, roughness, shininess or diffuse- an attribute missing in
Imagine).
Besides, in Imagine there is no falloff to speak of in either images or
textures, which limits the use of textures A LOT for special effects.

Finally, values in textures are not keyframed (neither are in
LW) so you still have to morph between two objects (or use the new States
function in Imagine 3.0+, which is as clumsy to use as morphing).  LW's
morphing (while far from perfect) is still much simpler to use.

Gonzalo Garramuno
ggarramuno@sicoar1.satlink.net
Carlos Sorin Cine S.R.L.
Buenos Aires, Argentina


... "Good Enough" is the death knell of progress.

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From owner-lightwave@webcom.com Mon May 22 06:52:28 1995
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From: "Layberger, Fredie" <fredie@msgate.columbiasc.ATTGIS.COM>
To: 'lightwave' <lightwave@webcom.com>,
        owner-lightwave <ncrhub4!ncrgw1!webcom.com!owner-lightwave@ncrcae.columbiasc.NCR.COM>
Subject: RE: Transp Edge w/Sequence
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>
>I have yet to receive a workable response to a question I had on the
>newsgroup so I'll give it a whirl here. What I want to do is make four
>irregular polys and map a sequence on each one on the same screen. No
>problem so far. The effect I am looking for is feathered edges on each of
>the polys so that the image fades in from black at the edges to a clear
>image on the majority of the poly. Sort of like a Photoshop blending. I 
have
>tried using a transparency grid texture with varying grid sizes and 
falloffs
>but everything seems to blend from the center out and negative values are
>not the answer for that. Even if I move the center point it only will work
>for one side and I need a uniform blend from all sides. There must be a
>simple solution for this, isn't there...

There may be a much better way, but the way I get soft edges is to use a 
grayscale
image map for transparency. To create them, I use Outline feature of 
Imagemaster, but
any package that will do a blend/gradient fill could be used. Make a white 
center area,
and then fill the edges with a white to black gradient.


>
>thx
>jmb
>"Some mornings it just doesn't seem worth it to gnaw through the leather
>straps"
>bunnelljm@bv.com
>
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From owner-lightwave@webcom.com Mon May 22 07:36:23 1995
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Date: Mon, 22 May 1995 07:38:36 -0700
From: bdady@netcom.com (Brian Dady)
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Subject: Re: Farmer LW's Render Farm
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> On Thu, 18 May 1995, Rowan Crawford wrote:

>>> (NewTeck BBS SysOp) said that there'll be a module in the LW 4.0 package
>>> that is LW, but only renders, and can be used on any number of machines
>>> for distribted rendering.  Catch:  It currently wil only work on a series
>>> of similar processors (Amigas to Amigas, Intel to Intel, ect.)  From what
>> 
>> WHAT? Is that likely to be fixed at some stage? Gawd knows how many
>> Amiga owners plan(ned) to buy a PC for rendering...

To which Dave Warner responded:

> Very doubtful....you're talking about completely different programs.  If 
> you have multiple Amigas and want to render on more than one of them, 
> you'll only need to buy one copy of LightWave...same with the PC version 
> or the Alpha version or the Mips version.  If you want to run LightWave 
> on an Amiga AND a PC, you'll need to buy two copies....you'll need to 
> buy additional copies if you want to run Layout or Modeler on more than 
> one machine. 

> Only makes sense....

Dave, I agree that it might make some sense, but there are more than a
few Lightwaver's out here in this position:  I bought my Amiga/Toaster
and Lightwave years ago, and up to now it has been a hobby.  I would
really love for it to be a business, but I don't have the money to buy
everything I need all at once.  I would love to have a Flyer, but I
haven't yet scraped together enough to buy a PAR or single-frame setup,
and now, once again I will be paying to upgrade LW.  I didn't buy the
standalone in preparation for the cross-platform upgrade because I 
couldn't afford it or a second platform.  I have been holding out in
hopes that Newtek would offer us Amiga/Toaster/Lightwave users a deal
as good as the rest of you got.  I will certainly need more rendering
power than my one A2000/040 when I finally do have the PAR (most
likely SF solution).  If I can't buy a cost-effective PC and render
with my yet-to-be-purchased (and *offered*) upgrade to LW 4.0 (probably
as a Toaster/LW package), then I am stuck with trying to find an over-
priced and under-powered (and as much as I hate to say it, obsolete)
Amiga to help render.  My buying another copy of Lightwave might make
sense to you, but it just means a longer wait for me, before I can be
in business like you!

BTW : anybody in the SF bay area want to pool resources and start a
co-op / joint venture arrangement of some kind?  I want to do this
full time so bad I can taste it...

Brian
--------------------------------------------------------------------
bdady@netcom.com				VideoMagic --*


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From owner-lightwave@webcom.com Mon May 22 07:41:14 1995
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Date: 22 May 1995 09:41:10 -0600
From: "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM>
Subject: None
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                  None
> In all the talk about creating decals, I haven't seen anything about 
> stenciling in your decal in Modeler (maybe I missed it?). Anyways, I've 
> been using Stencil ever since it was introduced to do this, and it works 
> great...
> 
> JG
> --

>I agree.  This is about the only use I get our of stencil... creating 
>decals or things to be imprinted onto my object.   Somebody did mention 
>it though, one of the first replies... I think it was Joe Angell.

>Manny

A great use of stencil is to add verticies to models to control  metaforming.
If your objects corners are being rounded to much by metaforming, just
stencil a verticie about where you want the radius to start, and one where it
should stop. Bevel works good for this also, but may add  geometry in areas
where you need a  smooth transition.


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From owner-lightwave@webcom.com Mon May 22 08:21:38 1995
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Message-Id: <199505221450.JAA16099@lois.dti.com>
From: blaise@lois.dti.com
Organization:  Deskstation Technology
To: lightwave@webcom.com
Date:          Mon, 22 May 1995 10:23:43 +0000
Subject:       A quick note about the Alpha 21164
Reply-To: blaise@dti.com
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Just a quick mention...

Some of our competitors are indicating that 21164-based Alpha 
products will be unavailable through September.   This is a 
misstatement of the facts.  The reality is that *their* 21164 
products will be unavailable until September.  We are shipping right 
now.  This goes back to the note I posted a while ago about doing our 
own designs.

By the way, the 21164-based Raptors are VERY fast.

I won't waste your bandwidth again on this subject.  Any responses 
should probably be directed to me personally instead of the group.

Thanks.

Blaise Fanning
Chief Technology Officer
Deskstation Technology
(913) 599-1900
blaise@dti.com
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From owner-lightwave@webcom.com Mon May 22 08:33:17 1995
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Date: Thu, 18 May 95 13:05:26 EDT
From: Todd Aubin <taubin@FASTech.Com>
Message-Id: <9505181305.A08027@felix.fastech.com>
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Subject: Re: LW slower under Win95!!
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>From the book "Inside windows 95", its says that on win32s, the system
detects whether or not the application is 16-bit or 32-bit. I here that
LW40 is a 16-bit application (someone correct me). 

Now on Win32s on top of WW3.1 the stuff looks like 16-bit so it runs
directly without any mapping translations.

On win95, and winNT3.5, the 16-bit calls get changed to 32-bit calls
via a gates-ism called "Thunking". The 16-bit call has to be converted
to a 32-bit thread chunk and then a call is made to the 32-bit os.
On the way up the same thing has to happen.


If its any consolation, I here that people with 16-bit applications get
better performance on NT35 than on Win95. Plus its probably the one
Microsoft product that microsoft-haters actually enjoy, and admit to
it at parties!


______________________________ Reply Separator _________________________________
Subject: LW slower under Win95!!
Author:  bpj1@titan.np.ac.sg at felix
Date:    5/18/95 4:35 PM


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Date: Thu, 18 May 1995 16:35:27 +0800 (SST) 
From: Peter Bowmar <bpj1@titan.np.ac.sg> 
To: lightwave@webcom.com
Subject: LW slower under Win95!!
Message-Id: <Pine.SV4.3.91.950518163038.10709B-100000@titan.np.ac.sg> 
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Well, it's possible I could be doing something wrong, since I hate 
Microsoft OSs with a passion and therefore end up not knowing much about 
them, but Lightwave Prerelease, far as I can tell, runs slower under 
Win95 than Win3.1 + Win32s. Doesn't make sense, but neither does a world 
where Microsoft is the standard!
     
The stats:
     
The Juggler, loaded direct from HD, hit F9 (trace shadows, ref, med res 
NTSC d2, AA low, Adapt 8 - I think, but each machine was identical)
     
Win3.1+Win32: 2min 9sec
Win95: 2min 38sec
     
These are IDENTICAL Pentium 90mhz, 32mb RAM.
Lightwave for 3.1 was installed with Win32s when it asks. Lightwave for 
Win95 was installed as though under NT (as advised on this list.) Anybody 
got any ideas?
     
------------
Peter Bowmar
------------
     
And remember, if it says "Microsoft" you know it sucks!
     
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From owner-lightwave@webcom.com Mon May 22 08:37:56 1995
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From: jhasting@eagle.wbm.ca (James Hastings-Trew)
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Jeric@cup.portal.com writes:

>        OK.  Now, how is the precedence of the effect determind?  To my ears,
>        it seems that there must be some kind of implicit or explicit alpha
>        channel defining how the each texture affects the previous texture.

Bitmap textures can be "told" to ignore colour 0... obviously this only
applies to indexed colour images (8bits and down). Colour 0 is then
"transparent" so that the colour of the previous texture is unchanged.
Procedural textures usually modify the colour of the previous texture --
modification meaning anything from "do nothing" to "completely replace" at
any given point on the surface. Most procedural textures in Lightwave and
Imagine take the base colour of the object and do something to it in some
sort of non-uniform way across the surface. For example, the wood texture
in Lightwave takes the base colour of the object and applies another colour
to it in a wood-grain pattern. Take that a step further, and imagine that
the "base colour" is whatever the last texture did to the surface, and
you'll see how it works.

>        And, of course, how is it placed?  In TrueSpace, you can see a rep-
>        resentation of the bitmapular  :^)  rectangle.

Imagine represents the bitmap as a cubic volume, which has a fairly
intelligent guess at where you'd like to place the bitmap (covering the
entire object). Since each type of mapping requires a different position of
the texture map cube, Imagine will default to giving a "standard" placement
depending on what kind of map projection you want. Imagine does not call
its projection options anything as obvious as "flat" or "spherical" or
"cylindrical" but instead makes you figure out which axis you'd like the
map to be flat in, and which axis to 'wrap' the map around.

You can move, rotate, skew, scale, and stretch the mapping volume in
Imagine. This is a really cool feature that I wish Lightwave had. For
example, have a look at my "treekit" objects (on LightROM 1 I believe). I
created the same objects for Imagine and for Lightwave. Due to the
shortcomings of Lightwave's mapping options, I had to build the trees as a
heirarchy of objects which were mapped and then rotated into position. In
Imagine, the objects were built as a single object, and the mappings
themselves were rotated into position instead. Much easier to build and
manage the object.

Having said that, I have not had that much trouble with Lightwave mapping,
and careful planning and forethought is all that is needed to get the
effects I want. I really like the diffuse and specular mapping (which
Imagine does not have). The mapping options would not be enough to get me
to switch back to Imagine.


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From owner-lightwave@webcom.com Mon May 22 10:08:57 1995
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Date: Mon, 22 May 1995 10:11:52 -0700 (PDT)
From: DMetcalfe <downinit@teleport.com>
To: Todd Aubin <taubin@FASTech.Com>
Cc: lightwave@webcom.com, bpj1@titan.np.ac.sg
Subject: Re: LW slower under Win95!!
In-Reply-To: <9505181305.A08027@felix.fastech.com>
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On Thu, 18 May 1995, Todd Aubin wrote:

> >From the book "Inside windows 95", its says that on win32s, the system
> detects whether or not the application is 16-bit or 32-bit. I here that
> LW40 is a 16-bit application (someone correct me). 

You're corrected. LW is a 32bit app.

Darren Metcalfe              "Had this been an actual emergency, 
downinit@teleport.com         we would have fled in terror,
                              and you would not have been informed"

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From owner-lightwave@webcom.com Mon May 22 15:31:46 1995
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To: lightwave@webcom.com
From: Eric_Thornquist@mindlink.bc.ca (Eric Thornquist)
Subject: Re: Memory under windows?
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Peter,

>Can anyone tell me why a scene I created on my 24meg A4000 in LW3.5sa
>loads and renders fine, but on a Pentium with 32mb of ram under Windows
>3.1+Win32s, it loads and then crashes whenever I try to render it? I
>realize that it's a pre-release version, but if it can't render stuff I
>do at home, it's not too useful. Oh, and under Win95, it doesn't even
>load it, it just crashes.

I don't know the answer to your rendering problem, but there is a workaround 
for your loading problem under Windows 95.  It seems that Lightwave PC has 
some problems with Amiga filenames.  To solve it, do the following.

1. Go into Lightwave.
2. Go to the Objects panel and click Load from Scene.  Select the scene you 
want to load.  Lightwave may tell you it can't find certain images or 
whatever - just point it to the right ones when it asks.
3. Click Save All Objects.
4. Go into a text editor and edit your scene file.  You should change any 
references , for example '3D:Objects/Teapot.lwo', to what it should be, for 
example 'C:\Newtek\Objects\Teapot.lwo'.
5. Go into Lightwave and load the scene.  It should work.

>And remember, if it says "Microsoft" you know it sucks!

Oh, please...

Rick

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From owner-lightwave@webcom.com Mon May 22 15:52:10 1995
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From: dan@acti.com (Daniel J. McCoy)
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>I don't know the answer to your rendering problem, but there is a workaround 
>for your loading problem under Windows 95.  It seems that Lightwave PC has 
>some problems with Amiga filenames.  To solve it, do the following.

This problem is probably isolated to just Windows and Windows 95 as NT has
no problems dealing with all the Amiga based scene files I've thrown at it
(outside of the obvious volume and directory mismatches.).  This probably is
due to NT's POSIX compliance.  I want to write a plug-in that searches for
elements in a scene and objects in that scene if the path is incorrect (ie:
path differences between Amiga and PC).  That and a REAL file requester for
NT to use in LW/Modeler!

Render well,
Dan
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From owner-lightwave@webcom.com Mon May 22 16:32:57 1995
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To: lightwave@webcom.com
Subject: Glowing trails for text.
Date: Mon, 22 May 1995 14:00:38 +0100
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From: MICHAEL RICHARDS <mhr@aber.ac.uk>
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Hi !

	I'm doing some logo work at the moment (hey I know its not
groundbreaking - but it pays !) and I am trying to get a line of text
that is emitting beams of light - if you've seen the rather fancy
Lightstorm logo where the text seems to leave a light trail that is
what I am after.

	I know Lightwave doesn't support radiosity methods, so can
this be faked ? I have tried creating an object in the shape of the
text with the front and rear faces removed and then making this object
luminous and translucent. I have luminosity mapped the tubes so that
they fade down to 0% brightness closest to the camera.

The tubes are then aligned with the text, the tubes facing the 
camera, but the effect doesn't look right - the tubes look just like
tubes and I tend to get some stray bright pixels at the supposedly
invisible end of the tube.

	(Quick top view in glorious ASCIIvision)

	-- -- -- -- -- <- Text
	|| || || || || <- Glowing tube


               # <- Camera

	If anyone has done this before and has had some good results,
I'd appreciate it if they could email me and let me know the secrets.
Thanks in advance.
					Mike.
Mike Richards - BOOST / SCORE Project          /@\            \|/
   mhr@aber.ac.uk     - email                 `-\ \  ______  - 0 -
   +44 (0)1970 622443 - voice                    \ \/ ` /  \  /|\ _
   or : c/o Dept. Computer Science, UW, Penglais, \_i / \  |\____//
        ABERYSTWYTH, Dyfed. SY23 3DB. UK.           | |==| |=----/
Why not drop me a line ...? ------------------------hn/--hn/-----------
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From owner-lightwave@webcom.com Mon May 22 17:18:06 1995
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Date: Mon, 22 May 1995 11:10:18 -0700 (MST)
From: Ernie Wright <ernie@gaspra.pd.com>
To: lightwave@webcom.com
Subject: Re: LW slower under Win95!!
In-Reply-To: <9505181305.A08027@felix.fastech.com>
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Todd Aubin wrote:

> From the book "Inside windows 95", its says that on win32s, the system
> detects whether or not the application is 16-bit or 32-bit. I here that
> LW40 is a 16-bit application (someone correct me).

Okay.  PC LW is a 32-bit program.  Where did you hear otherwise?

> On win95, and winNT3.5, the 16-bit calls get changed to 32-bit calls
> via a gates-ism called "Thunking".

Bill Gates didn't invent thunks, although Windows certainly uses them.
Windows programs explicitly create thunks with MakeProcInstance() when
installing callbacks, usually for window procedures.  This is just a
layer of indirection that allows programs to move around in memory.
It's not a Satanic plot.

- Ernie

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From owner-lightwave@webcom.com Mon May 22 17:24:59 1995
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Subject: RE: Memory under windows? (fwd)
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Forwarded message:
From kentce@microsoft.com  Mon May 22 08:52:13 1995
Message-Id: <9505221606.AA15131@netmail2.microsoft.com>
X-Msmail-Message-Id:  FD752192
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From: Kent Cedola <kentce@microsoft.com>
To: owner-lightwave@webcom.com
Date: Mon, 22 May 95 08:49:58 TZ
Subject: RE: Memory under windows?
X-Msxmtid: red-28-msg950522155124MTP[00.10.07]00000093-332

| ------------
| Peter Bowmar
| ------------
|
| And remember, if it says "Microsoft" you know it sucks!

Do you have a Lightwave specific issue that I can help you with?

-- KentCe@Microsoft.com



-- 
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From owner-lightwave@webcom.com Mon May 22 17:25:22 1995
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who
end
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From owner-lightwave@webcom.com Mon May 22 17:33:02 1995
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>who
>end

Who indeed!  I'm beginning to sound like an owl!  I'll get some sleep now...

Dan
LightWave3D - It's not just a breakfast cereal...


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From owner-lightwave@webcom.com Mon May 22 17:42:07 1995
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Forwarded message:
From kentce@microsoft.com  Mon May 22 09:02:17 1995
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From: Kent Cedola <kentce@microsoft.com>
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Date: Mon, 22 May 95 08:58:33 TZ
Subject: RE: Memory under windows?
X-Msxmtid: red-28-msg950522160004MTP[00.10.07]00000093-367

| Can anyone tell me why a scene I created on my 24meg A4000 in LW3.5sa
| loads and renders fine, but on a Pentium with 32mb of ram under Windows
| 3.1+Win32s, it loads and then crashes whenever I try to render it? I
| realize that it's a pre-release version, but if it can't render stuff I
| do at home, it's not too useful. Oh, and under Win95, it doesn't even
| load it, it just crashes.

Wouldn't you have better luck reporting problems direct to Newtek or 
through your Dealer?

-- Kent



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From owner-lightwave@webcom.com Mon May 22 18:02:34 1995
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From: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
To: "'lightwave'" <lightwave@webcom.com>
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Thx to everyone who responded and it seems the only simple solution is to 
use a black/white grad map for a transparency map for the polys. This would 
allow me the most control over the edges and I wouldn't have to modify the 
sequences in any way.

thx
jmb
1,000 brains are better than one
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From owner-lightwave@webcom.com Mon May 22 18:33:04 1995
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Subject: Mail Bounces Today
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One of the sites out there (DIS.NWAC.SEA06.NAVY.MIL) has been bouncing
e-mail back to individuals who've posted mailing list messages today.  I'm
not sure if the user's mailbox is full or if the server is full but I've
removed the user from the regular list and popped him in the digested list.
Bounces are SUPPOSED to go back to me and me alone but some mail servers out
there don't comply.  :(  Sorry about this.

Also, Webcom has mentioned possible downtime for upgrades and maintenance
tonight around 10:00pm PST.  If you experience problems with the mailing
list, you'll know why.  :)

At any rate, render well!
Dan
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From owner-lightwave@webcom.com Mon May 22 18:47:03 1995
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From: dan@acti.com (Daniel J. McCoy)
Subject: One More Thing-Reply Direction
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I meant to include this in with the last message I sent but judging from
"who" earlier, it's clear I dont' have all my marbles today.  

I've noticed a few messages were sent to "owner-lightwave@webcom.com"
instead of "lightwave@webcom.com".  I can't guarantee I will forward any
message sent to the wrong address.  Please make sure you direct your
responses either to the individual who posted the message or to
"lightwave@webcom.com".

Thanks,
Dan
--
Daniel J. McCoy | djmccoy@primenet.com or netcom.com and dan@acti.com

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From owner-lightwave@webcom.com Mon May 22 19:53:58 1995
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Subject: Re: Porting DMM to PC? (fwd)
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Forwarded message:
From n.maples1@genie.geis.com  Mon May 22 17:34:56 1995
From: n.maples1@genie.geis.com
Message-Id: <199505230035.AA164399319@relay1.geis.com>
Date: Mon, 22 May 95 23:49:00 UTC
To: owner-lightwave@webcom.com
Subject: Re: Porting DMM to PC?
X-Genie-Id: 5815348
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Reply:  Item #0653085 from OWNER-LIGHTWAVE@WEBCOM.COM@INET#
 
I'm interested in Lightspeed
 
 


-- 
Daniel J. McCoy                           BIX: dmccoy                
Internet : djmccoy@primenet.com, djmccoy@netcom.com, dan@acti.com     
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From owner-lightwave@webcom.com Mon May 22 19:56:17 1995
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Subject: Re: Porting DMM to PC? (fwd)
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Forwarded message:
From Kene@prostar.com  Mon May 22 18:13:29 1995
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From: kene@prostar.com
Reply-To: kene@prostar.com
Subject: Re: Porting DMM to PC?
To: owner-lightwave@webcom.com
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Date: Mon, 22 May 95 17:34:34 PDT
Organization: ProStar Internet Gateway

I'm interested in the Video Lightwave Magazine. Please send info    KenE
@prostar.com



-- 
Daniel J. McCoy                           BIX: dmccoy                
Internet : djmccoy@primenet.com, djmccoy@netcom.com, dan@acti.com     
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From owner-lightwave@webcom.com Mon May 22 20:06:50 1995
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Date: Mon, 22 May 1995 20:08:59 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: RE: Transp Edge w/Sequence
To: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
Cc: "'lightwave'" <lightwave@webcom.com>
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> Thx to everyone who responded and it seems the only simple solution is to 
> use a black/white grad map for a transparency map for the polys. This would 
> allow me the most control over the edges and I wouldn't have to modify the 
> sequences in any way.

Just a side note... render a flat on view of the polys in question and 
save an alpha image (assuming no transparency) Use the alpha image as a 
template to create the t-map, cutting the full size out and saving as an 
image to map using Automatic size (it helps to 'bleed' over the edges of 
the t-map also).

JG
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From owner-lightwave@webcom.com Mon May 22 23:16:43 1995
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From: "Henrik Bengtsson" <HENRIK@utb.shv.hb.se>
Organization:  University of Boras
To: lightwave@webcom.com
Date:          Tue, 23 May 1995 08:25:05 MET-1MEST
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Subject:       Hm.. WHy doth my LW crasheth? =)
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Hi all.. just a small question. I run LW under W95 (Mars "final" beta) on a AMD 
Dx4 100 with 16 MB ram and it crashes when i try loading Amiga lightwave scenes 
into it. It works perfectly with objects from the amiga but on scenes it cough 
up and dies. I take it that this is not the expected behaviour and was just 
wondering if anyone more has experienced this? Btw, the AMD has not given me 
any problems with LW and '95 except perhaps this one.

Beeeeee well,
Henrik
--------------------------------------------------------------------
Henrik Bengtsson
System Administrator
Dep. Of Comp. Sci and Business Administration.
UCoB (University College of Bor}s)
Sweden
---------------------------------------------------------------------
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From owner-lightwave@webcom.com Tue May 23 00:30:37 1995
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From: steven@hkg.hkg.ingr.com (Steven Davis)
Message-Id: <199505232037.AA03239@hkg.hkg.ingr.com>
Subject: LW 4.0 ARexx Plugins
To: lightwave@webcom.com
Date: Tue, 23 May 95 15:37:43 CDT
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Has anyone created any modeller plug-ins yet?  I`m looking for things like
'center' and my most used macro of all 'LogoTron'.

I`ve got Lightwave 4.0 Intel Pre-Release running on a Intergraph TD3 90mhz,
and its just so cool.  Its nice to have modeller in 1280x1024 non-interlaced
on a 21 inch monitor.  Can`t wait for the network distributed rendering module.

SD.
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From owner-lightwave@webcom.com Tue May 23 04:52:37 1995
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From: 23-May-1995 0730 <leimberger@marbls.enet.dec.com>
To: "jgross@netcom.com"@24580.enet.dec.com
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John,

>In all the talk about creating decals, I haven't seen anything about 
>stenciling in your decal in Modeler (maybe I missed it?). Anyways, I've 
>been using Stencil ever since it was introduced to do this, and it works 
>great...

>JG

 I tried stencil this weekend an I liked it ! I had to look for it though,
 I don't use drill a whole lot. I used stencel to add disk surfaces to
 the sides of a nosecone and then mapped my emblem to these surfaces.
 Then I went into text got my lettering "0 8" and used thest to stencil
 a number on the missile doors. This allowed me to number the object and
 use color, eliminating a bitmap. Lastly I used a disk  on the nosecone
 from the Z axis and it resulted in a nice rounded tip on the nosecone
 that I only had to change the color again. I liked the way Stencil 
 put the disk shaped surfaces on the round surface of the nosecone. I
 had to play with it some as this was my first pass at it. I quickly 
 learned that it will apply the new polygons to hte front and back surfaces.
 this was great for the nose cone but not the missile doors. I simply selected
 the front polygon on the doors and that worked fine. It is also a very 
 handy modeling tool. As it was I that opened op the DECAL thread I forwarded
 this to the LW list to let everyone know that it worked. While it is not
 the same as doing it in Imagine, it has added value in some instances.
 The fact that it makes it's own polygons is nice. Now Stenciling the numbers
 worked well because I did not have to worry about the area within the "0"
 being filled with the bitmap. What resolution is suggested when making
 bitmaps to use with stencil ? If I use hires laced I get short fat images
 to trace, and Map lowres laces is long and short. I scanned in the sharks
 mouth fron a WW II fighter, set it as background made a custom object(traced
 in modeler), but my bitmap did not map properly. Thanks to you and all that
 helped on ths decal thing. Now I have a severe problem "I CAN'T STOP"
							bill  
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From owner-lightwave@webcom.com Tue May 23 09:44:20 1995
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Date: Tue, 23 May 1995 11:02:54 -0500 (CDT)
From: Ed Smith <smith@mill2.MillComm.COM>
Subject: Re: Farmer LW's Render Farm
To: Brian Dady <bdady@netcom.com>
Cc: lightwave@webcom.com, bdady@netcom.com
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> Dave, I agree that it might make some sense, but there are more than a
> few Lightwaver's out here in this position:  I bought my Amiga/Toaster
> and Lightwave years ago, and up to now it has been a hobby.  I would
> really love for it to be a business, but I don't have the money to buy
> everything I need all at once.  I would love to have a Flyer, but I
> haven't yet scraped together enough to buy a PAR or single-frame setup,
> and now, once again I will be paying to upgrade LW.  I didn't buy the
> standalone in preparation for the cross-platform upgrade because I 
> couldn't afford it or a second platform.  I have been holding out in
> hopes that Newtek would offer us Amiga/Toaster/Lightwave users a deal
> as good as the rest of you got.  I will certainly need more rendering

Hey, we are all getting the same deal.  We all have to buy the PC version 
to render on a PC.  Nobody is getting any better deal than anybody else.  
Well, except the beta testers, but they're working for it.

> power than my one A2000/040 when I finally do have the PAR (most
> likely SF solution).  If I can't buy a cost-effective PC and render
> with my yet-to-be-purchased (and *offered*) upgrade to LW 4.0 (probably
> as a Toaster/LW package), then I am stuck with trying to find an over-
> priced and under-powered (and as much as I hate to say it, obsolete)
> Amiga to help render.  My buying another copy of Lightwave might make
> sense to you, but it just means a longer wait for me, before I can be
> in business like you!
>

If you want to be in business, like alot of the people here, do what most 
of them did:  Get a loan.  Or, do a couple of projects on your 
over-priced/under-powered amiga system.  It works just like the 
under-priced/over-powered PC system.  Most of the people that I know that 
do professional animation, started with a system like yours, did a couple 
of paying projects, bought a little more, and now, after a couple of 
years, they're at the point of being able to buy a Carerra for a single 
project and pay it off with that project.
 
> BTW : anybody in the SF bay area want to pool resources and start a
> co-op / joint venture arrangement of some kind?  I want to do this
> full time so bad I can taste it...
> 
> Brian

I'm not ragging on you in specific, it's just that I keep seeing people 
complaning that the software is too expensive, can't afford to buy two 
copies, and, damn it, it's just not fair.  It's our god-given right to 
use Lightwave. 
 
I mean, it's like saying, because I use Alias Sketch on a Mac, it's just 
not fair that I can't get Power Animator 6.0 for my Indy for $295. 
 
Well...  sorry about this...


--
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From owner-lightwave@webcom.com Tue May 23 09:52:29 1995
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Date: Tue, 23 May 1995 10:52:26 -0600
From: James Jones/Nibbles and Bits <jgjones@usa.net>
Reply-To: James Jones/Nibbles and Bits <jgjones@usa.net>
Message-Id: <199505231652.KAA08581@earth.usa.net>
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To: lightwave@webcom.com

Dan@acti.com said:

>...I want to write a plug-in...
>...That and a REAL file requester for NT to use in LW/Modeler!

   I'd pay REAL money for a REAL file requester plug-in!
   
   When is it shipping? :)
   
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net


___
* UniQWK #5134* 
                                                                       
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From owner-lightwave@webcom.com Tue May 23 10:47:48 1995
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______________________________ Reply Separator _________________________________
Subject: Re: LW slower under Win95!!
Author:  ernie@gaspra.pd.com at felix
Date:    5/22/95 11:10 AM


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>From owner-lightwave@webcom.com Mon 22 May 1995 21:42 
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Date: Mon, 22 May 1995 11:10:18 -0700 (MST) 
From: Ernie Wright <ernie@gaspra.pd.com>
To: lightwave@webcom.com
Subject: Re: LW slower under Win95!!
In-Reply-To: <9505181305.A08027@felix.fastech.com>
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Todd Aubin wrote:
     
> From the book "Inside windows 95", its says that on win32s, the system 
> detects whether or not the application is 16-bit or 32-bit. I here that 
> LW40 is a 16-bit application (someone correct me).
     
Okay.  PC LW is a 32-bit program.  Where did you hear otherwise?

I stand corrected  (todd)
     
> On win95, and winNT3.5, the 16-bit calls get changed to 32-bit calls 
> via a gates-ism called "Thunking".
     
Bill Gates didn't invent thunks, although Windows certainly uses them. 
Windows programs explicitly create thunks with MakeProcInstance() when 
installing callbacks, usually for window procedures.  This is just a 
layer of indirection that allows programs to move around in memory. 
It's not a Satanic plot.
     
- Ernie

sure. didn;t say it was. it was while working with win95 and nt that I
first heard of thunks. I thought it was a gates thing, but I guess I'm 
wrong. reminded me of the "granules" term that Randy Cook (inventor
of the TRS-DOS operating system) applied to 5120 bytes of disk area! -todd
     
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From owner-lightwave@webcom.com Tue May 23 13:20:56 1995
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From: Joe Angell <jangell@risd.edu>
Subject: Re: Flyer/Amiga OS?
To: Ian Lancaster <ilancast@juliet.stfx.ca>
Cc: LightWave Mailing List <lightwave@webcom.com>
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> Just before installing a Flyer system on a A2000, I was told that NewTek 
> only supported the OS2.1. To simplify installation, I yanked the 3.1 ROM, 
> replaced the 2.04 and installed the 2.1 OS. Now I'm wondering.
> 
> Has anyone tried to run the Flyer under 3.1, or is it possible that NewTek 
> might upgrade the system to include 3.1.


Here's one of'em.  I spent $150 on my 3.1 upgrade for the A2000 and I
wasn't about to yank it out, so I tryed it.  It wasn;t until AFTER I had
my system running for a few weeks that I heard about the 2.1 ONLY notice. 
I;ve been running happy with 3.1 since .94.  However, once 4.03 got here,
I've had a number of slight problems.  ie:  Multitasking (crashes about
25% of the time, although LW seems to be OK (it's in the BG right now...),
Framestore saves from Switcher are kinda wierd, and a few other things. 
Problem is, I don't know if it's jsut me or everyone, since NewTek just
tells me that my problems are probobly AmigaOS 3.1 related.  Since
everything was fine under .94, I'm assuming everything'll be fine & dandy
under 4.1.  I'm going to install my 2.0 ROM and 2.1 software sometime and
see if I still have those problems.  Anyone else tried this?

NewTek's said it's a hit-and-miss thing -- for some people it works, for
others it doesn't.  You'll just have to try it.  I like datatypes to much
to remove it now...

-- Joe

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From owner-lightwave@webcom.com Tue May 23 13:28:41 1995
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From: harlock@raindrop.ranma.com (Mike Harlock)
Message-Id: <20b5a43f.1af13-harlock@raindrop.ranma.com>
Subject: Re: Farmer LW's Render Farm
In-Reply-To: <Pine.3.89.9505231006.A17269-0100000@mill2.MillComm.COM>
             (from Ed Smith <smith@mill2.MillComm.COM>)
             (at Tue, 23 May 1995 11:02:54 -0500 (CDT))
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> If you want to be in business, like alot of the people here, do what most 
> of them did:  Get a loan.  Or, do a couple of projects on your 
> over-priced/under-powered amiga system.  It works just like the 
> under-priced/over-powered PC system.  Most of the people that I know that 
> do professional animation, started with a system like yours, did a couple 
> of paying projects, bought a little more, and now, after a couple of 
> years, they're at the point of being able to buy a Carerra for a single 
> project and pay it off with that project.

Agreed.  Some of us have a saying:
  If you can't afford it, you don't need it.

Meaning, you can use what you've got to do jobs at the caliber of your
equipment, and gradually earn enough money to upgrade.

I went ahead and did the loan thing, and have a $6000 A4000 dream system,
currently.   It's been paying for itself nicely so far.  It's a good starting
point, and sometime in the near future I'll be pulling in enough for
more goodies to get the job done.

>  
> > BTW : anybody in the SF bay area want to pool resources and start a
> > co-op / joint venture arrangement of some kind?  I want to do this
> > full time so bad I can taste it...

A few of us here on the Peninsula are doing a lot of freelance graphics
design and toaster remotes (using the toaster as a field switcher)
My friends are to the point where they have a small office space and
a company name.  (doing the above perscribed technique of slowly building
up their equipment, jobs, etc)
Occasionally, they get more jobs than they can handle.   I've been wanting to
form an informal pool of serious and dedicated lightwave/toaster users
with a video background (We're all broadcast graduates) who will all
scratch each others backs.  We do alot of networking now, and it works
out nicely for everyone involved.   Among us we have two toasters, a flyer
and I have a PAR.

Why don't you Email me (the one who's in the SF bay) and we'll talk.


> > 
> > Brian
> 
> I'm not ragging on you in specific, it's just that I keep seeing people 
> complaning that the software is too expensive, can't afford to buy two 
> copies, and, damn it, it's just not fair.  It's our god-given right to 
> use Lightwave. 

Agreed.   Anyone who's browsed around video catalogs before NewTek hit
the scene should probably bow and worship them for shattering the
trend of double and triple pricing anything that's used for industrial
and broadcast and other media.

Hmm..it's all in the eye of the beholder.  You have to zoom out a little
and look at your situation in a different way. ;)

       __
      <  \      harlock@ranma.com - Mike Harlock      
[\\\\\\(\ (:::<======================================-
\<      >  \       Practice Random Kindness
 \\    /    |    And Senseless Acts of Beauty
  `==='____/
             New!  http://raindrop.ranma.com/mikem.html


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From owner-lightwave@webcom.com Tue May 23 13:41:22 1995
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Date: Tue, 23 May 1995 13:44:05 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
To: lightwave@webcom.com
Subject: telephone
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Anybody ever come across a telephone object?  Any style or format will 
do.  I'm working on an old deco style phone, but I realized that by the 
time I finish modelling it, the Rockies may have turned to dust. 

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From owner-lightwave@webcom.com Tue May 23 14:36:18 1995
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From: justin.barrett@tenforward.com (Justin Barrett)
Subject: Re: Glowing trails for te
Date: Tue, 23 May 1995 15:12:17 GMT
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Mh>         I'm doing some logo work at the moment (hey I know its not
Mh> groundbreaking - but it pays !) and I am trying to get a line of text
Mh> that is emitting beams of light - if you've seen the rather fancy
Mh> Lightstorm logo where the text seems to leave a light trail that is
Mh> what I am after.
..........
Mh> The tubes are then aligned with the text, the tubes facing the
Mh> camera, but the effect doesn't look right - the tubes look just like
Mh> tubes and I tend to get some stray bright pixels at the supposedly
Mh> invisible end of the tube.

Have you tried using Edge Transparency on your tube object?  This should
soften the edges quite a bit and reduce, if not eliminate, the "tube"
look.

Justin

 * Q-Blue 1.0 *
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From owner-lightwave@webcom.com Tue May 23 14:59:49 1995
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Lines: 23
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>Anybody ever come across a telephone object?  Any style or format will 
>do.  I'm working on an old deco style phone, but I realized that by the 
>time I finish modelling it, the Rockies may have turned to dust. 
>
>--
>Mike McCool <mikemcoo@efn.org> sent this message.

All you folks who are constantly posting requests for various
common objects should order/buy Light-ROM 2 published by
Fred Fish's Amiga Library Services (info@amigalib.com). This CD,
which is gettable for about $30, contains no less than
8000 files, most of which are LightWave format objects, scenes,
surfaces, textures, imagemaps, and related texts & instructions
by the artists who created them. The disk is very well-organized
and even contains many formats of full screens full of thumbnail
renderings of every object & scene it contains.

I can't think of a better single LightWave resource for such a
low price. Really. Buy one. You won't regret it.

Harv
harv@cup.portal.com
(not affiliated with... etc.)
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From owner-lightwave@webcom.com Tue May 23 16:20:17 1995
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Date: Tue, 23 May 1995 19:23:07 -0400 (EDT)
From: CHARLIR@delphi.com
Subject: 4.0 update
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Howdy everyone -



	I have been reading this list for about 2 months

	now and have found some good advice - Thanks to all

	who have added there 2 cents worth.

	I have a few questions - I am currently an Amiga user

	but because of the state of the before mentioned

  	and that LW 4.0 now supports other machines formats,

	I am slowly being forced to add another format also.

        From what I have been reading I need to get my 4.0 upgrade

	before the time runs out (I currently have 3.5sa).

	Is that true?

	
	In the not to distant future I will be changing formats

  	(I will still keep my amiga but will be getting one of the

	new 100mhz pentium machines 120mhz if at all possible).



	This wont happen till the end of the summer (cash flow problem)

	but It sounds like I need to get the 4.0 upgrade soon,

	before I have to pay full price for it.


	What version should I be looking at PC, NT, etc.



	I need to figure this out soon so any help from you all

	would be appreciated. 



	I will be getting a multi media machine (ibm clone) of some

	sort and be also be using it for my midi setup.



	please send the repsonses directly to me at charlir@delphi.com

	because I need to know before the upgrade deadline runs out.



	Thanks CharliR :)
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From owner-lightwave@webcom.com Tue May 23 17:16:40 1995
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From: davewarner@globalone.net
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Date: Tue, 23 May 1995 20:19:37 -0400
Subject: Re: Farmer LW's Render Farm
To: LightWave Mailing List <lightwave@webcom.com>
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On Mon, 22 May 1995, Brian Dady wrote:

> Dave, I agree that it might make some sense, but there are more than a
> few Lightwaver's out here in this position: 

And I'm one of them!


> My buying another copy of Lightwave might make
> sense to you, but it just means a longer wait for me, before I can be
> in business like you!

Well, if you put yourself into NewTek's shoes, you'll see that it makes 
sense to anyone!  This porting of LightWave to other platforms is no easy 
task...Allen and Stuart have had to essentially program LightWave from 
scratch and get the same results on different machines.  If they could
simply take the Amiga version of LightWave, wave a magic wand, and 
magically make it work on the PC and SGI and Alpha and Mips platforms, 
then I'm sure NewTek would gladly make copies for all platforms available 
to all users.  

But the fact is, Allen and Stuart have spent months (years?) programming 
LightWave and they should get paid (handsomely!) for their efforts.  If 
NewTek starts giving copies away to people then that means lost revenue 
and less money in Allen and Stuart's pockets.

Now, I've heard RUMORS that there will be render-only copies of LightWave 
released to people in the future so that if you get a PC some time down 
the road and you still want to set up your scenes/models on the Amiga and 
render on the PC, you'll be able to do so.  However, if you want to 
model or create scenes on your PC or when plugins start to become 
available on the PC and not on the Amiga, then you're going to have to 
seriously consider purchasing a full-blown copy of LightWave for the PC  
because otherwise you won't be able to use any of the plugins for that 
version of LightWave.


Believe me, I know exactly what you're going through...my business is not 
at a level where I can just throw piles of cash at people without 
thoroughly considering my options...that's why I purchased LW 3.5 
Standlone and will be upgrading to LW 4.0 for the Alpha when it becomes 
available....hopefully I'll even have an Alpha machine to run it on by 
that time!

And personally, I'm not all that ecstatic about having to pay $550 for a 
totally new Toaster system, when all I really want for the Toaster is the 
new LightWave version, but hey, it's the nature of the beast.  Nobody has 
ever said that doing computer graphics is a cheap hobby, and I've got a 
Black Hole in my bank account to prove it!  =)

Hang in there though...some day it'll all be worth it!


                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Tue May 23 17:36:46 1995
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From: "Layberger, Fredie" <fredie@msgate.columbiasc.ATTGIS.COM>
To: lightwave <lightwave@webcom.com>,
        owner-lightwave <ncrhub4!ncrgw1!webcom.com!owner-lightwave@ncrcae.columbiasc.NCR.COM>
Subject: RE: Hm.. WHy doth my LW crasheth? =)
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>---------------------------------------------------------------------------  
 ---
>Hi all.. just a small question. I run LW under W95 (Mars "final" beta) on a
>AMD
>Dx4 100 with 16 MB ram and it crashes when i try loading Amiga lightwave
>scenes
>into it. It works perfectly with objects from the amiga but on scenes it
>cough
>up and dies. I take it that this is not the expected behaviour and was just 

>wondering if anyone more has experienced this? Btw, the AMD has not given 
me
>any problems with LW and '95 except perhaps this one.

I've encountered similar problems when the scene file contained references 
to objects and
images that Lightwave can't find. It seems that Lightwave and/or Windows95 
doesn't like errors.
The way I get around the problem is to use the Load From Scene option in the 
Objects menu to load and save the objects with proper paths for the 
Windows95 machine. Then edit the scene file to correct for and path 
difference there (e.g. change DH0:s to C:\, etc.) The scene file then loads 
with all the objects in proper place.

Good Luck .... fred


>
>Beeeeee well,
>Henrik
>--------------------------------------------------------------------
>Henrik Bengtsson
>System Administrator
>Dep. Of Comp. Sci and Business Administration.
>UCoB (University College of Bor}s)
>Sweden
>---------------------------------------------------------------------
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From owner-lightwave@webcom.com Tue May 23 18:07:40 1995
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Date: Tue, 23 May 1995 20:24:55 -0400
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> who
> end


Damn owls.


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From owner-lightwave@webcom.com Tue May 23 18:09:38 1995
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Date: Tue, 23 May 1995 19:55:24 -0400
Subject: Re: Glowing trails for text.
To: LightWave Mailing List <lightwave@webcom.com>
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On Mon, 22 May 1995, MICHAEL RICHARDS wrote:

> 	I know Lightwave doesn't support radiosity methods, so can
> this be faked ? I have tried creating an object in the shape of the
> text with the front and rear faces removed and then making this object
> luminous and translucent. I have luminosity mapped the tubes so that
> they fade down to 0% brightness closest to the camera.

Not sure if this will give you the effect you're looking for, but try 
this....import the logo into Modeler and give it different surface 
names...export it to Layout with a different filename, parent it to the 
original logo and then stretch it so that the front edge goes past the 
camera's view but the rear edges of the two logos are on top of each other.
Then in the Surface settings, add a moving fractal noise pattern to the 
Transparency map that moves toward the camera...you'll want to make the 
entire copied logo somewhat transparent to make the regular logo more 
visible. 

This will give you a look like the logo has gaseous trails emanating 
from it and moving towards the camera.



> I tend to get some stray bright pixels at the supposedly
> invisible end of the tube.

Make sure you have all Specularity turned off for the copied logo or your 
tubes....a totally transparent object will still be visible if you make 
it shiny with Specularity.


> 	If anyone has done this before and has had some good results,
> I'd appreciate it if they could email me and let me know the secrets.

There are no "secrets" in LightWave...just different ways of doing things 
and some people have more effective ways of doing things than others.  
I'm sure someone has a better idea than what I posted above, but it's  
worked for me in the past, so it might work for you too!


                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Tue May 23 18:19:54 1995
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Date: Tue, 23 May 1995 21:22:27 -0400
Subject: Re: 4.0 update
To: CHARLIR@delphi.com
Cc: lightwave@webcom.com
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On Tue, 23 May 1995 CHARLIR@delphi.com wrote:

>         From what I have been reading I need to get my 4.0 upgrade
> 	before the time runs out (I currently have 3.5sa).
> 	Is that true?

Yes, current deadline for upgrading LW 3.5sa to 4.0 is June 30th.  
Price for the upgrade is $149. (for most versions of 4.0)


> 	In the not to distant future I will be changing formats
>   	(I will still keep my amiga but will be getting one of the
> 	new 100mhz pentium machines 120mhz if at all possible).
> 
> 	This wont happen till the end of the summer (cash flow problem)
> 	but It sounds like I need to get the 4.0 upgrade soon,
> 	before I have to pay full price for it.
> 
> 	What version should I be looking at PC, NT, etc.

That depends on which machine you want to be able to run LightWave 4.0 on.
Most likely you'll want to get the PC version of LW, since your PC will 
have much more render power than the Amiga, but if you're not going to get 
a machine until the end of the summer, then you'll have a piece of 
software laying around for months with no machine to run it on.  

If this is your plan, then you would want the Windows/WindowsNT version of 
LightWave for the PC and to get the most performance out of it, you 
should install it under WindowsNT.


Good luck in the move to the PC world!

                                      -David Warner
                                       Event Horizon Graphics



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From owner-lightwave@webcom.com Tue May 23 18:59:09 1995
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From: Manuel Coats <mcoats@qnet.com>
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> All you folks who are constantly posting requests for various
> common objects should order/buy Light-ROM 2 published by
> Fred Fish's Amiga Library Services (info@amigalib.com). This CD,
> which is gettable for about $30, contains no less than
> 8000 files, most of which are LightWave format objects, scenes,
> surfaces, textures, imagemaps, and related texts & instructions
> by the artists who created them. The disk is very well-organized
> and even contains many formats of full screens full of thumbnail
> renderings of every object & scene it contains.
> 
> I can't think of a better single LightWave resource for such a
> low price. Really. Buy one. You won't regret it.
> harv@cup.portal.com

I agree with you.  I have both Lightrom 1 and Lightrom 2 and both have 
some very useful objects.  Infact, I did a review of Lightrom 2 for 
LIGHTSPEED, so if you are curious about what some of the object, 
textures and imagemaps are like, you can see it there.  Needless to say, 
it got a pretty good review.

Manuel Coats
LIGHTSPEED: The Video Magazine for the Lightwave Enthusiast
Release Date: 17 more days

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From owner-lightwave@webcom.com Tue May 23 20:47:24 1995
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From: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
To: "'lightwave'" <lightwave@webcom.com>
Subject: Pass Through - NOT
Date: Tue, 23 May 95 21:58:00 cdt
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I was told by very reliable sources that the dongle for 4.0 was a pass 
through and I would have no problem with my printer. Not so. My print 
manager always errors out when I have the dongle on and want to print, 
remove the dongle and viola, it prints. Is there anything I might have 
missed in the setup or a file I need to edit. Anyone else have this prob? I 
have been using pc's for a while and haven't had this problem with the 3DS 
dongle. That's it! That is the deciding factor in which program is better!! 
It must be 3ds because the dongle lets you print. Sorry that's the newsgroup 
fad. :-)

jmb
dongle this
bunnelljm@bv.com
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From owner-lightwave@webcom.com Tue May 23 20:51:45 1995
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Date: Tue, 23 May 95 23:55 EDT
From: ssoltz@sauron.multiverse.com (ssk.multiverse.com)
Subject: Re: IK anyone?
To: "Bruce G. Considine" <76260.2631@compuserve.com>, <lightwave@webcom.com>
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<---- Begin Included Message ---->


       				I made a target null for a hand, I wanted
to use IK to have the character move its arm so that the hand went to the 
face.
When I started moving the target null not only the hand and arm moved, but the
whole body pivoted.  


<---- End Included Message ---->

Bruce,

	I haven't spent a lot of time with IK hierarchies, but I believe your 
problem arises from using a "target null". I'm not sure how this would affect 
things, but I wouldn't do it this way. If you need to have any of your objects 
(body parts) have complex rotations, parent the object to a null rotating on 
the second set of axes you desire. Then parent the null object to the next 
object up the IK chain.

I hope this works,

Steve Soltz
SSK Creatives

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From owner-lightwave@webcom.com Tue May 23 21:04:48 1995
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Date: Tue, 23 May 1995 21:11:10 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: LW 4.0 ARexx Plugins
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>Has anyone created any modeller plug-ins yet?  I`m looking for things like
>'center' and my most used macro of all 'LogoTron'.

They are being converted to plug-ins now. Expect to see them in the final.
I never relized how much I used "center" until it was gone.

Bryan


---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Wed May 24 00:00:16 1995
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Subject: WE'RE BAAA-AAACK.....
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Argggh!!! Anyone that is perverse enought to write a virus should be
!@#$%!@#%%$#^%#$^^$~~!! 

We've been down for what seems like ages due to a rather obnoxious Windows
virus trashing up our system... and the to add insult to injury, (in homage
to MURPHY??) our WangDAT drive (with our ONLY recent backup tape in it)
DIED!  So much for dutifuly making those damn backups >:-<....  Hopefully
the folks at the Wang repair shop can extract the tape!!!

Guess the final lesson here is: Even if your DAT drive will hold multiple
copies of your disk back ups from different days on ONE tape, SWAP OUT TAPES
AS OFTEN AS POSSIBLE!!!!

Although we've manage to rebuild enuf to get back on line, we are STILL
missing a LOT of stuff... |-<
*****************************************************************************

O.K., enough whining.... CompVid and the LW Club are back on line!

If your interested, we currently have ONE copy of Lightwave for Intel in
stock and ready to ship(@ $900 for Club members via Overnight)... 1st come,
1st serve, as usual... email to luke@olympia.com or call 1-800-492-9776
between noon and 
8 pm CDT if yer interested...

Some actual Lightwave items to make this a legit post on the list...

We have found that LW Intel under Windows for Workgroups (with Win32S) seems
to be much more stable than under just Windows 3.1... Why? DUNNO!! Bottom
line that we have been able to determine is: GET WINNT (If ya got enough RAM!)

Lightwave for Alpha is finally SLOWLY dribbling into our distributor, just
like the Intel version!  Although we don't have any copies YET, we should
get some R.S.N.!

Once we scrape all the fried data bits off the floor here, we are looking at
putting up a WWW page...

BTW, sorry for using the list bandwidth like this, Daniel, but we're
desparate and it's the only way I can think of to reach "The Club" members....

Best regards to all,
Luke Montgomery
Compvid Computer Video Graphics Svcs
and the "LW Club"

luke@olympia.com
1-800-492-9776

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From owner-lightwave@webcom.com Wed May 24 01:48:59 1995
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In article <9505231502.1.26130@cup.portal.com> Harv@cup.portal.com writes:
> 
> All you folks who are constantly posting requests for various
> common objects should order/buy Light-ROM 2 published by
> Fred Fish's Amiga Library Services (info@amigalib.com). This CD,
> which is gettable for about $30, contains no less than
> 8000 files, most of which are LightWave format objects, scenes,
> surfaces, textures, imagemaps, and related texts & instructions
> by the artists who created them. The disk is very well-organized
> and even contains many formats of full screens full of thumbnail
> renderings of every object & scene it contains.
> 
> I can't think of a better single LightWave resource for such a
> low price. Really. Buy one. You won't regret it.

I agree. Michael's done a great job gathering a lot of resources
together on one CDROM. It's fun just looking through it all.

-Jamie
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From owner-lightwave@webcom.com Wed May 24 02:32:00 1995
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Date: Wed, 24 May 1995 05:34:59 -0400
Subject: Re: Pass Through - NOT
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On Tue, 23 May 1995, Bunnell, John M. wrote:

> I was told by very reliable sources that the dongle for 4.0 was a pass 
> through and I would have no problem with my printer. Not so. My print 
> manager always errors out when I have the dongle on and want to print, 
> remove the dongle and viola, it prints.

Geez, you mean NewTek STILL hasn't worked out the dongle problems even 
with the PC version of LightWave??  I can't even begin to tell you what a 
pain in the ass the LW 3.5 Standalone dongle is...it doesn't pass through 
correctly and it sometimes just decides not to work anymore when I have 
it attached to a switchbox.

If NewTek is gonna force people to use a dongle with their program, then 
the LEAST they can do is make sure that it's going to work properly and 
not affect other aspects the computer's use!

I wonder if the Alpha version of LightWave 4.0 comes with a dongle??  
Guess I better not make plans for that parallel port!

Sad...very sad...

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Wed May 24 05:34:10 1995
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>
>
>On Mon, 22 May 1995, MICHAEL RICHARDS wrote:
>
>> 	I know Lightwave doesn't support radiosity methods, so can
>> this be faked ? I have tried creating an object in the shape of the
>> text with the front and rear faces removed and then making this object
>> luminous and translucent. I have luminosity mapped the tubes so that
>> they fade down to 0% brightness closest to the camera.
>> I tend to get some stray bright pixels at the supposedly
>> invisible end of the tube.

>> 	If anyone has done this before and has had some good results,
>> I'd appreciate it if they could email me and let me know the secrets.

Could you explain the effect you are attempting to achieve? I'm not sure 
luminosity is best suited for simulating radiosity.
Paul Davies
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 24 05:57:49 1995
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Subject: Re: Pass Through - NOT
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>Geez, you mean NewTek STILL hasn't worked out the dongle problems even 
>with the PC version of LightWave??  I can't even begin to tell you what a 
>pain in the ass the LW 3.5 Standalone dongle is...it doesn't pass through 
>correctly and it sometimes just decides not to work anymore when I have 
>it attached to a switchbox.
>
>If NewTek is gonna force people to use a dongle with their program, then 
>the LEAST they can do is make sure that it's going to work properly and 
>not affect other aspects the computer's use!

I hate to rain on your tirade - :+) - but my LW pc dongle seems to work 
fine. I have successfully passed through it to my 3ds dongle for those few 
unfortunate times that I am forced to use 3ds.
Paul Davies
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 24 06:26:00 1995
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From: pdavies@magnet.com (paul davies)
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  I've got a question/problem. I doing animated sprites for a video game. 
These sprites need to have cast shadows with no anti-aliasing between the 
character and the background. I've been rendering three passes for each 
sprite animation. One pass with anti-aliasing and save 24bit color turned 
on, the second pass with no anti-aliasing and save 8bit alpha turned on - 
using that wonderful new shadow alpha feature to produce the cast shadows, 
and the third pass with no geometry loaded compositing the image sequence 
from the first render though the image sequence from the second render onto 
a solid grey background. I then convert the resulting image sequence into a 
flic and fill the background with 0 black.
  The problem I'm having is even though I'm rendering the alpha sequence 
with no anti-aliasing the shadow still seems to have a one shade transition 
between it and the background. So I have to go back and remove them manually 
frame by frame. Does anyone have a solution to this? Allen? I am using 
traced shadows not shadow maps.
Paul Davies
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 24 06:48:24 1995
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read the subject line!

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From owner-lightwave@webcom.com Wed May 24 07:09:10 1995
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From: bdady@netcom.com (Brian Dady)
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>>Anybody ever come across a telephone object?  Any style or format will 
>>do.  I'm working on an old deco style phone, but I realized that by the 
>>time I finish modelling it, the Rockies may have turned to dust. 
>>
>>--
>>Mike McCool <mikemcoo@efn.org> sent this message.

>All you folks who are constantly posting requests for various
>common objects should order/buy Light-ROM 2 published by
>Fred Fish's Amiga Library Services (info@amigalib.com). This CD,
>which is gettable for about $30, contains no less than
>8000 files, most of which are LightWave format objects, scenes,
>surfaces, textures, imagemaps, and related texts & instructions
>by the artists who created them. The disk is very well-organized
>and even contains many formats of full screens full of thumbnail
>renderings of every object & scene it contains.
>
>I can't think of a better single LightWave resource for such a
>low price. Really. Buy one. You won't regret it.
>
>Harv
>harv@cup.portal.com

Agreed.  I modelled a cordless phone object which you will find
on LightROM 2.  It may not be exactly the phone you want (but
you *did* say "any style or format"), however, with 300 Mb of 
material on that CD rom, you stand a good chance of finding what
you want, no matter what you're looking for!

Brian                                    VideoMagic --*
----------------------------------------------------------------

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From owner-lightwave@webcom.com Wed May 24 07:14:47 1995
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From: pdavies@magnet.com (paul davies)
Subject: Re: LW 4.0 ARexx Plugins
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>They are being converted to plug-ins now. Expect to see them in the final.
>I never relized how much I used "center" until it was gone.

Ditto. I had to take back some of my 3DStudio plug-in dependecy attacks when 
I realized how dependent I was on those missing Modeler macros and 3rd party 
LW utilities from the Amiga. I still believe LW has a much better internal 
feature to plug-in ratio than 3ds in addition to a friendlier production 
artist oriented interface. Now if we could just get 3ds' realtime shaded IK 
interface complete with joint rotation AND MOVEMENT restrictions.
Paul Davies
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 24 07:54:14 1995
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Date: Wed, 24 May 1995 07:55:57 -0700
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From: gooch@terminus.intermind.net
Subject: Re: LW 4.0 ARexx Plugins
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> Has anyone created any modeller plug-ins yet?  I`m looking for things like
> 'center' and my most used macro of all 'LogoTron'.

The modeler plug-ins are in beta test status now. They should be out 
for the final release.

-Eric G.



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From owner-lightwave@webcom.com Wed May 24 08:04:06 1995
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Date: Wed, 24 May 1995 08:06:06 -0700
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From: gooch@terminus.intermind.net
Subject: Re: Pass Through - NOT
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> I wonder if the Alpha version of LightWave 4.0 comes with a dongle??  
> Guess I better not make plans for that parallel port!

Yes, you need a dongle for the Alpha version.

-Eric G.


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From owner-lightwave@webcom.com Wed May 24 08:17:21 1995
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From: James Jones/Nibbles and Bits <jgjones@usa.net>
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Davewarner@globalone.net said:
>Geez, you mean NewTek STILL hasn't worked out the dongle problems even 
>with the PC version of LightWave??
   
   Just to add to the confusion, the LW dongle on my Pentium passes 
through to the printer (Panasonic KX-P1124) just fine.
   Might be something else causing the problem... maybe some printer 
drivers or printers don't get along with the dongle.
   -Jim
   
   Could be those damned owls too.
   
James G. Jones
Nibbles & Bits
jgjones@usa.net

___
* UniQWK #5134* 
                                                                                                        
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From owner-lightwave@webcom.com Wed May 24 09:46:38 1995
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From: Ian Lancaster <ilancast@juliet.stfx.ca>
To: Joe Angell <jangell@risd.edu>
Cc: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: Flyer/Amiga OS?
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On Tue, 23 May 1995, Joe Angell wrote:
> 
> > Just before installing a Flyer system on a A2000, I was told that NewTek 
> > only supported the OS2.1. To simplify installation, I yanked the 3.1 ROM, 
> > 
> > Has anyone tried to run the Flyer under 3.1, or is it possible that NewTek 
> 
> Here's one of'em.  I spent $150 on my 3.1 upgrade for the A2000 and I
> wasn't about to yank it out, so I tryed it.  It wasn;t until AFTER I had

> I;ve been running happy with 3.1 since .94.  However, once 4.03 got here,
> I've had a number of slight problems.  ie:  Multitasking (crashes about

> Framestore saves from Switcher are kinda wierd, and a few other things. 
> Problem is, I don't know if it's jsut me or everyone, since NewTek just
> tells me that my problems are probobly AmigaOS 3.1 related.  Since

I've had problems with Framestores even with the 2.04ROM and 4.03 
software, and there are still many glitches to be resolved - maybe the fix 
will come with the new CD. 

> everything was fine under .94, I'm assuming everything'll be fine & dandy
> under 4.1.  I'm going to install my 2.0 ROM and 2.1 software sometime and
> see if I still have those problems.  Anyone else tried this?
> 
> NewTek's said it's a hit-and-miss thing -- for some people it works, for
> others it doesn't.  You'll just have to try it.  I like datatypes to much
> to remove it now...

I know what you mean, and I still have my Picasso card to fit back in the 
machine, and MWB and all the other stuff I stripped out to make room for 
the Flyer. I need another machine!

Ian
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From owner-lightwave@webcom.com Wed May 24 11:25:49 1995
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Date: Wed, 24 May 1995 14:28:30 -0400 (EDT)
From: Michael Meshew <michael@iglou.com>
To: Brian Dady <bdady@netcom.com>
Cc: lightwave@webcom.com
Subject: Re: telephone
In-Reply-To: <199505241411.HAA05000@netcom6.netcom.com>
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   For the record, LIGHT-ROM 2 has 665 megs of material included. The 
Lightwave objects take around 350-400 megs. The rest are the thumbnails, 
textures, images, animaps, text files, wipes, etc.

   Brian's cordless phone is very nice. In the phone directory there is 
also a payphone, household phone, and several others as well.


Michael Meshew
Graphic Detail

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From owner-lightwave@webcom.com Wed May 24 11:31:56 1995
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Date: Wed, 24 May 1995 14:34:44 -0400 (EDT)
From: Michael Meshew <michael@iglou.com>
To: Jamie Krutz <jkrutz@meta.burner.com>
Cc: lightwave@webcom.com
Subject: Re: telephone
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On Tue, 23 May 1995, Jamie Krutz wrote:

> 
> In article <9505231502.1.26130@cup.portal.com> Harv@cup.portal.com writes:
> > 
> > All you folks who are constantly posting requests for various
> > common objects should order/buy Light-ROM 2 published by
> > Fred Fish's Amiga Library Services (info@amigalib.com). This CD,
> > which is gettable for about $30, contains no less than
> > 8000 files, most of which are LightWave format objects, scenes,
> > surfaces, textures, imagemaps, and related texts & instructions
> > by the artists who created them. The disk is very well-organized
> > and even contains many formats of full screens full of thumbnail
> > renderings of every object & scene it contains.
> > 
> > I can't think of a better single LightWave resource for such a
> > low price. Really. Buy one. You won't regret it.
> 
> I agree. Michael's done a great job gathering a lot of resources
> together on one CDROM. It's fun just looking through it all.
> 
> -Jamie
> --
> jkrutz@meta.burner.com (Jamie Krutz) () sent this message.
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> 

    Gee, thanks Harv & Jamie! It may seem hard to believe, but it was fun 
putting them together, especially receiving all the great contributions. 
There will be a sample of LIGHT-ROM's objects on NewTek's CD ROM.


Michael Meshew
Graphic Detail

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From: George Lane <glane@qualcomm.com>
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: Pass Through - NOT
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On Wed, 24 May 1995 davewarner@globalone.net wrote:

> On Tue, 23 May 1995, Bunnell, John M. wrote:
> 
> > I was told by very reliable sources that the dongle for 4.0 was a pass 
> > through and I would have no problem with my printer. Not so. My print 
> > manager always errors out when I have the dongle on and want to print, 
> > remove the dongle and viola, it prints.
> 
> Geez, you mean NewTek STILL hasn't worked out the dongle problems even 
> with the PC version of LightWave??  I can't even begin to tell you what a 
> pain in the ass the LW 3.5 Standalone dongle is...it doesn't pass through 
> correctly and it sometimes just decides not to work anymore when I have 
> it attached to a switchbox.
> 
> If NewTek is gonna force people to use a dongle with their program, then 
> the LEAST they can do is make sure that it's going to work properly and 
> not affect other aspects the computer's use!

Just out of curiosity, are you guys using both parallel ports? (0x378 and 
0x278). That way you could use one for the dongle and the other for the 
printer, and you wouldn't have to remove the dongle to print. 

George Lane

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From owner-lightwave@webcom.com Wed May 24 16:34:13 1995
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On Wed, 24 May 1995, paul davies wrote:

>   The problem I'm having is even though I'm rendering the alpha sequence 
> with no anti-aliasing the shadow still seems to have a one shade transition 
> between it and the background. So I have to go back and remove them manually 
> frame by frame. Does anyone have a solution to this? Allen? I am using 
> traced shadows not shadow maps.

You don't have Soft Filter turned on in the Camera Panel, do you?  
That would definitely cause this sort of problem.

                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Wed May 24 16:35:09 1995
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Date: Wed, 24 May 1995 18:51:36 -0400
Subject: Re: Pass Through - NOT
To: LightWave Mailing List <lightwave@webcom.com>
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On Wed, 24 May 1995, paul davies wrote:

> >Geez, you mean NewTek STILL hasn't worked out the dongle problems...
> 
> I hate to rain on your tirade - :+) - but my LW pc dongle seems to work 
> fine. I have successfully passed through it to my 3ds dongle for those few 
> unfortunate times that I am forced to use 3ds.

Well, this was sort of my point...the dongle works fine on some machines 
and it doesn't pass-thru on others.  It's not consistent at all and I 
dunno if it's because NewTek didn't do their homework to make sure it 
would be compatible with ALL machines or if some dongles weren't assembled 
properly or what?!

I've read messages from many people in the past that the LW3.5sa dongle 
had the same problem...it passed through fine for some people and didn't 
for others.  

Personally, if I hook up a printer to my 3.5 dongle and try to print, I 
get an error message saying to check printer paper...I hit resume and 
then I have to take the printer offline (Select) and then put it online 
again for every line of text it prints...it'll actually print one line of 
text and then get an error again unless I keep pressing the Select button 
on the printer.  Oh, it doesn't pass-through any line feed info either, 
so even the printer prints (sorta!) it's formatted wrong.  I also tried 
hooking up an audio digitizer (DSS8) to the dongle and got really 
staticky sound on the left channel only...not very useful.

My only option was to hook up a switch box for the dongle, printer, and 
digitizer...so now I have to power down any time I want to use anything 
other than LightWave.  ...I won't even get into how many times the dongle 
has just decided to stop working in the middle of a modeling session or 
while setting up a scene in layout....just a tad annoying! 


Does anyone know if the Alpha version of LightWave 4.0 will have a dongle?

                                      -David Warner
                                       Event Horizon Graphics


P.S. Sorry for the rant...NewTek is a good company, but sometimes I have
     to wonder if there is anyone from Commodore MisManagement working there!


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From owner-lightwave@webcom.com Wed May 24 17:30:04 1995
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Does anyone know if Lightwave Plug-in interface spec and documentation is available 
anywhere?  It would be interesting to know if one could pass parameters to Windows 
Lightwave between programs like Excel (MS) or Mathematica (Wolfram) via OLE-2 
links or some other relatively uncomplicated mechanism.
     Ofcourse, I'd expect a huge speed penalty for anything doing much calculation and 
transfer during rendering if it wasn't compiled or writen in assembly.

-Tom Schaefer
 Strategic Video

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From owner-lightwave@webcom.com Wed May 24 18:44:33 1995
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Date: Wed, 24 May 1995 18:51:22 -0700 (PDT)
From: Manuel Coats <mcoats@qnet.com>
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Subject: >> Digital Fantasies Animation Video <<
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DIGITAL FANTASIES animation video.

As everybody knows by now,  we have been asking Lightwave users to 
contribute some of their better animations to us to be included in a 100% 
LW animation video entitled DIGITAL FANTASIES.  Although we ended up 
getting over 30 people to agree to contribute something, less than half 
of those people have actually submitted something so far.  The people who 
have submitted something are listed below.  If your name is not in there 
and you DID submit something, please let me know as there is a problem 
that needs to be resolved.

Dan Ablan - Received
Justin Barrett - Received
James G. Jones - Received
Joe Angell - Received
Chris Graham - Received
Dan Bloomfield - Received
Alan Chan - Received
Dean Scott - Received
Doug Rudd - Received
Erik Elvgren - Received
Steve baily - Received
Dana McNeil - Received
Ronnie Norwood - Received
Dennis Fontaine - Received
Marc Delsoin - Received

Origiinally the 30 or so people should have been enough to get this 
animation tape completed, but now there are too few.  The original 
dealine for materials was May 1st, which was then extended to May 31st 
for a few people.  I am now asking again for those of you who may not 
have seen earlier posts that we are in need of a few more animations (the 
longer the better) to finish up this project.  If you are interested, 
please e-mail me and let me know.  We definetely need your help on this.  
After E-mailing me I will submit the guidelines to you via e-mail or 
fax.  Also let me know approximately when you might be able to get the 
animations to me.  I know there are a lot of talented LW users in the 
mailing list and newsgroup so why not let others see your work.  I hope 
to hear from you soon.

Thanks to those who HAVE submitted something already!
 
PS:  This project has nothing to do with LIGHTSPEED which is our flagship 
project, but if you would ALSO like to have your animations shown on one 
of the issues of LightSpeed, let me know.


Manuel Coats
Digital Concept Productions
2763 West Ave L  Suite 172
Lancaster CA 93536
805-945-9870

mcoats@qnet.com
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From owner-lightwave@webcom.com Wed May 24 19:12:45 1995
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Date: Wed, 24 May 1995 19:15:31 -0700 (PDT)
From: Mike McCool <mikemcoo@efn.org>
To: Lightwave <lightwave@webcom.com>
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Subject: Re: telephone (fwd)
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Hey Brian, et al,  

	Thanks, you, for the offer of the cordless.  I'm afraid this is 
for a personal project, and my style is the old coaltar plastic phones 
with the traditional rotary dial and the headsets heavy enough to crack 
hickory nuts.  

	Strangely enough there's an awakening of interest in this style of
phone.  Yuppies (you know, those people who have wire phones on them all
the time and who wonder why the stats on brain tumors are going off the
charts) are gobbling up these old phones at garage sales and thrift shops
and having them renovated to use in their homes.  How quaint. 

	But thanks again, for the tip on tomahawk.  I'll shoot over there 
when I hang up and check out your object.  If not for now, for later use, 
right?  See ya. 


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From owner-lightwave@webcom.com Wed May 24 23:07:16 1995
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Date: Thu, 25 May 95 00:26:30 
Subject: GLOWING TRAILS FOR TEXT.
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 >         I'm doing some logo work at the moment (hey I know its not
 > groundbreaking - but it pays !) and I am trying to get a line of 
 > text
 > that is emitting beams of light - if you've seen the rather fancy
 > Lightstorm logo where the text seems to leave a light trail that is
 > what I am after.
 > 
 >         I know Lightwave doesn't support radiosity methods, so can
 > this be faked ? I have tried creating an object in the shape of the
 > text with the front and rear faces removed and then making this 
 > object
 > luminous and translucent. I have luminosity mapped the tubes so that
 > they fade down to 0% brightness closest to the camera.

Try Edge Transparency on your tube object... Also, flip your polys inwards
and try turning off DoubleSided. You might also use some form of fractal
noise texture to add to the effect.

Shameless Plug: This is exactly the sort of thing that I'll be covering in
a two-part article on faking volumetric effects, which should be in LWPro
in a month or two...  :)           

Alan Chan
Vision Digital


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From owner-lightwave@webcom.com Wed May 24 23:24:28 1995
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Date: Thu, 25 May 1995 00:16:38 -0600 (MDT)
From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
To: lightwave@webcom.com
Subject: lightwavePro
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	I Subscribed to LightWave Pro at the NAB and I haven't go my 
April or May and June is comeing soon.  I would like to know if somebody 
has had the same problem.
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From owner-lightwave@webcom.com Wed May 24 23:25:41 1995
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Date: Thu, 25 May 95 07:28 BST-1
From: zorlac@cix.compulink.co.uk (Stephen Loughran)
Subject: Re: model/background edge blending
To: lightwave@webcom.com
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In-Reply-To: <199505241323.JAA02707@lemur.magnet.com>

On Wed, 24 May 1995, pdavies@magnet.com wrote:

>  I've got a question/problem. I doing animated sprites for a video game.
>These sprites need to have cast shadows with no anti-aliasing between the
>character and the background. I've been rendering three passes for each
>sprite animation. One pass with anti-aliasing and save 24bit color turned
>on, the second pass with no anti-aliasing and save 8bit alpha turned on -
>using that wonderful new shadow alpha feature to produce the cast shadows,
>and the third pass with no geometry loaded compositing the image sequence
>from the first render though the image sequence from the second render onto
>a solid grey background. I then convert the resulting image sequence into a
>flic and fill the background with 0 black.
>  The problem I'm having is even though I'm rendering the alpha sequence
>with no anti-aliasing the shadow still seems to have a one shade transition
>between it and the background. So I have to go back and remove them manually
>frame by frame. Does anyone have a solution to this? Allen? I am using
>traced shadows not shadow maps.
>Paul Davies
>Concept Artist-RPG/Action Games
>Magnet Interactive Studios Inc.

    i had the exact same problem when i was called upon to render some 
sprite for one of the games we are producing here. i would always end 
up with either a shitty looking render (no anti aliasing) but *NO* edge
blending, or a good render but *WITH* edge blending. i could have gone 
through them all by hand and sorted them out but i had to render 29 
bodies, 20 heads and 4 sets of weapons, all which have 440 frames 
each... err... quick calculation shows that it would not be feasible to 
touch up 23320 frames by hand :( i could not find a way of doing it 
with the quality i wanted... we eventually brought forward the date of 
buying some Silicon Graphics machine to run Alias which has a composite 
render option. this allows you to determine how much of and edge pixel 
needs to be covered before it is completely on.... it does no 
model/background anti aliasing and the results are better than i was 
expecting for 32 pixels tall :) If Allen could add this option to a 
later Lightwave, it would be a great help to those of us who use 
lightwave in the games industry....

    steve

----------------------------------------------------------------------------
zorlac@cix.compulink.co.uk  |   SGI Indy2 (175MHz, 96Mb RAM) 1Gb SCSI-II
                            |   $Gb Micorpolis, CD-ROM , 16Gbx4  DAT Tape
Steve Loughran,             |   Alias PowerAnimator v6.0
Millennium Interactive Ltd, |   A2000/030@40MHz 1Mb CHIP 12Mb FAST,
Great Shelford,             |   Picasso II, GVP G-Lock, Scala MM300
Cambridge,                  |   Lightwave v3.5, Imagine, Essence, Vista,
England.                    |   AdPro, Scala MM300..anything I've missed?
Tel: +44 (0)223 844894      |   Oh yes, my beloved Yamaha YZF750R :)
----------------------------------------------------------------------------
  
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From owner-lightwave@webcom.com Wed May 24 23:41:39 1995
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Date: Wed, 24 May 1995 23:43:47 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Pass Through - NOT
To: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
Cc: "'lightwave'" <lightwave@webcom.com>
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> 
> I was told by very reliable sources that the dongle for 4.0 was a pass 
> through and I would have no problem with my printer. Not so. My print 
> manager always errors out when I have the dongle on and want to print, 
> remove the dongle and viola, it prints. Is there anything I might have 
> missed in the setup or a file I need to edit. Anyone else have this prob? I 
> have been using pc's for a while and haven't had this problem with the 3DS 
> dongle. That's it! That is the deciding factor in which program is better!! 
> It must be 3ds because the dongle lets you print. Sorry that's the newsgroup 
> fad. :-)

My dongle passes thru great. I suggest reading the Sentinel docs for any 
troubleshooting info...

JG
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From owner-lightwave@webcom.com Wed May 24 23:50:47 1995
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Date: Wed, 24 May 1995 23:53:04 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Pass Through - NOT
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
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> 
> I wonder if the Alpha version of LightWave 4.0 comes with a dongle??  
> Guess I better not make plans for that parallel port!

Yes it does, and come to think of it, we have a few printers at worked 
hooked up that pass thru fine also...

JG
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From owner-lightwave@webcom.com Thu May 25 00:31:01 1995
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From: Manuel Coats <mcoats@qnet.com>
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On Thu, 25 May 1995, Patrick Lawson wrote:

> 	I Subscribed to LightWave Pro at the NAB and I haven't go my 
> April or May and June is comeing soon.  I would like to know if somebody 
> has had the same problem.
> Patrick Lawson <lawson14@odi.cwc.whecn.edu> sent this message.

Yes, this is a small problem with LWPro right now.  It fell behind and is 
trying to catch back up to the current month.  I just got my april issue 
with the dice on it about a week ago.  I'm sure your issues will come... 
it's just a matter of time.

Manny

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From owner-lightwave@webcom.com Thu May 25 04:31:30 1995
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Date: Thu, 25 May 1995 07:34:34 -0400
Subject: Amiga News!
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Here's some late-breaking Amiga news some of you may find interesting...

Quoted from the latest version of Power PC news:


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

ESCOM PLANNING POWERPC AMIGA NEXT YEAR; PONDERING OTHER OS's
(May 23rd 1995) Escom AG, the Heppenheim, Germany-based computer
manufacturer and retailer that has bought Commodore's technology
and rights will produce a PowerPC-based machine next year. The
company is also planning to support other operating systems
including Windows NT, OS/2 and Mac OS.

The company will lay out its full technical plans for the Amiga
next week, however on the face of it, it looks as if the company
will produce a version of the Amiga based on the new PowerPC
Hardware Reference Platform, which would let it run the foreign
OS's without too much trouble.

The corollary of this is that, going with the HRP hardware
platform would let the company license its operating system out
to other PowerPC-based manufacturers. An Escom spokesman said the
company intended that the licensing policy would be "as open as
possible", though could not give details, as we went to press.

The company is focusing its efforts on retaining and growing the
Amiga's traditional multimedia base. Production of the Amiga models
4000, 1200 and 600 will be restarted. Even the trusty Commodore 64
will be dragged out of retirement to server the East European market.
Before the PowerPC machines appear, the company intends to bolster
its top end with a machine based on the Motorola 68060 processor.

The company also intends to push Amiga technology into the set-top
box arena and is talking of a PC-add in card that will let PC-users
run Amiga applications.

(C) PowerPC News -  Free by mailing: add@power.globalnews.com

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

A PowerPC Amiga...very encouraging!

                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Thu May 25 06:24:01 1995
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Date: Thu, 25 May 1995 16:26:46 +0300 (IDT)
From: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Subject: Renumbering a Sequence
To: LightWave Mailing List <lightwave@webcom.com>
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All :) 

Someone needed a way to renumber a sequence so that it's 10 
frames apart.  Well, if it haven't been answered before...  

One could use Directory Opus, or a similar file manager, to renumber the 
sequence. In DOpus select all the frames you wish to rename, choose 
rename.  Type '*' in the upper text field of the rename requester, and 
'*0' in the lower field. This would multiply all the frame numbers by 
ten.  

Nir Hermoni, Israel
zapa@datasrv.co.il

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From owner-lightwave@webcom.com Thu May 25 11:15:30 1995
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Date: Thu, 25 May 1995 11:16:09 -0700
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From: thierry@ix.netcom.com (Thierry Humeau )
Subject: Re: Flyer 4.03 Bugs/Test Report
To: Ian Lancaster <ilancast@juliet.stfx.ca>
Cc: toaster@webcom.com
Cc: lightwave@webcom.com
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You wrote: 

>
>Thanks for posting your latest Bug Report, Thierry. It's a great service 
>to the groups to have someone compile a list such as this - keep it up!
>

Thanks for your comments. May be I should just tried to improve my english, 
everytime I re-read my posted messages, I found gramatical "artifacts". Oh well, as 
long as people can understand me well....

>The time code thing is also basic, even if you are not 
>dealing directly with time-line editing. Time is the whole look and feel
>of most video.
>

You know. I found interesting to see how Newtek has reverted from their previous 
position on the time-code issue. At first, before they released the Flyer their 
thoughts were: "...the Flyer does not need time-code, because the Flyer is a final 
solution and so and so....".  Enough real life producers/editors had flamed Newtek 
for their egocentrics statements about time-code and now the official position is: 
"... we understand that for certain applications or under certain conditions the 
need of time-code support is a necessity.....". 

Their attitude has changed dramatically on many other aspects of their marketing 
and customers feedback.  They learned the hard way, they tought the Flyer was going 
to revolutionize digital video editing as soon as it will be out but after a few 
months in release and a few software updates, they realize that there's tough 
competition from many other systems and that the Flyer still needs A LOT OF WORK 
before customers jump into Newtek's wagon and worship the company as people did 
with LW and the toaster.  The Flyer is a much more pricy investment than a simple 
Toaster setup, people who bought the Flyer are mostly full time video professionals 
who cannot afford to be plagged by deceptive product performances. Everybody knows 
that the Flyer has great potential but they want a working Flyer as promised in the 
Flyer slick ads campain ASAP.


>I think that NewTek should release one of their promo videos ala Toaster, 
>but done only with the Flyer, and then provide us with a `this is how it 
>was done' file! This is from someone who only has basic .94 documentation, 
>and I don't think I have to be taught the basics of editing. But, it 
>would be handy to be able to follow NewTek's concept of professional A/B 
>roll/insert editing.
>

The problem is that I am not sure the Flyer has now the power to edit these fast 
paced short videos with a lot of DVE's and short cuts (e.i. 10 frames edits is the 
current limit of flyer clips length).


>Keep up the good work
>

Sure I will.

thierry.
-- 
*******************************************************
Thierry Humeau 			tel: 301-933-3008              
Cameraman/Producer		fax: 301-933-2868
Freelance/TV Networks			thierry@ix.netcom.com  
*******************************************************

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From owner-lightwave@webcom.com Thu May 25 13:05:51 1995
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Date: Mon, 22 May 95 19:25:01 GMT
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From: Darren Priestnall <darren@hanger.demon.co.uk>
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Perhaps Lightwave could use image/texture map's more like Real3D uses 
them which is a improved approach of Imagine's.
Textures/images are applied in 3D space as wireframe's to the object's.
These wireframe's can at any time be 
cut/copied/pasted/reshaped/resized.....anything you can do to your 
wireframe object's.
It's amazingly adaptive when you get used to the system, being able to 
treat textures/imagemap's the same as object's is amazingly effective.

To be honest, I prefer modelling in Real3D2 for every reason though I 
still prefer LW's scene editor for animation.

Simply put, great scene editor guy's though that modeller (especially 
the texture's side) could do with a little work.....LW3.5....maybe LW4 
will be that improvement.

Oh yes, great idea about the Forge style texture render's on the PC 
version of LW4......any idea if the Amiga version will have it ?


--
~===========================================================================~
 Darren Priestnall - darren@hanger.demon.co.uk (PandGImaging)
Connecting via Demon Internet, Finchley, London, N3 1TT. Tel: 081-349-0063
-- Full IP Connectivity for a 10 UKP per month - no usage/online fees!! --
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From owner-lightwave@webcom.com Thu May 25 13:07:47 1995
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From: "Denny Armenta Ramade" <DARMENTA@cicese.mx>
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To: lightwave@webcom.com
Date:          Thu, 25 May 1995 13:26:09 PST
Subject:       Question?
Priority: normal
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I have two questions
1.- Is lightwave 4.0 for de PC out yet?
2.- How much is the upgrade from Amiga LW to Lw on the PC?

darmenta@cicese.mx  
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From owner-lightwave@webcom.com Thu May 25 13:15:07 1995
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From: Scotty bethke <kbethke@usa.net>
Reply-To: Scotty bethke <kbethke@usa.net>
Message-Id: <199505252015.OAA15897@earth.usa.net>
Subject: Wood Planer Object
To: lightwave@webcom.com
Date: Thu, 25 May 1995 14:15:03 -0600 (MDT)
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Hello wavers,

Im in need of a wood planer object, I started making one, but decided to 
check here, is there one in the PD?  If it doesnt exist, I'll be glad to 
share the one I make, write me if your interested in one very detailed 
wood planer, or you know where one exists.  Thanks!


 -- 
 -......................................................................-
-Kenneth Scott Bethke :':':':':';':':':':':':':' Liquid Magic Productions-
 -............................410-208-2085..............................-
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From owner-lightwave@webcom.com Thu May 25 13:46:31 1995
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Date: Thu, 25 May 1995 15:05:19 -0500
Message-Id: <95052515051925@lor.jrent.com>
From: paris@lor.jrent.com
To: lightwave@webcom.com
Subject: Questions...
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First off, does anyone know of a mailing list which focuses on the professional
side of computer-generated images/animations as the primary topic, and delegates the package or platform to a secondary topic? If there isn't such a list, would anyone be interested in joining or aiding in the creation of one?

Second, does anyone on this list use other packages in conjunction with LW? If
so, which packages and on which platforms do you use them?

If any, or all of this, conflicts with the nature of this list (I'm assuming
that the list includes comp.-gen images/animation of a more general nature as
well as LW-specific topics...) would you drop me a private message?

Thanks in advance,
J. S. Krase
(paris@lor.jrent.com)
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From owner-lightwave@webcom.com Thu May 25 15:43:43 1995
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From: Momami@aol.com
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Does someone know what mail order places sell the Light-ROM 2?  Creative
Computers is ending Amiga sales and they wont sell it anymore.

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From owner-lightwave@webcom.com Thu May 25 15:46:02 1995
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From: Momami@aol.com
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To: lightwave@webcom.com
Subject: Final Release LW PC 6 Weeks?
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Newtek customer service says the regular release for PC Lightwave will be
"about six weeks".  Can anyone verify that.  I sure could use more file
formats (like 3DS, DXF, PICT) than currently supported in the pre-release.


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From owner-lightwave@webcom.com Thu May 25 15:52:09 1995
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Date: Thu, 25 May 1995 15:55:09 -0700
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From: downinit@teleport.com
To: lightwave@webcom.com
Subject: Autodesk Animator Studio? on NT?
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Has anyone seen/used it yet? It's shipping ($700-800!) and they're 
distributing a demo disk (800 879 4233, DemoPak A320). They could/would not be 
specific as to whether it runs under NT, "it's 32bit Windows compatible", the 
local Autodesk dealer hadn't tried it under NT.

Time to look into those wonderful Autodesk "Student" prices... I think my 
sister the nursing student could really benefit from this software.

Thanks for any insight, and I'll test it myself and post when the demo comes.

Darren
downinit@teleport.com

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From owner-lightwave@webcom.com Thu May 25 17:31:23 1995
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Date: Wed, 24 May 1995 17:37:18 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: Pass Through - NOT
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(Much ranting deleted)

I know it's easy to blame NewTek for everything going wrong on your system,
however I would like to point out that the hardware key (dongle) is made by
Rainbow. I would suggest that the problems you are having may better be
addressed by them.

There # is 714-454-2100

BTW I've never had trouble printing through the dongle (knock on wood)

Bryan
 

---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Thu May 25 18:52:45 1995
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From: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
To: "'lightwave'" <lightwave@webcom.com>
Subject: Pass Through
Date: Thu, 25 May 95 20:56:00 cdt
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FYI, I got another dongle from my dealer and now everything is fine. 
Gremlins. :-)

thx
jmb
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From owner-lightwave@webcom.com Thu May 25 19:23:36 1995
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I know this was discussed a few days ago but I was hoping John Gross and the 
other person - sorry I forgot who it was - who commented on using the 
Stencil feature in Modeler could elaborate on this proceedure? If you mean 
using a polygonal version of the 'decal text' as a template drill this could 
be a problem for people using custom fonts.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Thu May 25 21:46:12 1995
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From: Joe Angell <jangell@risd.edu>
Subject: Re: your mail
To: paul davies <pdavies@magnet.com>
Cc: lightwave@webcom.com
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> I know this was discussed a few days ago but I was hoping John Gross and the 
> other person - sorry I forgot who it was - who commented on using the 
> Stencil feature in Modeler could elaborate on this proceedure? If you mean 
> using a polygonal version of the 'decal text' as a template drill this could 
> be a problem for people using custom fonts.

Sure.  Here ya go...

My last project for Manny's Digital Fantasies and Light Speed video tapes
had me building a fairly complex robot (ED-209-like).  Rathe than using
image maps, I picked a pretty font and stenciled the letters into the
missile rack, ankle, and gun pods, as well as the lettering for the walls.

It's pretty simple:  you want the number "6" stenciled into the side of a
box.  Make a box in modeller (say, 1x1x1 meter).  Go to another
layer, then click on TEXT, load up any font you want (UnPact is pretty
simple), and type "6".  Scale it so it'll look nice (from the front) on
the box.

Got to Multiply/Extrude an make it 1 metter deep on the Z axis.  Now you
should have (in the backgound layer) a box, and a 6 in the FG layer.  Move
the 6 so that, from the top and side, the 1 meter extruded part intersects
the front of the box.  it'll look something like this:
     _______
    |       |
    |   _   |
    |  | |  |  (Top View)
    |  | |  |
    |__|_|__| ---- BOX
       | |
       |_| ------- 6
       
Now, hit ] to swap layers (put the box in the FG and the 6 in the BG). 
Select Tools (I think)/Solid Boolean.  You'll get a requester with 4
options.  Select the 3rd one (stencil) and another set of options for a
surface name pops up.  Type in something like "6-Face" and hit return,
then click OK.

Now you get to wait (for a very short time...), and there should be a
polygon in the shape of a 6 in the face of the box.  The box has the
surface name DEFAULT, while the 6 has the name 6-FACE.  Pretty easy, huh?

Quick note about cylinders:  you'll want to use Wrap to Sphere of Bend or
something to warp the text around the cylind so it looks good, but if the
curve isn't too extreme (putting a 1 cm C= logo on a 1 m wide can), it'll
look OK (it did for the number of my robot's ankle and the missile casing,
which is cylindrical...)

Hope this helps...

-- Joe

Things to try:

label on a floppy disk/video tape
USAF on an airplane wing (where image mapping would be damn hard)
"Joe RULES" on a brick wall (OK, maybe a diffuse map there...)

Also, extruded pictures (from PixPro) might be useful, if you still need
to image map a Stencil (that way, you could use the same picture as used
for the stencil, and it would fit perfectly where the stencil is)

Have fun!

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From owner-lightwave@webcom.com Thu May 25 22:11:37 1995
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From: Richard E Kitamura <kitamura@pixi.com>
To: Lightwave Mailing List <lightwave@webcom.com>
Subject: Rendering performance
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I'm currently a 3DS user, but only have the educational rel 2 of 3DS, and 
would like to move to a commercial package.  I'm seriously considering LW 
because of its price and features, and would like to know if anyone has 
used/seen a demo of LW 4.0 for the PC, and if the relative speed is 
roughly comparable to that of 3DS (any version) on similar hardware 
setups.  I've just played with the demo of Real3D, and it's rather slow 
on my machine (glass demo) compared to 3DS.  Of course, one being DOS and 
the other being Windows (and being a demo) introduces a large difference, 
but I'm just interested in a rough estimate of LW's relative speed in 
the PC/Windows environment.

I don't want to restart the 3DS vs. LW debate -- I don't have the luxury 
of seeing LW in action first-hand in Hawaii (that I'm aware of) and would 
only like to have a little information before plunging in and buying it.

Thank you,

============================================================================
Richard E. Kitamura                                        kitamura@pixi.com
http://www.pixi.com/~kitamura/                           kitamura@hawaii.edu
University of Hawaii-Manoa                    Information & Computer Science

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From owner-lightwave@webcom.com Thu May 25 22:26:04 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: your mail
To: paul davies <pdavies@magnet.com>
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> I know this was discussed a few days ago but I was hoping John Gross and the 
> other person - sorry I forgot who it was - who commented on using the 
> Stencil feature in Modeler could elaborate on this proceedure? If you mean 
> using a polygonal version of the 'decal text' as a template drill this could 
> be a problem for people using custom fonts.

If you mean that the font they're using doesn't exist anywhere as a Type 
1 font, then you may be right. In this case, if you wanted to stencil a 
font onto a poly(s), you would have to build the font by hand (or convert 
a bitmap or something...)

JG
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From owner-lightwave@webcom.com Thu May 25 22:32:52 1995
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Date: Thu, 25 May 1995 22:35:08 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Stencil
To: lightwave@webcom.com
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> It's pretty simple:  you want the number "6" stenciled into the side of a
> box.  Make a box in modeller (say, 1x1x1 meter).  Go to another
> layer, then click on TEXT, load up any font you want (UnPact is pretty
> simple), and type "6".  Scale it so it'll look nice (from the front) on
> the box.
> 
> Got to Multiply/Extrude an make it 1 metter deep on the Z axis.  Now you
> should have (in the backgound layer) a box, and a 6 in the FG layer.  Move
> the 6 so that, from the top and side, the 1 meter extruded part intersects
> the front of the box.  it'll look something like this:

Remember, if you are just stencilling fonts onto polys, there's no need 
to extrude the font. By using Drill (not Solid Drill) you can stencil (or 
any of the other operations) along any axis. The stencil fonts don't even 
have to be touching the "cutee". Of course, if you are stenciling into 
something not lined up on X, Y or Z, then you would want to extrude and 
intersect like Joe mentioned...

JG
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From owner-lightwave@webcom.com Thu May 25 23:33:36 1995
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From: Manuel Coats <mcoats@qnet.com>
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On Thu, 25 May 1995, John Gross wrote:
> Remember, if you are just stencilling fonts onto polys, there's no need 
> to extrude the font. By using Drill (not Solid Drill) you can stencil (or 
> any of the other operations) along any axis. The stencil fonts don't even 
> have to be touching the "cutee". Of course, if you are stenciling into 
> something not lined up on X, Y or Z, then you would want to extrude and 
> intersect like Joe mentioned...
> JG

This is not entirely correct.  By doing the above, the cutee would be 
stenciled though the entire object.  If you only want the logo stenciled 
on one side of the object you will need to use the extruded cutee and 
use solid drill.

Manny

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From owner-lightwave@webcom.com Fri May 26 03:27:09 1995
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From: 26-May-1995 0622 <leimberger@marbls.enet.dec.com>
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>Sure.  Here ya go...

>My last project for Manny's Digital Fantasies and Light Speed video tapes
>had me building a fairly complex robot (ED-209-like).  Rathe than using
>image maps, I picked a pretty font and stenciled the letters into the
>missile rack, ankle, and gun pods, as well as the lettering for the walls.

>It's pretty simple:  you want the number "6" stenciled into the side of a
>box.  Make a box in modeller (say, 1x1x1 meter).  Go to another
>layer, then click on TEXT, load up any font you want (UnPact is pretty
>simple), and type "6".  Scale it so it'll look nice (from the front) on
>the box.

>Got to Multiply/Extrude an make it 1 metter deep on the Z axis.  Now you
>should have (in the backgound layer) a box, and a 6 in the FG layer.  Move
>the 6 so that, from the top and side, the 1 meter extruded part intersects
>the front of the box.  it'll look something like this:
     _______
    |       |
    |   _   |
    |  | |  |  (Top View)
    |  | |  |
    |__|_|__| ---- BOX
       | |
       |_| ------- 6
       
>Now, hit ] to swap layers (put the box in the FG and the 6 in the BG). 
>Select Tools (I think)/Solid Boolean.  You'll get a requester with 4
>options.  Select the 3rd one (stencil) and another set of options for a
>surface name pops up.  Type in something like "6-Face" and hit return,
>then click OK.

>Now you get to wait (for a very short time...), and there should be a
>polygon in the shape of a 6 in the face of the box.  The box has the
>surface name DEFAULT, while the 6 has the name 6-FACE.  Pretty easy, huh?

>Quick note about cylinders:  you'll want to use Wrap to Sphere of Bend or
>something to warp the text around the cylind so it looks good, but if the
>curve isn't too extreme (putting a 1 cm C= logo on a 1 m wide can), it'll
>look OK (it did for the number of my robot's ankle and the missile casing,
>which is cylindrical...)
    Joe,
     When I did my number. pardon the pun, I did not extrude it. I wanted
     a painted on decal as opposed to an embossed look. I think the unextruded
     object will follow the curve better. I tried a disk on the side of a
     nosecone and it looked like you painted the emblem on. Followed the
     shape of the cone faithfully.
								bill
 ps. Could you post a gif of your robot. My mech looks good from the top
 but from the front looks like a block, He's back in shop at the moment.
 

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From owner-lightwave@webcom.com Fri May 26 03:37:05 1995
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On Thu, 25 May 1995, John Gross wrote:
> Remember, if you are just stencilling fonts onto polys, there's no need 
> to extrude the font. By using Drill (not Solid Drill) you can stencil (or 
> any of the other operations) along any axis. The stencil fonts don't even 
> have to be touching the "cutee". Of course, if you are stenciling into 
> something not lined up on X, Y or Z, then you would want to extrude and 
> intersect like Joe mentioned...
> JG

>>This is not entirely correct.  By doing the above, the cutee would be 
>>stenciled though the entire object.  If you only want the logo stenciled 
>>on one side of the object you will need to use the extruded cutee and 
>>use solid drill.

Manny,

  This works for you as well as against you. When I did my nosecone I
  ended up with a nice disk on each side matching exactly. When I did my
  missile door I ended up with the number on the inside and outside surfaces.
  Not what I wanted, did an undo selected the outside surface only redid
  solid drill and ended up with the number only on the highlighted surface.

								bill
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From owner-lightwave@webcom.com Fri May 26 03:51:03 1995
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>I know this was discussed a few days ago but I was hoping John Gross and the 
>other person - sorry I forgot who it was - who commented on using the 
>Stencil feature in Modeler could elaborate on this proceedure? If you mean 
>using a polygonal version of the 'decal text' as a template drill this could 
>be a problem for people using custom fonts.

Paul,
  I was the other person. All I did was use the text button to create my
 text(in this case the number 08 . I used a futuristic lookinf  computer type'
 I had also used a futura type . Create the text with the selected font, do
 not extrude it. Place it in the background and select solid drill stencil.
 I ended up with a plane that had the numbers polygons nicely placed on the
 panel. It was nice because the closed parts of the numbers were actually
 modeled so you had no problem with the surface of the forground object
 showing through. Why would custom fonts be a problem ? Once you create
 your text object it is handled like any other. Maybe a very complex type
 would have a problem ? I really dont know. 
  I also stenciled my sharks mouth and it worked well. My problem is getting
 the bitmap to fit properly.
							bill
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From: blaise@lois.dti.com
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> From:          davewarner@globalone.net
> Date:          Thu, 25 May 1995 07:34:34 -0400
> Subject:       Amiga News!
> To:            LightWave Mailing List <lightwave@webcom.com>


> The corollary of this is that, going with the HRP hardware
> platform would let the company license its operating system out
> to other PowerPC-based manufacturers. An Escom spokesman said the
> company intended that the licensing policy would be "as open as
> possible", though could not give details, as we went to press.
> 

Here might finally be a reason for DeskStation to do a PowerPC-based 
module for the Raptor 3 product line!

Keep your fingers crossed.




 
Blaise Fanning
Chief Technology Officer
Deskstation Technology
(913) 599-1900
blaise@dti.com
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From owner-lightwave@webcom.com Fri May 26 06:25:45 1995
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>Perhaps Lightwave could use image/texture map's more like Real3D uses 
>them which is a improved approach of Imagine's.
>Textures/images are applied in 3D space as wireframe's to the object's.
>These wireframe's can at any time be 
>cut/copied/pasted/reshaped/resized.....anything you can do to your 
>wireframe object's.
>It's amazingly adaptive when you get used to the system, being able to 
>treat textures/imagemap's the same as object's is amazingly effective.

I agree. This and a Global/Local coordinate system - whithout the use of 
parent nulls - are probably my two biggest desires for LW.

>To be honest, I prefer modelling in Real3D2 for every reason though I 
>still prefer LW's scene editor for animation.
>
>Simply put, great scene editor guy's though that modeller (especially 
>the texture's side) could do with a little work.....LW3.5....maybe LW4 
>will be that improvement.

Hmm...


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Fri May 26 06:43:26 1995
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From: bdady@netcom.com (Brian Dady)
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Paul Davies said:

>I know this was discussed a few days ago but I was hoping John Gross and the 
>other person - sorry I forgot who it was - who commented on using the 
>Stencil feature in Modeler could elaborate on this proceedure? If you mean 
>using a polygonal version of the 'decal text' as a template drill this could 
>be a problem for people using custom fonts.

I was the other person who commented on this topic.  The way I used stencil
on my cordless phone object (for *all* lettering and numbers) was to type
in the text using any postscript font loadable in lightwave, extrude it,
align it along the surface of interest, then stencil.  I believe most
postscript fonts work with lw.  Once you have assigned a surface name to
the various sets of characters, it is a simple matter to tweak the color and
other attributes.  Changes are certainly easier than if an image map were
used.

Brian                           bdady@netcom.com	VideoMagic --*
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From owner-lightwave@webcom.com Fri May 26 06:48:48 1995
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Date: 26 May 1995 08:49:11 -0600
From: "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM>
Subject: Re: Final Release LW PC 6 We
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        Reply to:   RE>Final Release LW PC 6 Weeks
>From: Momami@aol.com
>Newtek customer service says the regular release for PC Lightwave will 
>be "about six weeks".  Can anyone verify that.  I sure could use more file
>formats (like 3DS, DXF, PICT) than currently supported in the >pre-release.


I can't verify the 6 week release of lightWave, but if you need to convert
objects to different formats, check out Interchange Plus by Syndesis 
Corp. It's available for the PC. and will handle the 3D object formats you
mentioned and more. 
  If you cant wait for final release, give them a call. 
             Syndesis (414-674-5200)


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From owner-lightwave@webcom.com Fri May 26 07:55:22 1995
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>If you mean that the font they're using doesn't exist anywhere as a Type 
>1 font, then you may be right. In this case, if you wanted to stencil a 
>font onto a poly(s), you would have to build the font by hand (or convert 
>a bitmap or something...)

This is exactly what I'm talking about. It would be nice if you could apply 
decals to surfaces. Each decal would be scalable and have a transparent 
color or better yet an alpha channel to determine decal visibility. All 
transparent regions would show the underlying surface attributes.
You can do this by using Attached polygons with a different surface name but 
Modeler on the PC crashes if you try to display it in the preview window.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Fri May 26 07:58:42 1995
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>This is not entirely correct.  By doing the above, the cutee would be 
>stenciled though the entire object.  If you only want the logo stenciled 
>on one side of the object you will need to use the extruded cutee and 
>use solid drill.

This is not entirely correct either. Just select the 'cutee' polygon and 
Stencil will not effect the rest of the object.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Fri May 26 08:03:06 1995
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Another example of the need for decals with transparency: soft edged text 
like spraypaint or airbrush.

This is not meant to be inflamatory.

Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Fri May 26 08:03:48 1995
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Date: 26 May 1995 10:03:26 -0600
From: "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM>
Subject: Re: Final Release LW PC 6 We
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                  RE>Final Release LW PC 6 Weeks
>From: Momami@aol.com
>Newtek customer service says the regular release for PC Lightwave will 
>be "about six weeks".  Can anyone verify that.  I sure could use more file
>formats (like 3DS, DXF, PICT) than currently supported in the >pre-release.


I can't verify the 6 week release of lightWave, but if you need to convert
objects to different formats, check out Interchange Plus by Syndesis 
Corp. It's available for the PC. and will handle the 3D object formats you
mentioned and more. 
  If you cant wait for final release, give them a call. 
             Syndesis (414-674-5200)


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From owner-lightwave@webcom.com Fri May 26 08:05:58 1995
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Subject: Re: Final Release LW PC 6 We
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>I can't verify the 6 week release of lightWave, but if you need to convert
>objects to different formats, check out Interchange Plus by Syndesis 
>Corp. It's available for the PC. and will handle the 3D object formats you
>mentioned and more. 

The PC version's not ready yet.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Fri May 26 08:22:19 1995
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From: downinit@teleport.com
To: Richard E Kitamura <kitamura@pixi.com>,
        Lightwave Mailing List <lightwave@webcom.com>
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Hi Richard,

I think there is someone on this list or c.g.p.lightwave in Hawaii, you might 
be able to hook up with them to see LW PC.

Have no fears though, Lightwave rendering is much faster than Real3D 
rendering, at least in non-raytrace mode. I think speed is comparable to 3DS, 
possibly a little more efficient. Your time spent in front of the interface 
should be a lot less too.

And it gives you a chance to dump DOS from your machine! Hooray!

Darren
downinit@teleport.com

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From owner-lightwave@webcom.com Fri May 26 08:30:10 1995
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Date: Fri, 26 May 95 16:33 BST-1
From: garygfx@cix.compulink.co.uk (Gary Fenton)
Subject: CyberStorm 060
To: lightwave@webcom.com
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I've been using the CyberStorm 060 for over a week on my Amiga 4000 and
it's up to 4.5 times faster than a stock 4000/040 using LightWave. On
average it's 4 times faster.

Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.

I thought is was going to be faster than a P90 according to some posts to
this mailing list? Oh well.


Gary F.  
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From owner-lightwave@webcom.com Fri May 26 09:26:53 1995
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From: Adam Ives Chrystie <adamchry@cats.ucsc.edu>
Subject: Re: CyberStorm 060
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slow Cyberstorm??

Hmm got any main memory on the board itself???? This might slow it down 
if it has to use motherboard memory just a guess.

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

I'm just following my GROOVE and spreading happiness :)
-------------------------------------------------------
University Of California at Santa Cruz - UCSC
Adam Chrystie adamchry@cats.ucsc.edu
-------------------------------------------------------

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From owner-lightwave@webcom.com Fri May 26 10:48:09 1995
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> Does anyone know if the Alpha version of LightWave 4.0 will have a dongle?

Yes it will.
     *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
     *           Mark Thompson               (603) 424-1829       *
     *         Fusion Films Inc.           mark@fusion.mv.com     *
     *     Radiant Image Productions                              *
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From owner-lightwave@webcom.com Fri May 26 11:24:23 1995
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From: James Jones/Nibbles and Bits <jgjones@usa.net>
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To: lightwave@webcom.com

Mcoats@qnet.com said:

>On Thu, 25 May 1995, John Gross wrote:
>> Remember, if you are just stencilling fonts onto polys, there's no need 
>> to extrude the font. By using Drill (not Solid Drill) you can stencil
>> (or any of the other operations) along any axis. The stencil fonts 
>> don't even have to be touching the "cutee". Of course, if you are 
>> stenciling into something not lined up on X, Y or Z, then you would 
>> want to extrude and intersect like Joe mentioned...
>> JG
>
>This is not entirely correct.  By doing the above, the cutee would be 
>stenciled though the entire object.  If you only want the logo stenciled 
>on one side of the object you will need to use the extruded cutee and 
>use solid drill.

   This too is not entirely correct... :)
   Just select ONLY the polygons you want stenciled. That way the 
cutee will effect just the selected polys, and not do a stencil on the 
other side of the object.
   
   Also, if the object isn't lined up right on the X, Y or Z axis, 
just rotate the object into the proper position, remember how much you 
rotated it, do the stencil, and rotate it back.
   
   -Jim
James G. Jones
Nibbles & Bits
jgjones@usa.net
___
* UniQWK #5134* 
                                            
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From owner-lightwave@webcom.com Fri May 26 11:51:37 1995
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Date: Fri, 26 May 1995 14:54:33 -0400 (EDT)
From: James Brooks <jamesb@clark.net>
To: Lightwave Mailing List <lightwave@webcom.com>
Subject: Warp Engine 060 ???
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Anyone know if there is going to be an upgrade for the Warp Engine
to use 060 chip?   Hmm, I wondering how much it would cost to upgrade? :-)


Good day
Alex

---------------------------------------------------------------
James "Alex" Brooks              Amiga 4000/040/28MHz 22MB RAM
Lightwave 3.5 / Imagine 3.0      VideoToaster 4000 3.1
Syquest 3.5" 270MB		 Bernoulli 90Pro
NEC 3xp Triple Speed CDROM       Warp Engine 4028
Epson ES-600C Scanner            E-Mail: jamesb@clark.net
--------------------------------------------------------------

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From owner-lightwave@webcom.com Fri May 26 12:46:07 1995
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From: djmccoy@primenet.com (Daniel J. McCoy)
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>X-UIDL: 801517693.000
>From: n.maples1@genie.geis.com
>Date: Fri, 26 May 95 18:11:00 UTC
>To: owner-lightwave@webcom.com
>Subject: Questions...
>X-Genie-Id: 1969356
>X-Genie-From: N.MAPLES1
>
>Reply:  Item #6950109 from OWNER-LIGHTWAVE@WEBCOM.COM@INET#
> 
>J. S. Krase aske about a list that have multi-platform animation
>information.
> 
>I know of one that I use alot it is called 'Tessellation'. Send
>E-mail to .... tess@3dartist.com.......
> 
>state in the text body "subscribe" (leave out the quotes)
> 
>send messages to ........tell.tess@3dartist.com
> 
>This list is put out by 3D Artist magizine, that also covers the 3D
>animation feild with a rather unbiased outlook. Every Issue I have
>seen has had some Lightwave stuff in it. Plus stuff on Imagine,
>Truespace, Renderman, Sculpt, 3D Studio, Topas, and others....
> 
> 
>............NORV_MAN
> 
> 
>
>
--
Daniel J. McCoy - djmccoy@primenet.com or dan@acti.com

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From owner-lightwave@webcom.com Fri May 26 14:58:00 1995
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From: harlock@raindrop.ranma.com (Mike Harlock)
Message-Id: <20b9addb.ab096-harlock@raindrop.ranma.com>
Subject: Re: Warp Engine 060 ???
In-Reply-To: <Pine.SOL.3.91.950526145242.8382D-100000@clark.net>
	     (from James Brooks <jamesb@clark.net>)
	     (at Fri, 26 May 1995 14:54:33 -0400 (EDT))
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> Anyone know if there is going to be an upgrade for the Warp Engine
> to use 060 chip?   Hmm, I wondering how much it would cost to upgrade? :-)

Yea, that's one of the things I bought the warp engine for.
Is the 060 chip from Motorola actually out now?  I rememember the warp
people saying that it wouldn't be long after they released it that they
would have an upgrade ready.   I really need the extra rendering power.
--Mike

       __
      <  \      harlock@ranma.com - Mike Harlock      
[\\\\\\(\ (:::<======================================-
\<      >  \       Practice Random Kindness
 \\    /    |    And Senseless Acts of Beauty
  `==='____/
             New!  http://raindrop.ranma.com/mikem.html


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From owner-lightwave@webcom.com Fri May 26 15:45:07 1995
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Date: Fri, 26 May 95 15:48:37 EDT
From: tankt@cris.com (Tank Taylor)
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On Fri, 26 May 1995 14:54:33 -0400 (EDT) Alex wrote:

>Anyone know if there is going to be an upgrade for the Warp Engine
>to use 060 chip?   Hmm, I wondering how much it would cost to upgrade? :-)

I've got a 40mhz Warp I wouldn't mind upgrading myself.  Anyone have
any
news on these puppies?

Tank Taylor
Vision Imaging
FS: 3 copies of LW 4.0 (Intel) $760+s&h

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From owner-lightwave@webcom.com Fri May 26 20:37:29 1995
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Date: Fri, 26 May 1995 17:40:40 -1000 (HST)
From: Richard E Kitamura <kitamura@pixi.com>
To: Lightwave Mailing List <lightwave@webcom.com>
Subject: Re: Rendering performance
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On Fri, 26 May 1995 downinit@teleport.com wrote:

> I think there is someone on this list or c.g.p.lightwave in Hawaii, you might 
> be able to hook up with them to see LW PC.

I've called some of the dealers on the island, and most haven't even 
heard of LW.  Or 3DS, for that matter.  Sad...

> Have no fears though, Lightwave rendering is much faster than Real3D 
> rendering, at least in non-raytrace mode. I think speed is comparable to 3DS, 
> possibly a little more efficient. Your time spent in front of the interface 
> should be a lot less too.

That's what I wanted to find out!  I wish I could play with it myself, 
but I guess I'll either have to take a chance, or keep calling the 
dealers on the island.

Thanks for the info!
Richard Kitamura

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From owner-lightwave@webcom.com Fri May 26 20:55:19 1995
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From: Gwynne Reddick <gred@agog.demon.co.uk>
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> >
> >If NewTek is gonna force people to use a dongle with their program, then 
> >the LEAST they can do is make sure that it's going to work properly and 
> >not affect other aspects the computer's use!
> 
> I hate to rain on your tirade - :+) - but my LW pc dongle seems to work 
> fine. I have successfully passed through it to my 3ds dongle for those few 
> unfortunate times that I am forced to use 3ds.
> Paul Davies
> Concept Artist-RPG/Action Games
> Magnet Interactive Studios Inc.
> 

I've never had any problems with my 3.5 dongle either, oh, tell a lie, LW
doesn't like it if the printer's not switched on, when it's passed thru :)
I've recently put it on a switch box and haven't any problems with that so
far.

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From owner-lightwave@webcom.com Fri May 26 21:55:06 1995
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Date: Sat, 27 May 1995 00:57:03 -0500 (EST)
From: Manuel DeSantos <manueld@pinn.net>
To: Gary Fenton <garygfx@cix.compulink.co.uk>
Cc: lightwave@webcom.com
Subject: Re: CyberStorm 060
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On Fri, 26 May 1995, Gary Fenton wrote:

> I've been using the CyberStorm 060 for over a week on my Amiga 4000 and
> it's up to 4.5 times faster than a stock 4000/040 using LightWave. On
> average it's 4 times faster.
> 
> Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.
> 
> I thought is was going to be faster than a P90 according to some posts to
> this mailing list? Oh well.
> 
> 
> Gary F.  
> --
> garygfx@cix.compulink.co.uk (Gary Fenton) sent this message.
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> 

I thought the Warp Engine 040 40mhz was about 3-4 times faster than a stock
040 Amiga 4000?  This Cyberstorm card can't be only 4 times faster, that 
would make it only slightly faster than an 040 40mhz.

                                       Manuel Desantos

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From owner-lightwave@webcom.com Sat May 27 00:43:53 1995
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Date: Thu, 25 May 1995 21:47:21 -0400 (EDT)
From: Michael Meshew <michael@iglou.com>
To: Momami@aol.com
Cc: lightwave@webcom.com
Subject: Re: telephone
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On Wed, 24 May 1995 Momami@aol.com wrote:

> Does someone know what mail order places sell the Light-ROM 2?  Creative
> Computers is ending Amiga sales and they wont sell it anymore.
> 
> --
> Momami@aol.com sent this message.
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> 


    Try Select Solutions, 1-800-322-1261. They sell it for $29.95 + shipping.

Hope this helps . . .

Michael

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From owner-lightwave@webcom.com Sat May 27 01:08:27 1995
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From: fwtep@IX.NETCOM.COM (Fred Tepper)
Subject: Re: Autodesk Animator Studio? on NT?
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You wrote: 
>
>
>Has anyone seen/used it yet? It's shipping ($700-800!) and they're 
>distributing a demo disk (800 879 4233, DemoPak A320). They 
>could/would not be specific as to whether it runs under NT, "it's 
>32bit Windows compatible", the local Autodesk dealer hadn't tried it 
>under NT.

>Darren
>downinit@teleport.com

Darren,
        No, Animator Studio doesn't run under NT and it won't till at 
least early next year.  This info comes directly from Autodesk, as I 
was at the Johnny Mnemonic screening (which they sponsored) and I asked 
this exact question.  I have Animator Studio but I haven't used it much 
at all yet.  It seems pretty interesting.  Tomorrow (Friday) I'll have 
Animation Paintbox which hopefully is more of a DPaint clone.

                                                -=Fred=-
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From owner-lightwave@webcom.com Sat May 27 09:30:56 1995
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To: lightwave@webcom.com
From: pdavies@magnet.com (paul davies)
Subject: Re: CyberStorm 060
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>I've been using the CyberStorm 060 for over a week on my Amiga 4000 and
>it's up to 4.5 times faster than a stock 4000/040 using LightWave. On
>average it's 4 times faster.
>
>Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.
>
>I thought is was going to be faster than a P90 according to some posts to
>this mailing list? Oh well.

P90, 32MB, RAM, Win95 same render settings as above:

default segment memory 2200000 (4 segments)
128 seconds (2minutes 8 seconds)

segment memory 8800000 (1 segment)
122 seconds (2 minutes 2 seconds)


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Sat May 27 09:35:46 1995
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From: thierry@ix.netcom.com (Thierry Humeau )
Subject: FS: Fully Loaded Newtek Flyer System 
To: toaster@webcom.com
To: lightwave@webcom.com
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Fully loaded turn-key Flyer/Toaster system for sale:

- Amiga 2000/2.04 rom
- Workbench 2.1 operating OS
- Zeus 68040/33 Mhz accelerator w/ 16 Meg Ram
- Mega Chip 2000 (2 meg chip ram)
- 1 Gig internal SCSI-2 Quantum hard drive
- 88 meg Seaquest drive
- ICD de-interlace adaptor (give you a nice hi-res 600x400 
  display with no flicker)
- Panasync C1381 multiscan S-VGA monitor
- DPS Personal TBC II card
- Video Toaster 2000 card with 3.1/4.0 Toaster software 
  (includes LW 4.0 when Newtek will ship to Flyer users in June!!!)
- Video Flyer card with 4.03 software and free upgrade to 
  Toaster/Flyer 4.1 when it will be released
- 1 Gig Seagate Hawk external audio drive w/ enclosure
- 1 Seagate 9 Gig Elite video drive in 5"25 SCSI enclosure 
  (sorry, I need to keep the other Seagate drive for some other 
  applications in our studio)
  Note: These drives are still covered under over 4 years of 
  manufacturer warranty
- Newtek Octopus SCSI cable
- All necessary cables
- Migraph hand scaner
- VIP RGB to NTSC (composite/S-Video) adaptor

Software:
- ADPro 3.5
- DPaint 4
- Image FX
- Brillance
- DMaster
- Vistapro
- Composite Studio
- Quaterback Tools

I am asking for $10,000 OBO for the whole "shabang". That's over 
$20,000 worth of stuff!!!

The all system runs smoothly and is very stable.  If you're located 
in the D.C. area, I'll deliver it and will do minimal training to 
get you going.

Please call or e-mail with your inquiries.

Thierry.
-- 
*******************************************************
Thierry Humeau 			tel: 301-933-3008              
Cameraman/Producer		fax: 301-933-2868
Freelance/TV Networks			thierry@ix.netcom.com  
*******************************************************

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From owner-lightwave@webcom.com Sat May 27 09:49:05 1995
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From: downinit@teleport.com
To: fwtep@ix.netcom.com (Fred Tepper), lightwave@webcom.com
Subject: Re: Autodesk Animator Studio? on NT?
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Fred Tepper (fwtep@IX.NETCOM.COM) writes:

>No, Animator Studio doesn't run under NT and it won't till at least early 
next year.

>Tomorrow (Friday) I'll have Animation Paintbox which hopefully is more of a 
DPaint clone.

Which won't run under NT until 3rd Q 95. So much for the death of DOS...

Darren


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From owner-lightwave@webcom.com Sat May 27 09:56:04 1995
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From: pdavies@magnet.com (paul davies)
Subject: Re: Stencil              
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>   Also, if the object isn't lined up right on the X, Y or Z axis, 
>just rotate the object into the proper position, remember how much you 
>rotated it, do the stencil, and rotate it back.

If you only do ONE rotation you don't even have to remember your rotation 
value. Just call up the Numeric requester for the Rotate tool and change the 
rotation value. If it's positive make it negative. If it's negative make it 
positive. Voila you object is back to it's original orientation.
 If Modeler assigned local coordinate systems to objects you would not have 
to worry about misaligning objects. Once the user determines the normal 
orientation of an object he or she can always get back to it by reseting the 
values to zero. Local object coordinates in Lightwave would also allow you 
to rotate an object on the worlds z axis and then rotate it on its own y 
axis without the use of a null object. The Humanoid heirarchy list could be 
half as long if local coordinates were implemented - An important 
consideration if you've got an army of those guys walking around in a scene. 
This is not a LW/Modeler flame just a respectful desire.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Sat May 27 10:15:30 1995
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From: downinit@teleport.com
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Subject: Re: CyberStorm 060
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>>Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.
>>
>>I thought is was going to be faster than a P90 according to some posts to
>>this mailing list? Oh well>.

>P90, 32MB, RAM, Win95 same render settings as above:
>
>default segment memory 2200000 (4 segments)
>128 seconds (2minutes 8 seconds)
>
>segment memory 8800000 (1 segment)
>122 seconds (2 minutes 2 seconds)

>Paul Davies  pdavies@magnet.com

Hmm... very interesting, wonder if this is Win95 or just system config...

P90, 32MB, WinNT3.50

default 2.2MB segment mem
73 seconds

8.8MB segment mem
70 seconds 

I was running Remote Access and Mail in the background, kept LW in foreground.

Darren
downinit@telport.com


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From owner-lightwave@webcom.com Sat May 27 11:12:59 1995
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Date: Sat, 27 May 1995 14:14:28 -0400 (EDT)
From: Stephen Bowie <ad636@freenet.toronto.on.ca>
Subject: Re: Pass Through - NOT
To: Gwynne Reddick <gred@agog.demon.co.uk>
Cc: lightwave@webcom.com
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On Fri, 26 May 1995, Gwynne Reddick wrote:

> 
> > >
> > >If NewTek is gonna force people to use a dongle with their program, then 
> > >the LEAST they can do is make sure that it's going to work properly and 
> > >not affect other aspects the computer's use!
> > 
> > I hate to rain on your tirade - :+) - but my LW pc dongle seems to work 
> > fine. I have successfully passed through it to my 3ds dongle for those few 
> > unfortunate times that I am forced to use 3ds.
> > Paul Davies
> > Concept Artist-RPG/Action Games
> > Magnet Interactive Studios Inc.
> > 
> 
> I've never had any problems with my 3.5 dongle either, oh, tell a lie, LW
> doesn't like it if the printer's not switched on, when it's passed thru :)
> I've recently put it on a switch box and haven't any problems with that so
> far.
> 

I've read a variety of posts saying there is no problem printing through 
the dongle, and in defense of the originator of this thread I want to 
mention that on my A4000 I can not print from GPFax with the dongle 
attached, although a number of other apps don't seem affected.  I am 
suspicious tho' that it may be the cause of poor print quality at 720x720 
from my Epson Stylus Color.....haven't checked this out yet so can't say 
for sure.



	Steve Bowie ad636@torfree.net 
	North York, Ontario, Canada

     "Rumours of my death are greatly exaggerated..." C=,1995.

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From owner-lightwave@webcom.com Sat May 27 11:35:56 1995
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From: CEVAnim@aol.com
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Subject: Re: Final Release LW PC 6 We
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<I can't verify the 6 week release of lightWave, but if you need to>
I was at a meeting last night (Thurs.) and AH indicated his work was done
next week on the INTEL version and it should be shipping right away if NEWTEK
has the books and etc. ready.
Ed
CEVAnim@aol.com 
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	     (from Manuel DeSantos <manueld@pinn.net>)
	     (at Sat, 27 May 1995 00:57:03 -0500 (EST))
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Manuel DeSantos <manueld@pinn.net> writes:
> I thought the Warp Engine 040 40mhz was about 3-4 times faster than a stock
> 040 Amiga 4000?

Its not. The Warp is around 2 times faster than a 4000, maybe a little
more. All in all, I have been pretty unimpressed with all the LW
benchmarks that have been run on the various Warp boards. As much as
I dislike GVP, their 40MHz cards are much faster than the comparable
Warp board, and they are only slightly slower than the Warp 060.
     *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
     *           Mark Thompson               (603) 424-1829       *
     *         Fusion Films Inc.           mark@fusion.mv.com     *
     *     Radiant Image Productions                              *
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
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From owner-lightwave@webcom.com Sat May 27 21:04:59 1995
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Date: Sat, 27 May 1995 23:08:06 -0500 (CDT)
From: "John Crookshank, MicroTech Solutions, Inc." <johnc@mcs.com>
Subject: Re: CyberStorm 060
To: Mark Thompson <mark@fusion.MV.COM>
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On Sat, 27 May 1995, Mark Thompson wrote:

> Manuel DeSantos <manueld@pinn.net> writes:
> > I thought the Warp Engine 040 40mhz was about 3-4 times faster than a stock
> > 040 Amiga 4000?
> 
> Its not. The Warp is around 2 times faster than a 4000, maybe a little
> more. All in all, I have been pretty unimpressed with all the LW
> benchmarks that have been run on the various Warp boards. As much as
> I dislike GVP, their 40MHz cards are much faster than the comparable
> Warp board, and they are only slightly slower than the Warp 060.

Sorry, but the Warp Engine is indeed an average of 3 times faster than 
the stock 4000/040. I've tested both the now defunct GVP 040 and the Warp 
Engine 040, and found them to be virtually identical in terms of speed in 
our A4000, using 4 different scenes from Lightwave. After all, they are 
the same chip, clocked at the same speed, and have the local ram on the 
card. But there's no speed difference between them at all. We were GVP's 
biggest dealer in our region, so you could say we were definite GVP fans. 
Doesn't make much difference now that GVP has also gone to auction heaven...

    ,-------------------------------------------------------,
   /     John Crookshank             johnc@mcs.com         /
  (  MicroTech Solutions, Inc.                            (
   \    http://www.mcs.net/~johnc/www/MicroTech.html       \
    `-------------------------------------------------------`

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From owner-lightwave@webcom.com Sat May 27 22:02:47 1995
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Date: Sat, 27 May 1995 22:55:04 -0600 (MDT)
From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
To: lightwave@webcom.com
Subject: Casper
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	I just got back from seeing Casper for the second time.  I'm trying 
make remake Casper in lightwave but I can't figure out how to make the 
texture that they used to make there ghosts.  I tryed to uses one sided 
polgons to make my ghost then set my edge to transparent and Edge 
threshold to .7.  It seems to work but I can't get the back of my ghost 
to be 100% transparent.  If you saw Casper maybe you know what I mean.  
Please let me know if you can think of a way to do it.
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From owner-lightwave@webcom.com Sat May 27 22:43:21 1995
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Date: Sun, 28 May 1995 01:46:32 -0400
Subject: Re: CyberStorm 060
To: LightWave Mailing List <lightwave@webcom.com>
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On Sat, 27 May 1995, John Crookshank, MicroTech Solutions, Inc. wrote:

> Sorry, but the Warp Engine is indeed an average of 3 times faster than 
> the stock 4000/040. I've tested both the now defunct GVP 040 and the Warp 
> Engine 040, and found them to be virtually identical in terms of speed in 
> our A4000, using 4 different scenes from Lightwave. 

Just to throw a few pennies of my own into this conversation, I have a 
GVP 33mhz 040 acclerator in my A2000 and a Warp Engine 28mhz 040 in my 
A3000 and I've compared render benchmarks to the A4000 25mhz 040....

The GVP accelerator is a little more than 2 times faster than the A4000, 
while the Warp Engine, even though it has a slower chip, is SLIGHTLY 
faster than the GVP accelerator....an example would be a scene that took 
30 minutes to render on the 25mhz A4000 would take 14 minutes to render on 
the 33mhz A2000 and would take about 13 minutes 45 seconds to render on 
the 28mhz A3000.  I have to assume that that memory access is faster in 
the Warped A3000 as well as the SCSI hard drives saves.

I certainly would have expected much faster rendering from a 50mhz 060 
chip...but maybe we'll hafta wait for someone to optimize the 060's math 
functions or maybe the 66mhz version of the 060.

Actually, I was under the impression that software would have to be 
rewritten somewhat to take full advantage of the 060's power...again, 
bringing up the optimization of math functions.

How much is the Cyberstorm 060 and Warp Engine 060 accelerators?  Are 
they available for the A2000 or A3000 yet?


                                      -David Warner
                                       Event Horizon Graphics


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From owner-lightwave@webcom.com Sat May 27 23:02:32 1995
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Date: Sun, 28 May 1995 14:05:31 +0800 (SST)
From: Tan Tuan Hiang Cheryl A <aki00029@leonis.nus.sg>
To: Lightwave <lightwave@webcom.com>
Subject: Rendersaurus
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Hi, I've been seeing ads on the Anti-Gravity page about the Rendersaurus.
Does anyone know anything about it?

Greg
Singapore

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From owner-lightwave@webcom.com Sun May 28 01:11:15 1995
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From: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Subject: Images and NT
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rz
**
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From owner-lightwave@webcom.com Sun May 28 01:15:42 1995
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From: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Subject: Images and NT
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(Sorry, take II)

All :) 

After a week of efforts, Sefi finally managed to tar a scene on the
amiga, net it to the P100 NT, and untar it there.  After making sure the
scene file is corrected to reflect the true object positions, he loaded it
into LW.  

A silent pause.  

"Can't find image LW:newsdemo/images/Ghandi.TGA" the PC said.  

The images locations are coded into the objects binaries, and when you are 
dealing with 799 objects, it gets pretty annoying to relocate them on the 
PC. LW NT crashing every five minutes doesn't help either, and of course 
you can't find the images for 15 objects and then save all objects, 
because you can't save all objects until you've loaded the whole 
scene...  

Sefi is going down fast. Does anyone have a solution for this?  

Nir Hermoni, Israel 
zapa@datasrv.co.il 

P.S. Would someone post this on the newsgroup? I have no access to it, 
and it may be of help. If you do that, please note that replies should go 
to the list or directly to me, because, er, I have no access blah blah.  

Thanx!  

Nir. 

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From owner-lightwave@webcom.com Sun May 28 01:33:47 1995
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Date: Sun, 28 May 1995 04:36:14 -0500 (EST)
From: Manuel DeSantos <manueld@pinn.net>
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: CyberStorm 060
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On Sun, 28 May 1995 davewarner@globalone.net wrote:

> How much is the Cyberstorm 060 and Warp Engine 060 accelerators?  Are 
> they available for the A2000 or A3000 yet?
> 
> 
>                                       -David Warner
>                                        Event Horizon Graphics
> 
> 
> --
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I talked to a sales Rep at Software Hut and she said the Cyberstorm card for
the A4000 (it won't fit in an A4000T because of the way the module plugs 
on to the board) would be about $1250.  An A3000(T),A4000T model should 
be available in July for about the same price.  The SCSI II card is $250 more
making it cost $1500 compared to the Warp Engine at $1350.

                                    Manuel Desantos

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From owner-lightwave@webcom.com Sun May 28 07:17:03 1995
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Date: Sun, 28 May 1995 10:20:05 -0400 (EDT)
From: Dave Paige <davep@access.digex.net>
To: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Cc: LightWave Mailing List <lightwave@webcom.com>
Subject: Re: Images and NT
In-Reply-To: <Pine.3.89.1.2.9505281125.B8364-0100000@zeus.datasrv.co.il>
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There are two solutions to the problem of moving projects between the
Amiga and NT machines.  The first my partner and I came up with because
we had the same problem.

1. On the Amiga assign D: to the drive where your projects exists.
   ie: assign D: dh0: (replace D: with whatever drive your Lightwave
   is on on the NT box.

2. Name your project directory \(project) replacing (project) with
   the appropriate name, AmigaDOS does not care about the backslash.  
   Inside the (project) directory should be the Lightwave directories like 
   scenes, objects, images, etc.

3. Build you scene on the Amiga using this new file structure
   so that all your references will read D:\(project)/(object)(scenes) 
   etc./item.

4. When you send these projects to the NT box the scenes will load
   no problem.

This solution has worked fine for me. E-mail me directly if you need
more detail.

The second solution is to wait for the final release of LW for your NT
machine.  LW 4.0 has an option to set the 'content' directory which is 
where you would find the normal LW directories (scenes, objects, images, 
etc).  So you can keep projects in the own directories and change projects
even without leaving LW.

Dave Paige
dave@access.digex.net

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From owner-lightwave@webcom.com Sun May 28 09:40:54 1995
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Date: Sun, 28 May 1995 11:43:58 -0500 (CDT)
From: "John Crookshank, MicroTech Solutions, Inc." <johnc@mcs.com>
Subject: Re: CyberStorm 060
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
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On Sun, 28 May 1995 davewarner@globalone.net wrote:

> I certainly would have expected much faster rendering from a 50mhz 060 
> chip...but maybe we'll hafta wait for someone to optimize the 060's math 
> functions or maybe the 66mhz version of the 060.
> 
> Actually, I was under the impression that software would have to be 
> rewritten somewhat to take full advantage of the 060's power...again, 
> bringing up the optimization of math functions.

I imagine it will be like when the first '040s came out. It took a little 
time for the software to be optimized to take advantage of them. I forget 
now which version of Lightwave (2.0/3.0?) it was to do so, but we then 
noticed an IMMEDIATE speed increase of about 4x or so on the same 
'040-based system.

    ,-------------------------------------------------------,
   /     John Crookshank             johnc@mcs.com         /
  (  MicroTech Solutions, Inc.                            (
   \    http://www.mcs.net/~johnc/www/MicroTech.html       \
    `-------------------------------------------------------`

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From owner-lightwave@webcom.com Sun May 28 14:07:43 1995
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Date: Sun, 28 May 1995 15:00:00 -0600 (MDT)
From: Patrick Lawson <lawson14@odi.cwc.whecn.edu>
To: lightwave@webcom.com
Subject: january LWP
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	I was wondering how Greg Teegarden did the asteroid textures on the 
cover of LightWave Pro's January issue? The look like a bump map, But It was 
hand painted in photoshop.  Dose this me the textures painted on after it was renderd?
 

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From owner-lightwave@webcom.com Sun May 28 14:50:08 1995
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Date: Sun, 28 May 1995 11:53:22 -1000 (HST)
From: Richard E Kitamura <kitamura@pixi.com>
To: Lightwave Mailing List <lightwave@webcom.com>
Subject: LW Dealers
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: Joe,	I'll e-mail you too... I can get Lightwave to you for $785
: UPS ground included.  $790 if you want express delivery.

: Tank Taylor
: Vision Imaging
: tankt@cris.com

Does that offer also apply to Hawaii residents?

Thanks,
Richard Kitamura


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From owner-lightwave@webcom.com Sun May 28 19:54:39 1995
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From: djmccoy@primenet.com (Daniel J. McCoy)
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What the heck.  I'll join in the bizarre WWW fun.  Though nothing really
special, try http://www.webcom.com/~djmccoy/.  I've popped some LightWave3D
and Toaster specific info that asked about frequently.  A word of warning
though.  I built them with HTML 3.0 and compatible browsers in mind (ie:
NetScape V1.1) so if anything looks funky (as if it's not that way already),
try looking at the pages with NetScape V1.1 or any HTML 3.0 browser.

Don't forget to wear your hardhat.
Dan
Having WAY too much fun that what should be legally allowed!

OH!  If you happen to go to "Where I Work", IGNORE the image map!  Those
people at work stumpled across a shared drive of mine and happened to pick
something hastily done for fun a year and a half ago and tweeked it (ie:
added things that should have been).  The powers that be there are just
beginning to see the values of the internet and a full WWW server and page
are in the works.
--
Daniel J. McCoy - djmccoy@primenet.com or dan@acti.com

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From owner-lightwave@webcom.com Sun May 28 19:59:10 1995
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Date: Sun, 28 May 1995 23:01:10 -0400 (EDT)
From: Joe Angell <jangell@risd.edu>
Subject: Re: CyberStorm 060
To: davewarner@globalone.net
Cc: LightWave Mailing List <lightwave@webcom.com>
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> How much is the Cyberstorm 060 and Warp Engine 060 accelerators?  Are
> they available for the A2000 or A3000 yet?

RCS'll be putting out an 060 card for th A2000 by the end of the summer. 
I called then a few weeks back and they mentioned that they would continue
to support the A200 simply becuase they don't and won't die, as in both
the user base and the fact that A2000s just don't die.  It'll either be an
060 chip of something called Cold Fire.  Apparently, the 060 has some
problems with the 68020+ instructions, and the Cold Fire doesn't.  Cold
Fire is otherwise the same.  This is what RCS told me...

-- Joe

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From owner-lightwave@webcom.com Sun May 28 20:21:11 1995
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Date: Sun, 28 May 1995 23:21:47 -0400 (EDT)
From: MALIK  HAMMED MAHMOUD <92malikh@wave.scar.utoronto.ca>
Subject: Re: CyberStorm 060
To: downinit@teleport.com
Cc: paul davies <pdavies@magnet.com>, lightwave@webcom.com
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On Sat, 27 May 1995 downinit@teleport.com wrote:

> >>Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.
> >>
> >>I thought is was going to be faster than a P90 according to some posts to
> >>this mailing list? Oh well>.
> 
> >P90, 32MB, RAM, Win95 same render settings as above:
> >
> >default segment memory 2200000 (4 segments)
> >128 seconds (2minutes 8 seconds)
> >
> >segment memory 8800000 (1 segment)
> >122 seconds (2 minutes 2 seconds)
> 
> >Paul Davies  pdavies@magnet.com
> 
> Hmm... very interesting, wonder if this is Win95 or just system config...
> 
> P90, 32MB, WinNT3.50
> 
> default 2.2MB segment mem
> 73 seconds
> 
> 8.8MB segment mem
> 70 seconds 
>
Pentium 100Mhz, 32 MB RAM, Windows 95 (May build)
Same scene and settings as above:

115 seconds (2.2 MB seg mem)


Hammed Malik

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From owner-lightwave@webcom.com Sun May 28 20:21:34 1995
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 I finally got my Lightwave 4.0 for the PC, I was wondering if there 
 were any animation programs/compilers around.
I found one (tgafli) that converts the TGA files to 320 x 200 standard vga
animations, but am interested in one that perhaps allows higher resolutions?
 thanks
	Ed

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From owner-lightwave@webcom.com Sun May 28 23:14:11 1995
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Date: Mon, 29 May 1995 02:17:21 -0400
Subject: Re: CyberStorm 060
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On Sun, 28 May 1995, John Crookshank, MicroTech Solutions, Inc. wrote:

> I imagine it will be like when the first '040s came out. It took a little 
> time for the software to be optimized to take advantage of them. I forget 
> now which version of Lightwave (2.0/3.0?) it was to do so, but we then 
> noticed an IMMEDIATE speed increase of about 4x or so on the same 
> '040-based system.

Yeah, I forget which version it was, too, but I do remember that it was 
quite exciting to see how much faster the optimized version was.  Right 
now I'm trying to convince someone who wants to get into LightWave that 
he should shell out a few extra hundred dollars for a used 040 Amiga 
instead of a used 030 system...he doesn't believe that it's worth the few 
extra dollars, but I guess he'll just have to learn the hard way.  =)

Our only concern now should be whether or not Allen and Stuart will 
bother rewriting math functions for the "lowly" Amiga...even it does have 
an 060 chip installed.  (or what about the possible PowerPC Amiga?!)

Well, let's give them a chance to finish 4.0 first and then we can bother 
them about 060 (or PPC) math functions for LW 5.0! 


                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Sun May 28 23:37:06 1995
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Date: Mon, 29 May 1995 02:40:17 -0400
Subject: Re: CyberStorm 060
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On Sun, 28 May 1995, Joe Angell wrote:

> RCS'll be putting out an 060 card for th A2000 by the end of the summer. 
> I called then a few weeks back and they mentioned that they would continue
> to support the A200 simply becuase they don't and won't die, as in both
> the user base and the fact that A2000s just don't die.
                                  ^^^^^^^^^^^^^^^^^^^^^

You go that right!  I still have my first A2000, purchased (Serial #2003!)
in 1987, and aside from replacing the power supply (after being on for 
24hours a day) it has never stopped working!   (knock wood)


> It'll either be an
> 060 chip of something called Cold Fire.  Apparently, the 060 has some
> problems with the 68020+ instructions, and the Cold Fire doesn't.  Cold
> Fire is otherwise the same.  This is what RCS told me...

Cool...thanks for the news!  Now if we can get some faster LW rendering 
out of the 060 chip, maybe I'll buy a couple of those instead of a 
$10,000 Alpha workstation....or maybe I'll do both!  =)  (dream on!)

                                      -David Warner
                                       Event Horizon Graphics

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From owner-lightwave@webcom.com Mon May 29 10:41:23 1995
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Date: Mon, 29 May 1995 10:42:58 -0700
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From: gooch@terminus.intermind.net
Subject: Speed Tests
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I've seen a few people ask if there are any rendering speed comparisons that:

	A) Are unbiased towards any one company, and
	B) Represent scenes other than "texture example" for a better 
comparison.

I work at a game company where I did a series of tests of render speed 
comparisons, and thought I'd share....note these tests were run back in
January, and things have changed since then...

______________________________ Reply Separator 
_________________________________
Subject: Clash of the Titans...
Author:  Eric Gooch 
Date:    1/9/95 1:25 PM

    Test results of the Cobra DEC Alpha vs. Barnstormer DEC Alpha, vs. P90 vs.
    MIPS R4400
    
    The following time comparisons are based on tests made comparing the 
    rendering speed of the four systems mentioned above. Times indicated are 
    per frame. All four systems were hooked up to the Amiga, which acted as 
    server using screamernet. All four systems rendered at the same time.
    
    The systems: DEC: Cobra 275 MHz AXP DEC Alpha, 64 megs ram.
                 BRN: Barnstormer 275 MHz AXP DEC Alpha, 64 megs ram.
                 P90: P90, 32 megs ram (this is the system I use on a daily 
basis) 
                 MIP: MIPS R4400 133 MHz, 64 megs ram.    
    __________________________________________________________________________
    
    Scene1: Inside chief's hut...
    
    Raytraced lights, raytrace shadows, raytrace reflections, 320x200, medium 
    antialiasing.
    
    DEC: 7m 20sec (440 sec)
    BRN: 7m 31sec (451 sec)
    P90: 19m 53sec (1193 sec)
    MIP: 25m 9sec (1509 sec)
    ___________________________________________________________________________
    
    Scene2: Spell effect...(orange exploding light with sparks)
    
    45 lights with lens flare, raytrace reflections, 640x480, med antialiasing, 
    motion blur.
    
    DEC: 7m 24sec (444 sec)
    BRN: 8m 38sec (518 sec)
    P90: 18m 27sec (1107 sec)
    MIP: 22m 49sec (1369 sec)
    
____________________________________________________________________________
    
    Scene3: Rick's intro...from cell to outside
    
    shadow mapped lights, raytraced lights, raytrace shadows, raytrace 
    reflections, 640x480, medium antialiasing, motion blur.
    
    NOTE: The first time I attempted this scene there were problems with both 
    the P90 and the DEC. The P90 had run out of both ram and virtual memory 
    space, and the the DEC was reporting "no room on device". This is a
    large scene that includes 196 objects, 91 surfaces, 31 lights, and 
    61 images. After I increased the size of the virtual swap file on the P90 
    from 45 to 80 megs, and moved the LightWave directory to a larger partition 
    on the DEC's hard drive, everything was fine. (The LightWave directory is 
    where the screamer software sends all objects, image maps, and the scene 
    file. The partition I had originally installed this directory to was only 
    ten megs...duh).
    
    DEC: 21m 10sec (1270 sec)
    BRN: 22m 32sec (1352 sec)
    P90: 49m 51sec (2991 sec)
    MIP: 56m 09sec (3369 sec)
    
____________________________________________________________________________
    
    Scene4: Trace Hell...
    
    This was a scene I put together to test raytracing speeds. The scene 
    consists of a large, distorted lump of glass through which background 
images 
    are being raytrace refracted. The whole scene is also being raytrace 
    reflected from a shiny floor, with raytraced shadows on.
    
    Ray traced lights, raytrace shadows, raytrace reflections, raytrace 
    refraction, 320x240, antialiasing low.
    
    BRN: 10m 17sec (617 sec)
    DEC: 11m 17sec (677 sec)
    P90: 28m 47sec (1727 sec)
    MIP: 34m 33sec (2073 sec)
    
____________________________________________________________________________
    
    Scene5: LogoFlyHiRes (Temple with flying lights, logo.
    
    shadow mapped lights, raytraced lights, raytraced shadows, res. 752x480, 
med 
    antialiasing.
    
    DEC: 17m 43sec (1063 sec)
    BRN: 19m 20sec (1160 sec)
    P90: 40m 00sec (2400 sec)
    MIP: 51m 06sec (3066 sec)
    
____________________________________________________________________________
    
    Scene6: Dark Temple, looking down at character in snow...
    
    shadow mapped lights, raytraced lights, raytrace reflections, raytrace 
    refraction, 320x200, antialiasing low, particle blur on.
    
    Frame 25, not seeing the glass ball: 
    DEC: 2m 56sec (176 sec)
    P90: 7m 57sec (477 sec)
    
    Frame 90, with glass ball in foreground: 
    BRN: 7m 39sec (459 sec)
    DEC: 7m 50sec (470 sec)
    P90: 20m 15sec (1215 sec)
    
____________________________________________________________________________
    
    After running these tests I set up the DEC by itself to render a test for 
    the new MPEG tests. I chose the approach to the dracoid cemetery because it 
    has a lot of subtle color variations that get lost in a fixed palette. It's 
    set up for 24 fps at 320x240. I started it last night around 8:00, and when 
    I came in this morning, it was at frame 280. That's averaging 2 to 3 
minutes 
    per frame! Cool.    
    
    Conclusions:
    
    The DEC Alpha seems to run a consistent 2.5 times faster than the P90, and 
    a consistent 3 times faster than the MIPS. The big surprise was that the 
    P90 was faster than the MIPS! I was hoping to see more of a difference with 
    heavy ray-tracing turned on, but the numbers remain consistent regardless 
    of raytrace test parameters.
    
        There were a few times when I heard the P90 "chattering", which I 
assume 
    means it's hitting the hard drive, even though the drive light wasn't 
coming 
    on. The MIPS and DEC systems have 64 megs of ram, and never hit the hard 
    drive or made strange noises.
    
    -Eric G.

Subject: Raptor 3
------------------------------- Message Contents 
-------------------------------
    
    These are the test results for the Raptor 3 I tested today. This Raptor has 
a 
    R4600 mips, and had 64 megs of ram. I only had time to duplicate 2 of the 
    tests, results are below. The good thing about the Raptor is that the 
    CPU sits on a daughterboard, so it's much easier to upgrade to newer CPU's 
    because you don't have to trash your motherboard. The system I tested had a 
    mips R4600, but you can upgrade to a DEC Alpha 275, and within the next 
    month or so, to the new DEC which is even faster than the 275 MHz. I think
    it's a 300-something clockspeed, but has faster caches, etc.    
    
    The systems:  DEC: Cobra 275 MHz AXP DEC Alpha, 64 megs ram.
                  BRN: Barnstormer 275 MHz AXP DEC Alpha, 64 megs ram.
                  RPT: Raptor with R4600 MIPS, 64 megs ram.
                  P90: P90, 32 megs ram (this is the system I use on a daily 
basis) 
                  MIP: MIPS R4400 133 MHz, 64 megs ram.
        
__________________________________________________________________________
    
    Scene2: Spell effect...(orange exploding light with sparks)
    
    45 lights with lens flare, raytrace reflections, 640x480, med antialiasing, 
    motion blur.
    
    DEC: 7m 24sec (444 sec)
    BRN: 8m 38sec (518 sec)
    RPT: 10m 56sec (656 sec) standalone LW
    RPT: 11m 43sec (703 sec) screamernet
    P90: 18m 27sec (1107 sec)
    MIP: 22m 49sec (1369 sec)
    
____________________________________________________________________________   
 
      
    Scene5: LogoFlyHiRes ...Temple with flying lights, logo.    
    shadow mapped lights, raytraced lights, raytraced shadows, res. 752x480, 
med 
    antialiasing.
    
    DEC: 17m 43sec (1063 sec)
    BRN: 19m 20sec (1160 sec)
    RPT: 33m 8sec  (1988 sec)
    P90: 40m 00sec (2400 sec)
    MIP: 51m 06sec (3066 sec)
    
____________________________________________________________________________
    
    
Hope this is somewhat helpful...since these tests were done, we've bought 3 
Cobras,
and about 6 Raptors. (Sounds like a zoo purchase). Three of the Raptor 3's with
the new faster chip arrived last week. Will post comments on them in the 
future.

Note: I am not affiliated with any of the above companies that make these 
boxes,
opinions expressed here are probably not those of my employer, etc. etc...
    

    

    

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From owner-lightwave@webcom.com Mon May 29 14:05:45 1995
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From: Manuel Coats <mcoats@qnet.com>
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To: MALIK  HAMMED MAHMOUD <92malikh@wave.scar.utoronto.ca>
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        lightwave@webcom.com
Subject: Re: CyberStorm 060
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> 
> On Sat, 27 May 1995 downinit@teleport.com wrote:
> 
> > >>Textures demo, med res, low AA (32) = 135 secs on 060, 564 secs on 040.

> > >P90, 32MB, RAM, Win95 same render settings as above:
> > >default segment memory 2200000 (4 segments)
> > >128 seconds (2minutes 8 seconds)

> > Hmm... very interesting, wonder if this is Win95 or just system config...
> > P90, 32MB, WinNT3.50
> > default 2.2MB segment mem
> > 73 seconds


Sounds like you used Low AA , not Med AA, as I get 79 secs with LOW AA.

> Pentium 100Mhz, 32 MB RAM, 
Windows 95 (May build) > Same scene and settings as above:
> 115 seconds (2.2 MB seg mem)
> Hammed Malik

I just did the same test (are we tired of these yet), im using a P90 with 
the upgraded triton chipset and got 114 seconds.

Manny

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From owner-lightwave@webcom.com Mon May 29 14:44:05 1995
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Date: Mon, 29 May 1995 17:47:14 -0400
From: DanEsmond@aol.com
Message-Id: <950529174712_16629869@aol.com>
To: davewarner@globalone.net
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Subject: Re: CyberStorm 060
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In a message dated 95-05-28 01:51:21 EDT, you write:

>I certainly would have expected much faster rendering from a 50mhz
>060 chip...but maybe we'll hafta wait for someone to optimize the >060's
math functions or maybe the 66mhz version of the 060.

Is anyone supporting an Amiga compiler anymore? A new chip
will require new link libraries.

Dan Esmond
Animagic

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From owner-lightwave@webcom.com Mon May 29 14:50:03 1995
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Date: Mon, 29 May 1995 14:53:10 -0700 (MST)
From: Ernie Wright <ernie@gaspra.pd.com>
To: lightwave@webcom.com
Subject: Re: CyberStorm 060
In-Reply-To: <Pine.3.89.9505290203.B1114-0100000@shell.globalone.net>
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David Warner wrote:

> Our only concern now should be whether or not Allen and Stuart will
> bother rewriting math functions for the "lowly" Amiga...even it does
> have an 060 chip installed.

This is mostly a matter of finding an Amiga C compiler that optimizes
for the 060.  I'll let others speculate about when that might happen.

- Ernie

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From owner-lightwave@webcom.com Mon May 29 15:01:11 1995
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From: Ernie Wright <ernie@gaspra.pd.com>
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Subject: Re: Final Release LW PC 6 We
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Ed (CEVAnim@aol.com) wrote:

> I was at a meeting last night (Thurs.) and AH indicated his work was
> done next week on the INTEL version and it should be shipping right
> away if NEWTEK has the books and etc. ready.

Gee.  Not that I (a) care so much anymore, or (b) believe anything I
read here, but it'd be kinda nice if the beta testers had a crack at
it first.

- Ernie

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From owner-lightwave@webcom.com Mon May 29 16:40:43 1995
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Date: Mon, 29 May 1995 16:43:57 -0700
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I said:
> > Hmm... very interesting, wonder if this is Win95 or just system config...
> > P90, 32MB, WinNT3.50
> > default 2.2MB segment mem
> > 73 seconds

Then Manny pointed out:
>Sounds like you used Low AA , not Med AA, as I get 79 secs with LOW AA.

>> Pentium 100Mhz, 32 MB RAM, 
>> Windows 95 (May build) > Same scene and settings as above:
>> 115 seconds (2.2 MB seg mem)
>> Hammed Malik

>I just did the same test (are we tired of these yet), im using a P90 with 
>the upgraded triton chipset and got 114 seconds.

I'll take those figures as real, same config as me. Sorry for the confusion. 
Duh.

Darren.





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From owner-lightwave@webcom.com Mon May 29 17:38:24 1995
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Date: Mon, 29 May 95 19:39:03 PDT
From: gateway@onramp.net
Subject: Explosive Shock Rings?
To: lightwave@webcom.com
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Just a quick question on the repeat episode of sea quest last 
night at the beginnin of the show they had this blob under water emmiting
shock rings.. any1 know how they where done.. I was trying to repeat
this for a planet explosion.  I have gotten some cool effects of my
own but was pretty impressed with the ones on the show..

Steve

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

Steve Tietze - Lightwave Beta Tester
Visionary Graphics - Where Dreams become reality
gateway@onramp.net (214)-762-3269
http://rampages.onramp.net/~gateway/gateway/index.html
-----------------------------------------------------------------------------------


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From owner-lightwave@webcom.com Mon May 29 17:39:35 1995
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Date: Mon, 29 May 1995 20:42:48 -0400
From: RFCoates@aol.com
Message-Id: <950529204246_16115772@aol.com>
To: lightwave@webcom.com
Subject: PC LW and Warp?
Sender: owner-lightwave@webcom.com
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Has anyone one successfully used pre-release LW on a Pentium based machine
running O/S 2 Warp?  I just sprung for a 100mhz Pentium system with 16Megs. I
can't afford the extra 16megs and $300+ for Window NT. I know it is the
preferred op system, but will have to wait for some paying jobs. Hope to be
able to use Warp to get the long file names. I sure hate the idea of renaming
all my objects, images and scences to 8.3 for Windows <yuck!>

Thanks

Robert <just trying to FLY-r> Coates
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From owner-lightwave@webcom.com Mon May 29 18:03:46 1995
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From: fwtep@ix.netcom.com (Fred Tepper)
Subject: Re: Autodesk Animator Studio? on NT?
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You wrote: 
>
>
>Fred Tepper (fwtep@IX.NETCOM.COM) writes:
>
>>No, Animator Studio doesn't run under NT and it won't till at least 
early 
>next year.
>
>>Tomorrow (Friday) I'll have Animation Paintbox which hopefully is 
more of a 
>DPaint clone.
>
>Which won't run under NT until 3rd Q 95. So much for the death of 
DOS...
>
>Darren
>

Darren,
        Animation Paintbox runs fine on my NT system.

                            -=Fred=-
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From owner-lightwave@webcom.com Mon May 29 19:10:30 1995
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Date: Mon, 29 May 1995 19:17:07 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: PC LW and Warp?
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>Has anyone one successfully used pre-release LW on a Pentium based machine
>running O/S 2 Warp?  I just sprung for a 100mhz Pentium system with 16Megs. I
>can't afford the extra 16megs and $300+ for Window NT. I know it is the
>preferred op system, but will have to wait for some paying jobs. Hope to be
>able to use Warp to get the long file names. I sure hate the idea of renaming
>all my objects, images and scences to 8.3 for Windows <yuck!>
>
>Thanks
>
I don't know about running LW with OS/2 (Haven't had a chance to install
it) but there is a $30 program called "Long File Names" that lets you break
the 8.3 barrier.

Bryan

---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Mon May 29 21:06:27 1995
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From: saylor@tcet.unt.edu (Matt Sayler)
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Subject: Image Proscessing
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Date: Mon, 29 May 95 23:08:14 CDT
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	I have just been catching up on the ~350 messages left in my box
since I last checked, and I noticed a thread over image converting under
dos/windows.  A _very_ good way to do this is with the freeware program
disp.  It is a 32bit dos app that will read nearly any format and export
into nearly any other.  (Ex: took the frames from a HAM8 anim, and made
them into a 256color .fli) Best of all it is freeware.  Batch conv. is
a snap.  You can find it on a simtel archive like oak.oakland.edu 
in /simtel/msdos/graphics/disp187?.zip (I am not rusre precisely what the
most recent version is).  Have fun.

		Matt
-- 
-- Matt Sayler -- Univ. North Texas, Denton, Texas, USA ----  . _ _   ,--.
-- TAMS: "That which does not kill us makes us stronger" ---   | | | | .-|
-- email: mpsayler@jove.asc.unt.edu, saylor@tcet.unt.edu ---   | | | | |_|
-- http://tcet.unt.edu/~saylor/www - voice: (817)369-6420 --         `-__.`
RandomQuote:
Serenity through viciousness.
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From owner-lightwave@webcom.com Mon May 29 21:43:13 1995
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Date: Mon, 29 May 1995 21:46:27 -0700
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From: downinit@teleport.com
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Subject: Re: PC LW and Warp?
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>Hope to be able to use Warp to get the long file names.
>I sure hate the idea of renamingall my objects, images and scences to 8.3 for 
Windows

Win95 has this "feature" doesn't it?

D.

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From owner-lightwave@webcom.com Mon May 29 21:48:15 1995
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Date: Mon, 29 May 1995 21:51:28 -0700
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From: downinit@teleport.com
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>Darren,
>        Animation Paintbox runs fine on my NT system.
>
>                           -=Fred=-

Cool! The developers told me it doesn't. What the hell?

So is it the DPaint for Windows? How do you like it?

Darren.

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From owner-lightwave@webcom.com Tue May 30 02:52:56 1995
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Date: Tue, 30 May 1995 12:55:36 +0300 (IDT)
From: Zapa Digital Art <zapa@zeus.datasrv.co.il>
Subject: Re: Images and NT
To: Dave Paige <davep@access.digex.net>
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Dave :)

Thanx for the tip. It works great.

Nir Hermoni, Israel
zapa@datasrv.co.il

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From owner-lightwave@webcom.com Tue May 30 05:17:45 1995
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Date: Tue, 30 May 95 07:16:06 PDT
From: gateway@onramp.net
Subject: lw and Win95 dongle.
To: lightwave@webcom.com
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I have a hell of a time getting lw to run under win95.  It has something to 
do with the dongle.  How do I get win95 to recognize my dongle on the parallal
port?  Who has the # to the people who make it.. The reason I say its probably my
dongle is because I have to use an earlier beta version which didn't require the
dongle and that boot up just fine.  When I try a new beta version it just sits
there and I have to reboot my machine.  If I do a ctrl-alt-del while its just
sitting there it says system busy.. Any ideas?  For a while there I could run
it under a dos prompt, by just going to my lw dir and running the exe from there,
but everytime i exited the program it would frezze up windows.  I know some people
have gotten it to run fine under win95 but alot of people have had problems.

Any ideas.. 

Steve

-----------------------------------------------------------------------------------
Steve Tietze - Lightwave Beta Tester
Visionary Graphics - Where Dreams become reality
gateway@onramp.net (214)-762-3269
http://rampages.onramp.net/~gateway/gateway/index.html
-----------------------------------------------------------------------------------

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From owner-lightwave@webcom.com Tue May 30 06:37:52 1995
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Date: Tue, 30 May 1995 06:40:04 -0700
From: bdady@netcom.com (Brian Dady)
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>On Sun, 28 May 1995, John Crookshank, MicroTech Solutions, Inc. wrote:

>> I imagine it will be like when the first '040s came out. It took a little 
>> time for the software to be optimized to take advantage of them. I forget 
>> now which version of Lightwave (2.0/3.0?) it was to do so, but we then 
>> noticed an IMMEDIATE speed increase of about 4x or so on the same 
>> '040-based system.

To which Dave Warner, Event Horizon Graphics, replied:

>Yeah, I forget which version it was, too, but I do remember that it was 
>quite exciting to see how much faster the optimized version was.  Right 
>now I'm trying to convince someone who wants to get into LightWave that 
>he should shell out a few extra hundred dollars for a used 040 Amiga 
>instead of a used 030 system...he doesn't believe that it's worth the few 
>extra dollars, but I guess he'll just have to learn the hard way.  =)

>Our only concern now should be whether or not Allen and Stuart will 
>bother rewriting math functions for the "lowly" Amiga...even it does have 
>an 060 chip installed.  (or what about the possible PowerPC Amiga?!)

>Well, let's give them a chance to finish 4.0 first and then we can bother 
>them about 060 (or PPC) math functions for LW 5.0! 

I suspect the gating factor wouldn't be rewriting the math functions of
Lightwave, but rather re-compiling for the '060.  This could be a problem
since the publisher of the only remaining Amiga C-compiler (SAS) stated
some time ago their plans to not release any more Amiga products.  I have
version 6.51 which I believe is the latest, and it does not support the
'060.  On the other hand, isn't the '060 supposed to be plug-n-play
compatible with the '040?  I recall reading software for the '040 would
run under the '060, and much faster.  I realize that hardware-compatibility
does not necessarily mean optimization of software is not needed.  Does
anyone have the facts on this?  If there is such a thing as '060-specific
code-generation, do any of the pd/shareware compilers support it?

	-Brian
------------------------------------------------------------------
                        VideoMagic --*
------------------------------------------------------------------
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From owner-lightwave@webcom.com Tue May 30 10:25:33 1995
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From: Ricardo Hernandez Machado <ricardoh@pts.mot.com>
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Subject: Re: CyberStorm 060
To: bdady@netcom.com (Brian Dady) (Brian Dady)
Date: Tue, 30 May 95 13:33:10 EDT
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 Raist casts a gate spell and 
 de-lurks in the LithgWave list...

 -----* Hi!

> >On Sun, 28 May 1995, John Crookshank, MicroTech Solutions, Inc. wrote:
> 
[stuff deleted]

> I suspect the gating factor wouldn't be rewriting the math functions of
> Lightwave, but rather re-compiling for the '060.  This could be a problem
> since the publisher of the only remaining Amiga C-compiler (SAS) stated
> some time ago their plans to not release any more Amiga products.  I have
> version 6.51 which I believe is the latest, and it does not support the
> '060.  On the other hand, isn't the '060 supposed to be plug-n-play
> compatible with the '040?  I recall reading software for the '040 would
> run under the '060, and much faster.  I realize that hardware-compatibility
> does not necessarily mean optimization of software is not needed.  Does
> anyone have the facts on this?  If there is such a thing as '060-specific
> code-generation, do any of the pd/shareware compilers support it?

  The 68060 does have some minor differences in the way it handles
  the privileged modes with the 68040.  This means that the AmigaOS
  has to be somehow modified to make it work perfectly.

  I don't know which math routines are implemented on the 68060 vs 
  the 68040 in hardware/software.  

  About 68060 specific code-generation I would say that yes, you do need
  to make specific optimizations for the 68060 because the 68060 can
  execute more than 1 instruction at a time.  This means that you need
  to schedule instructions to maximize pipeline use.  The same
  happens for example, with the Pentium chip.

  I'll be more than happy to answer more questions, if they are
  within the realm of my knowledge, or can search for answers.

> 
> 	-Brian
> ------------------------------------------------------------------
>                         VideoMagic --*
> ------------------------------------------------------------------
> --
> bdady@netcom.com (Brian Dady) sent this message.
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 ---Raist ends gate spell


 ----------------------------------------------------------------
|Raist (Ricardo Hernandez Machado) | Scala on the PC, when?      |
|CIM Engineer                      | Real 3D on PC, how much?    |
|Motorola Electronica De           | ImageF/X on PC, will they?  |
|Puerto Rico INC.                  | :-) ;-) :-b :-b ;-b :-)     |
|e-mail: ricardoh@pts.mot.com      | How about these apps on OS/2|
|cc: Mail ARH005@email.mot.com     | Power PC's????????          |
|Opinions are my own and do not represent those of my employer   |
 ----------------------------------------------------------------
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From owner-lightwave@webcom.com Tue May 30 10:38:54 1995
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Date: Tue, 30 May 1995 13:42:09 -0400
From: DanEsmond@aol.com
Message-Id: <950530134207_17460257@aol.com>
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Subject: Re: PC LW and Warp?
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In a message dated 95-05-29 20:46:42 EDT, you write:

>Has anyone one successfully used pre-release LW on a Pentium >based machine
running O/S 2 Warp?

My roommate is a programmer for IBM who knows and uses OS/2
on a regular basis. He struggled with LightWave and OS/2 for about
5 hours before declaring them incompatable. I believe it has to do 
with the fact that OS/2 can't emulate an NT environment, and the
included WIN32S driver for the Windows version causes OS/2 to 
hang. LightWave refuses to run under the WIN32S that is included
with OS/2.... so there just isn't any common ground for the two
software packages.

Dan Esmond
Animagic

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From owner-lightwave@webcom.com Tue May 30 11:00:31 1995
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Date: 30 May 1995 12:59:12 -0600
From: "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM>
Subject: Re: Explosive Shock Rings?
To: "LightWave Mailing List" <Lightwave@webcom.com>
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        Reply to:   RE>Explosive Shock Rings?
>Just a quick question on the repeat episode of sea quest last 
>night at the beginnin of the show they had this blob under water >emmiting
>shock rings.. any1 know how they where done.. I was trying to repeat
>this for a planet explosion.  I have gotten some cool effects of my
>own but was pretty impressed with the ones on the show..

>Steve

--------------------------------------
I am not shure how Amblin does there shock waves, but I have done a couple on
some of my animations. 
I morphed a simi transparent sphere, and in one case a simi transparent
Toroid, (doughnut) with the center removed.  Make one  object small enough to
fit inside your planet or inside the blast center. Save it as shockwave. Then
copy the shockwave object and increase the size until the front of the
schockwave goes through the camera position a little bit. Kill (K key) the
polygons so all that is left are points, and save it as shockwave.target. 
For surfacing, I used a faint fractial pattern with different velosities in
all directions to give it some life.
 In layout, set-up the morph to move as fast as you can. 10 or 15 frames
should work. (if your camera is lightyears away you may need to add more
frames) Use motion blur with a blur length around 75 to 85% to make things
happen smooth.  For the final touch you may want to add a astoroid or a small
ship near the camera to get blown away when the schock wave arrives. When the
shockwave  gets to the camera, give it a little shake and  dissolve out the
schockwave once its past the camera.

 I hope this helps.


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From owner-lightwave@webcom.com Tue May 30 13:37:30 1995
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From: harlock@raindrop.ranma.com (Mike Harlock)
Message-Id: <20bee0a6.1f7a5-harlock@raindrop.ranma.com>
Subject: point illumination problem
X-Mailer: //\\miga Electronic Mail (AmiElm 5.42)
To: lightwave@webcom.com
Date: Tue, 30 May 95 13:38:42 
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Hi all.   I made long, thin pyrmaid shaped objects, and whenever I render
them, the top point where all the lines converge is visible as if it were
a standalone point (like the stars object that comes with lightwave)

In fact, the polygon has usually thinned out to nothing by the time you
get to the point, so it's like a hovering glowing point.

How do I get that top point to stop being visible?

Thanks,
--Mike

       __
      <  \      harlock@ranma.com - Mike Harlock      
[\\\\\\(\ (:::<======================================-
\<      >  \       Practice Random Kindness
 \\    /    |    And Senseless Acts of Beauty
  `==='____/
             New!  http://raindrop.ranma.com/mikem.html


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From owner-lightwave@webcom.com Tue May 30 15:13:18 1995
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From: harlock@raindrop.ranma.com (Mike Harlock)
Message-Id: <20bef762.d785d-harlock@raindrop.ranma.com>
Subject: Re: point illumination problem
In-Reply-To: <Pine.SUN.3.91.950530143345.1673A-100000@crl.crl.com>
	     (from Carl Andrew Johnson <cjohnson@crl.com>)
	     (at Tue, 30 May 1995 14:34:38 -0700 (PDT))
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Hi Carl,

> Mike, How about making the point a polygon, then giving the polygon a 
> surface name and then making the surface transparent?
> 
> 
> Just a thought.
> 
> -Carl
> 

Thanks for the solution.  I didn't think about the existance of 1-point
polygons. :)

--Mike


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From owner-lightwave@webcom.com Tue May 30 17:22:06 1995
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Date: Wed, 31 May 95 00:10:00 UTC
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Subject: Horse Object
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Has anyone got a Horse Object in LW format or know where I can get on
really quick like? I have to animate a team of horses and a stage
coach for a client.
 
........NORV_MAN
 
thanks in advance.
 
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From owner-lightwave@webcom.com Tue May 30 17:26:17 1995
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From: DScott5663@aol.com
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To: harlock@raindrop.ranma.com
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Subject: Re: point illumination problem
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>>Mike, How about making the point a polygon, then giving the >>polygon a
surface name and then making the surface transparent?

>Thanks for the solution.  I didn't think about the existance of
>1-point polygons. :)

So I assume you've Imported the shape into Modeler and DIDN't
see such a floating point above the object, right?  If so, and it's
NOT connected to the object, then delete it.  If, however, there
is NO floating point, then lasso select the point of the object
in polygon select mode and see if polygons are selected as
indicated by a non-zero number in the selection info box at the
bottom.  If there's even ONE selected (single point) poly, then
click on Cut to remove it/them.  This way you don't have to
worry about the surface setting for such point polys being left
attached to your objects.

Dean
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From owner-lightwave@webcom.com Tue May 30 18:59:18 1995
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From: harlock@raindrop.ranma.com (Mike Harlock)
Message-Id: <20bf23cb.436be-harlock@raindrop.ranma.com>
Subject: solution to the point illumination problem
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> >>Mike, How about making the point a polygon, then giving the >>polygon a
> surface name and then making the surface transparent?
> 
> >Thanks for the solution.  I didn't think about the existance of
> >1-point polygons. :)
> 
> So I assume you've Imported the shape into Modeler and DIDN't
> see such a floating point above the object, right?  If so, and it's
> NOT connected to the object, then delete it.  If, however, there
> is NO floating point, then lasso select the point of the object
> in polygon select mode and see if polygons are selected as
> indicated by a non-zero number in the selection info box at the
> bottom.  If there's even ONE selected (single point) poly, then
> click on Cut to remove it/them.  This way you don't have to
> worry about the surface setting for such point polys being left
> attached to your objects.
> 
> Dean

Ah, this appears to be the more correct solution.   When I tried the
first one, I only ended up making two point-polygons.

The reason the point-polygons were there in the first place is because of
the way I had made these pyramids.  I made a box and cut three points off
of the top.   Little did I know the polygon that made up the top of the
box didn't just dissapear when I cut three of it's four points, it just
got reduced to the 1 point polygon.  Learn something new every day...heh.
:)
--Mike

P.S. Now I know how to easily put balls at the top of a jester hat spire!

       __
      <  \      harlock@ranma.com - Mike Harlock      
[\\\\\\(\ (:::<======================================-
\<      >  \       Practice Random Kindness
 \\    /    |    And Senseless Acts of Beauty
  `==='____/
             New!  http://raindrop.ranma.com/mikem.html


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From owner-lightwave@webcom.com Tue May 30 21:40:34 1995
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Date: Fri, 26 May 1995 10:04:32 -0700 (PDT)
From: Manuel Coats <mcoats@qnet.com>
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To: paul davies <pdavies@magnet.com>
Cc: lightwave@webcom.com
Subject: Re: Stencil
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On Fri, 26 May 1995, paul davies wrote:

> 
> >This is not entirely correct.  By doing the above, the cutee would be 
> >stenciled though the entire object.  If you only want the logo stenciled 
> >on one side of the object you will need to use the extruded cutee and 
> >use solid drill.
> 
> This is not entirely correct either. Just select the 'cutee' polygon and 
> Stencil will not effect the rest of the object.
> Paul Davies  pdavies@magnet.com

True ... True... Infact that is the way it should be done to save time.

Manny

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From owner-lightwave@webcom.com Tue May 30 21:51:51 1995
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Date: Fri, 26 May 1995 10:41:18 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: Stencil
To: Manuel Coats <mcoats@qnet.com>
Cc: lightwave@webcom.com
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> On Thu, 25 May 1995, John Gross wrote:
> > Remember, if you are just stencilling fonts onto polys, there's no need 
> > to extrude the font. By using Drill (not Solid Drill) you can stencil (or 
> > any of the other operations) along any axis. The stencil fonts don't even 
> > have to be touching the "cutee". Of course, if you are stenciling into 
> > something not lined up on X, Y or Z, then you would want to extrude and 
> > intersect like Joe mentioned...

> Manuel Coats wrote:
> This is not entirely correct.  By doing the above, the cutee would be 
> stenciled though the entire object.  If you only want the logo stenciled 
> on one side of the object you will need to use the extruded cutee and 
> use solid drill.

No. All you have to do is select the polygon(s) that you want the cutter to 
cut. There is no need to extrude the cutter. This is true in any boolean 
operation. By selecting just those polys that you want to be effected by 
the operation will speed things up and keep any drills from going thru...
sorry I forgot to mention this...

JG
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From owner-lightwave@webcom.com Tue May 30 22:02:18 1995
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Date: Fri, 26 May 1995 10:45:51 -0700 (PDT)
From: John Gross <jgross@netcom.com>
Subject: Re: your mail
To: paul davies <pdavies@magnet.com>
Cc: lightwave@webcom.com
In-Reply-To: <199505261453.KAA00355@lemur.magnet.com>
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> >If you mean that the font they're using doesn't exist anywhere as a Type 
> >1 font, then you may be right. In this case, if you wanted to stencil a 
> >font onto a poly(s), you would have to build the font by hand (or convert 
> >a bitmap or something...)
> 
> This is exactly what I'm talking about. It would be nice if you could apply 
> decals to surfaces. Each decal would be scalable and have a transparent 
> color or better yet an alpha channel to determine decal visibility. All 
> transparent regions would show the underlying surface attributes.
> You can do this by using Attached polygons with a different surface name but 
> Modeler on the PC crashes if you try to display it in the preview window.

That bug has been fixed for the final release. It was only crashing 
during solid preview if I remember correctly. You could still use them 
however.

I have a feeling that LW's new Shader plugins will allow you to 
eventually do what you wish here....

JG
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From owner-lightwave@webcom.com Tue May 30 22:03:32 1995
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From: fwtep@ix.netcom.com (Fred Tepper)
Subject: Re: Autodesk Animator Studio? on NT?
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You wrote: 
>
>
>>Darren,
>>        Animation Paintbox runs fine on my NT system.
>>
>>                           -=Fred=-
>
>Cool! The developers told me it doesn't. What the hell?
>
>So is it the DPaint for Windows? How do you like it?
>
>Darren.

Darren,
        So far it seems to be closer to what I want from DPaint than 
Animator Studio, although Animator Studio is a pretty cool program too. 
I haven't really had time to use either one very much though.  One of 
the advantages to Anim Paintbox is that many of the keyboard 
equivalents are the same as DPaint, as is most of the interface.

                                        -=Fred=-
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From owner-lightwave@webcom.com Tue May 30 22:59:35 1995
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To get the $ 150 lightwave 4.0 for the PC. Do I need to own the stand 
alone LW 3.5 for the amiga? Or can I get the $150 upgrade if I have 
the video toaster 4000 ver. 3.1 ? 
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From owner-lightwave@webcom.com Tue May 30 23:53:01 1995
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Date: Fri, 26 May 1995 20:25:46 -0400
From: DScott5663@aol.com
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Called Avid today to check on the lateness of May's issue and
to change to our new PO box # ( Manny, it's now 310669 just to
update your file, instead of 1566).  They said May is really behind
and won't ship maybe even til first week of June.

Dean
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From owner-lightwave@webcom.com Wed May 31 00:25:18 1995
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Date: Fri, 26 May 1995 17:47:56 -1000 (HST)
From: Richard E Kitamura <kitamura@pixi.com>
To: Lightwave Mailing List <lightwave@webcom.com>
Subject: Re: Rendering performance
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On Fri, 26 May 1995, Bill Ford wrote:

> Hey Richard -  I don't know is this helps - but my old partner has the same
> 3DS v4.0 educational package that you do.  He's seen me use LW and is really

I wish I had r4.  I only have r2, but since I'm only starting out in this 
area of computers, I couldn't see spending $1000 on my FIRST 3d package.  
I'm using 3DS to self-teach myself, but can't see spending money on 
buying IPAS's for an old software package, so that's what attracted me to 
LW.  I eventually want to be able to do commercial work in the 3D world, 
and still have a more complete package for a more reasonable cost.

> looking forward to moving to LW as his main package.  He says he still might
> use 3DS for modeling, but only because he's already familiar with it.  He's
> impressed with the number of built-in features.  As far as speed goes, LW
> for the PC is fast if you have the right stuff.  I just moved on to the PC
> from a 33Mhz 68040 amiga 2000 with 16meg of ram.  I'm using a P75 with 16mb
> ram now with windows NT, and it's probaply 5-10times faster depending on
> what you're doing.  It's speed I think is comparible to 3DS maybe faster.
> One thing though, buy as MUCH ram as you can get, I have 16 and when running
> NT I only have about 2-3.5 meg to render with the rest is a 50meg HD swap
> file, don't get me wrong, it's still FAST, but the $ for the extra RAM is
> worth it.

I have 16 megs too, but am running Win 3.11.  I'm considering an 
additional 16 or 32 megs if I buy LW instead of 3DS, since I'll have saved 
about $2,000.  My question is:  are there different versions for Win 3.1 
and Win NT?  If so, is the cost different?  How about the performance and 
requirements?

> I've seen  both and altough there are things about 3DS that are nice - I
> think the ease of use and very intuitive environment of LW, plus it's hi
> exposure, will make it a better choice.

Thanks for the help!  I feel better when I make educated and informed 
purchases. :)

Richard Kitamura
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From owner-lightwave@webcom.com Wed May 31 00:50:16 1995
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Just a message to let everyone know that if you are getting mail bounces
from various addresses out there when you post to the LightWave or Video
Toaster mailing list, I'd like to get the messages forwarded to me so I can
take a look and take care of them.  I'm not all too happy that bounces are
going to the users instead of me.  

Thanks a bunch,
Dan
--
Daniel J. McCoy - djmccoy@primenet.com or dan@acti.com

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From owner-lightwave@webcom.com Wed May 31 01:49:48 1995
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Date: Sun, 28 May 95 21:16 BST-1
From: garygfx@cix.compulink.co.uk (Gary Fenton)
Subject: Re[2]: CyberStorm 060
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Manuel DeSantos <manueld@pinn.net> wrote:

>I thought the Warp Engine 040 40mhz was about 3-4 times faster than a stock
>040 Amiga 4000?  This Cyberstorm card can't be only 4 times faster, that 

40Mhz 040 accelerators like the CyberStorm and Warp are 3 times faster for
rendering in Lightwave - certainly not 4 times faster than a 4000/040/25.


Gary F.  
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From owner-lightwave@webcom.com Wed May 31 02:38:04 1995
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Subject: Re: Explosive Shock Rings?
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>they had this blob under water emmiting
>shock rings.. any1 know how they where done.. 

Nope, but try making a very segmented flat poly like this:

------------------------------------------------------------------------------
-----
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | |
------------------------------------------------------------------------------
-----

... save it, then BEND it into a FLAT ring like the spokes of a
bike wheel and save it for a morph target.

Map the straight version with the Grid texture (=1 with falloff) on the
TX channel to make a feathered stripe down the center length.  When
morphed 100% to the ring, the stripe will also bend 360 degrees.
Position the morphed ring and use SIZE to expand it in conjunction
with a dissolve envelope.  CLONE several and SHIFT the motion
and dissolve env. keys so they all follow after one another.  Play
with Grid falloff to vary the width of the stripe and the other surface
channels to further texture the stripe.

Just my unproven, untested suggestion that's nearly guaranteed to
work (he he he)

Dean Scott
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From owner-lightwave@webcom.com Wed May 31 03:36:17 1995
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--Mike,
>The reason the point-polygons were there in the first place is because of
>the way I had made these pyramids.  I made a box and cut three points off
>of the top.   Little did I know the polygon that made up the top of the
>box didn't just dissapear when I cut three of it's four points, it just
>got reduced to the 1 point polygon.  Learn something new every day...heh.

  When I need a pyramid I use the cone function with sides set to 4.
  it work really well.
							bill
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From owner-lightwave@webcom.com Wed May 31 06:10:28 1995
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Date: Wed, 31 May 1995 9:11:24 -0400 (EDT)
From: Zach Williams <ZACHWS@ids.net>
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Subject: COMM: Lightwave HW & SW
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Hi all,
	I can get a large variety of Lightwave-related hardware and
software at very reasonable prices. Thought I'd pass the info along here. 
I'll try to keep bandwidth to a minimum.

	Lightwave 4.0 (any platform shipping)      $749
	DPS PAR for the PC			  $1699
 	Fiber Factory				 $89.99
	LightROM 2				 $34.99
	Composite Studio Pro (Amiga)            $169.99

	Micropolis 1991 9-gig Flyer HD	          $2499

	Prices don't include shipping. VISA/MC accepted (though COD
preferred).

	Please reply to email.

Zach

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From owner-lightwave@webcom.com Wed May 31 06:47:52 1995
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<cut from a LW feature request based on Aladdin>
>I would love to see a surfacing and texturing system like this in LightWave.  
>This system would allow you to spend more time in the animation tool (Layout) 
>and less time in image processing programs to manipulate various surfaces.  It 
>places almost all of the artistic manipulation of surfacing into Layout.  The 
>other benifit of this layering is being able to add new textures without 
>re-modeling the object.  No need to stencil in polygons or attach detail 
>polygons.  This would make using decals just like plastic models, paint the 
>surface and then stick on the decal.
>
>One last texture/surface feature I would like to see is visual placement and 
>mapping of textures in Layout.

This would be a nice addition to Lightwave's surface controls. Add this to 
the list along with 3D paint. :+)


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 31 09:10:30 1995
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In the Amiga version of LW you could use the Alt key as a shortcut to 
Edit/View. When you wanted to move the view - or rotate in the Perspective 
view - you could hold down Alt. When you let go LW toggled back to your 
previous Edit mode - Object, Bones, Lights, Camera. This feature doesn't 
seem to be present in the PC version. Am I missing something? Will it be in 
the full release, perhaps updated like the Tension, Bias and Continuity 
hotkeys click on/click off instead of holding the key down? It may seem 
trivial to some but I really miss it.


Paul Davies  pdavies@magnet.com
Concept Artist-RPG/Action Games
Magnet Interactive Studios Inc.

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From owner-lightwave@webcom.com Wed May 31 10:05:15 1995
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From: <ALANL%wpmail@sppd.stpaul.gov>  (Alan J. Lloyd )
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Subject: Another wish
Date: Wed May 31 12:05:08 1995
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Following through on the "wish-list" stuff...

I DP'ed a couple music videos this week, and used 4x4 foot frames
and silks as HUGE soft light sources...wrapped around the talent
so nicely it was unbelievable!  I would LOVE to be able to use
"soft" (meaning physically much larger than their target object,
and diffuse in the bargain) light sources in 3D work.

Yes, I know it would be slow and all (raytracing from large
sources, huge specular highlights) but I really love the
character of that type of light.  Yes, I know this is a "blue
sky" wish, but what the hell, why wish for something too small?

-----------------------------------------------------------------------------
Alan Lloyd                                              
alan.lloyd@stpaul.gov
>> All standard disclaimers apply.  Non-standard disclaimers
   available on request.
-----------------------------------------------------------------------------

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From owner-lightwave@webcom.com Wed May 31 11:34:26 1995
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Date: Wed, 31 May 1995 14:37:37 -0400
From: DanEsmond@aol.com
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>Has anyone one successfully used pre-release LW on a Pentium >based machine
running O/S 2 Warp?

My roommate is a programmer for IBM who knows and uses OS/2
on a regular basis. He struggled with LightWave and OS/2 for about
5 hours before declaring them incompatable. I believe it has to do 
with the fact that OS/2 can't emulate an NT environment, and the
included WIN32S driver for the Windows version causes OS/2 to 
hang. LightWave refuses to run under the WIN32S that is included
with OS/2.... so there just isn't any common ground for the two
software packages.

Dan Esmond
Animagic
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From owner-lightwave@webcom.com Wed May 31 12:03:20 1995
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From: rcadwell@ndsuext.nodak.edu (Randy Cadwell)
To: lightwave@webcom.com
Date:          Wed, 31 May 1995 14:10:58 
Subject:       Slot Machine?
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Hi there,

    This is Randy the moocher....any one have or want to share where 
I could get a good slot machine object that could be animated. Or is 
there a scene created already with motion that I could use.

    I'm not all that great at creating objects so I'm pleading if 
anyone can help.

    Thanks
    

----------------------------------------------------------------------
  rcadwell@ndsuext.nodak.edu
    Randy Cadwell                        Video Production Assistant 
     North Dakota State University       NDSU Extension Communications
      418 IACC Building                        (701)237-7953   
        Fargo, ND  58103
                        ----------------------------
                         "But I live in Minnesota"
                        ----------------------------

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From owner-lightwave@webcom.com Wed May 31 13:39:37 1995
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From: John Gross <jgross@netcom.com>
Subject: Re: your mail
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> In the Amiga version of LW you could use the Alt key as a shortcut to 
> Edit/View. When you wanted to move the view - or rotate in the Perspective 
> view - you could hold down Alt. When you let go LW toggled back to your 
> previous Edit mode - Object, Bones, Lights, Camera. This feature doesn't 
> seem to be present in the PC version. Am I missing something? Will it be in 
> the full release, perhaps updated like the Tension, Bias and Continuity 
> hotkeys click on/click off instead of holding the key down? It may seem 
> trivial to some but I really miss it.

Everyone I know that has the PC version misses it. It has to do with 
modifier keys and windows....Hopefully Allen will have a workaround....
(It's also why you can't hold t/c/b/l down and use them as was previously 
done)

Before you ask, I know that Modeler uses keys this way, but I guess it's 
a different type of function.

JG
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From owner-lightwave@webcom.com Wed May 31 15:12:06 1995
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Date: Wed, 31 May 95 17:02:33 PDT
From: John Bourg <jbctn@phoenix.net>
Subject: PAR FOR SALE!
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FOR SALE!
DPS Personnal Animation Record with latest software updates and Segate 
1.2Gig Hard Disk in excellent working order, already repacked in original 
box with manuals etc. (remove due to Flyer). $1695
-------------------------------------
Have a Nice Day! 

John Bourg - Production Manager
Computer Television Network
jbctn@phoenix.net 
-------------------------------------


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From owner-lightwave@webcom.com Wed May 31 15:24:25 1995
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From: DanEsmond@aol.com
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Subject: Re: PC LW and Warp?
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In a message dated 95-05-29 20:46:42 EDT, you write:

>Has anyone one successfully used pre-release LW on a Pentium >based machine
running O/S 2 Warp?

My roommate is a programmer for IBM who knows and uses OS/2
on a regular basis. He struggled with LightWave and OS/2 for about
5 hours before declaring them incompatable. I believe it has to do 
with the fact that OS/2 can't emulate an NT environment, and the
included WIN32S driver for the Windows version causes OS/2 to 
hang. LightWave refuses to run under the WIN32S that is included
with OS/2.... so there just isn't any common ground for the two
software packages.

Dan Esmond
Animagic

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From owner-lightwave@webcom.com Wed May 31 15:32:09 1995
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Date: 30 May 1995 12:59:12 -0600
From: "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM>
Subject: Re: Explosive Shock Rings?
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        Reply to:   RE>Explosive Shock Rings?
>Just a quick question on the repeat episode of sea quest last 
>night at the beginnin of the show they had this blob under water >emmiting
>shock rings.. any1 know how they where done.. I was trying to repeat
>this for a planet explosion.  I have gotten some cool effects of my
>own but was pretty impressed with the ones on the show..

>Steve

--------------------------------------
I am not shure how Amblin does there shock waves, but I have done a couple on
some of my animations. 
I morphed a simi transparent sphere, and in one case a simi transparent
Toroid, (doughnut) with the center removed.  Make one  object small enough to
fit inside your planet or inside the blast center. Save it as shockwave. Then
copy the shockwave object and increase the size until the front of the
schockwave goes through the camera position a little bit. Kill (K key) the
polygons so all that is left are points, and save it as shockwave.target. 
For surfacing, I used a faint fractial pattern with different velosities in
all directions to give it some life.
 In layout, set-up the morph to move as fast as you can. 10 or 15 frames
should work. (if your camera is lightyears away you may need to add more
frames) Use motion blur with a blur length around 75 to 85% to make things
happen smooth.  For the final touch you may want to add a astoroid or a small
ship near the camera to get blown away when the schock wave arrives. When the
shockwave  gets to the camera, give it a little shake and  dissolve out the
schockwave once its past the camera.

 I hope this helps.


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From owner-lightwave@webcom.com Wed May 31 15:33:38 1995
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Date: Wed, 31 May 1995 15:35:42 -0700 (PDT)
From: Carl Andrew Johnson <cjohnson@crl.com>
To: Randy Cadwell <rcadwell@ndsuext.nodak.edu>
Cc: lightwave@webcom.com
Subject: Re: Slot Machine?
In-Reply-To: <m0sGt8L-000e7ZC@ndsuext>
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Actually there was a good "partial" tutorial in Video Toaster User about 
a year ago that covered how to build a slot machine from scratch.

I may even still have the slot machine I built.

-Carl
http://www.crl.com/~cjohnson
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From owner-lightwave@webcom.com Wed May 31 15:40:04 1995
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Date: Tue, 30 May 1995 11:08:46 -0500
Message-Id: <95053011084612@lor.jrent.com>
From: paris@lor.jrent.com
To: lightwave@webcom.com
Subject: Professional Animation...?
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Does anyone have any advice for a recently-graduating college student aspiring
to be a professional computer animator? I'm unsure of what options I have open
to me, especially since I don't have the capital to invest in starting my own
freelance operation and I don't live in an area where I have easy access to any
companies doing 3D computer animation. (I live in Oklahoma.) Right now, I have
a '386 with 8 megs of memory -- which seems terribly insufficient to produce
any 3D animations. (It seems to me that I need the kind of equipment that I
would need to do freelance work just to make a demo tape which I could send out
to attract the attention of any studios who might hire me -- is this a correct
perception?) Can anyone offer advice about what to do next, or even whom to talk to about work? Would anyone share their experiences and impressions of the 3D
animation marketplace and working conditions? Any advice or information would
be appreciated. Thanks in advance.

Jeff Krase (paris@lor.jrent.com)
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From owner-lightwave@webcom.com Wed May 31 15:44:49 1995
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Date: Tue, 30 May 1995 18:35:13 -0500 (CDT)
From: Luke Montgomery <luke@sun.olympia.com>
To: lightwave list <lightwave@webcom.com>
Subject: (*COM'L) ALPHA LW IS SHIPPING FROM CompVid!
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Yes, another commercial message from CompVid...(We STILL haven't gotten our
!@#$% PC's mailing list back up yet....) Please direct any flames at me, 
not the list !



Great news! (For you lucky Alpha-oid folks, that is!) Lightwave for the Dec 
Alpha is shipping!

If you want one, call CompVid at 800-492-9776 or 913-780-0222.

Despite the good folks at NewTek raising the dist. price again, We are 
holding to our original LW Club price of $875 or $895 for OVERNIGHT delivery.
And don't forget that our (free) club membership, comes with a potential 
rebate of a cut of any profits we have at the years end. SO, it could be 
a lower price than that!

Also, we are currently looking at some Pentium, and other, hardware pricing
for "The LW Club".  AND we still have ONE LW Intel here looking for a home...

Best regards to all!!

Luke Montgomery
CompVid & The LW Club
luke@olympia.com
913-780-0222


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From owner-lightwave@webcom.com Wed May 31 17:01:43 1995
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Date: Wed, 31 May 1995 20:04:59 -0400
From: Joseburgos@aol.com
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Subject: Into the Light
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Well the May issue is out and it's a VERY BIG improvment. All subscribers
will be very happy with the latest issue. The June issue  should be out in
two weeks so be ready.

Take care,
**********************************************
 Jose Burgos
 JD Media Inc.
 Home of "Into the Light" (Intolight@aol.com)
 262 92nd Street
 Brooklyn, NY 11209
 718-836-2821
 Joseburgos@aol.com 
 Computer Graphic Imagery

*******************************************************

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From owner-lightwave@webcom.com Wed May 31 17:50:54 1995
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Date: Wed, 31 May 1995 17:55:02 -0700 (MST)
From: Eric Case <eric@bigdog.engr.arizona.edu>
To: LightWave Mailing List <Lightwave@webcom.com>
Subject: Re: Explosive Shock Rings?
In-Reply-To: <199505301802.NAA09984@ATK.COM>
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On 30 May 1995, Ken VanBrocklin wrote:

> I am not shure how Amblin does there shock waves, but I have done a couple on
> some of my animations. 
> I morphed a simi transparent sphere, and in one case a simi transparent
> Toroid, (doughnut) with the center removed.  Make one  object small enough to
> fit inside your planet or inside the blast center. Save it as shockwave. Then
> copy the shockwave object and increase the size until the front of the
> schockwave goes through the camera position a little bit. [snip]

Why not just size the toroid in layout?
-Eric

> 
>  I hope this helps.
> 
> 
> --
> "Ken VanBrocklin" <Ken_VanBrocklin@ATK.COM> sent this message.
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Eric Case                      INTERNET: eric@bigdog.engr.arizona.edu


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From owner-lightwave@webcom.com Wed May 31 19:02:52 1995
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From: RFCoates@aol.com
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Subject: LW PC Renders
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Sorry for the band width, I know this has been asked before but I didn't have
a Intel machine or a pre-release version of LW 4.0 then. Anyway, I just got
LW install on my 100mhz Pentium system running WFWG 3.11 and when I go to the
Record screen and click on the Render Display button the only option I have
is (none). Is there something I missed? A file I should check to be sure
installed? etc. TIA for any help


Robert <just trying to FLY-r> Coates
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From owner-lightwave@webcom.com Wed May 31 19:17:23 1995
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From: "Bunnell, John M." <13796bunne@kcpbldg01.bv.com>
To: "'lightwave'" <lightwave@webcom.com>
Subject: ?'s about LWPC
Date: Wed, 31 May 95 21:20:00 cdt
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Forgive me if these have already been asked (apathetic apology out of the 
way) :-) but...

When I load a scene the memory shows up like 'Free Memory: 18.1 (RAM) + 
131.4m (pa'
what is it adding to the 18.1? Will the final release handle memory any 
better (read: not be such a pig)?

Will it be possible to get a full screen render through F9/F10 in the final 
release?

See that wasn't so bad.

Don't fatten the bandwith with responses to the following please e-mail.
Got a 2000 w/32mb ram thinking of selling. Any interest? Any offers?

thx
jmb
bunnelljm@bv.com

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From owner-lightwave@webcom.com Wed May 31 19:48:19 1995
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Date: Wed, 31 May 1995 19:54:52 -0800
To: lightwave@webcom.com
From: bblevins@uidaho.edu (Bryan Blevins)
Subject: Re: LW PC Renders
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>Sorry for the band width, I know this has been asked before but I didn't have
>a Intel machine or a pre-release version of LW 4.0 then. Anyway, I just got
>LW install on my 100mhz Pentium system running WFWG 3.11 and when I go to the
>Record screen and click on the Render Display button the only option I have
>is (none). Is there something I missed? A file I should check to be sure
>installed? etc. TIA for any help
>

A full sized display will be available in the future. To see a small
preview now go the the Options panel and select "Show render in progress."
For a larger view, save the render as a TGA and load it into a viewing
program.

Bryan

>
>Robert <just trying to FLY-r> Coates
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---------------------------------------------------------------------------
Bryan J. Blevins             Clothes make the man.  Naked people have   
Blevins Enterprises, Inc.      little or no influence on society.
bblevins@uidaho.edu                       -- Mark Twain


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From owner-lightwave@webcom.com Wed May 31 23:06:15 1995
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From: steven@hkg.hkg.ingr.com (Steven Davis)
Message-Id: <199506011559.AA01601@hkg.hkg.ingr.com>
Subject: Multiple Morph Envelopes (Request)
To: lightwave@webcom.com
Date: Thu, 1 Jun 95 10:59:25 CDT
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 Is it possible in the future to consider using an Envelope to load/unload 
 images during a render. When the Envelope is 0, the image is unloaded, 
 and any positive value will load that image at the set key frame.
 This does not sound to difficult, just give images envelopes.
 
 I`d also like to see a global Envelope for multiple morph targets, You can
 use an envelope now to morph one object to another, but I`d like to see a
 Global Morph Envelope, for example, If I had created a Multiple morph using
 5 objects, this envelope when set at 20% would morph object #1 to #2, and 40%
 would morph Object #2 to #3.
 
 Maybe this will happen in LW5 or 6 in Allens Quest to Envelope every parameter
 in Lightwave. 
 
 ==============================================================================
   Steve Davis                             Email : steven@hkg.hkg.ingr.com
   Senior Software Engineer                Phone : (852) 5931646 (Direct)
   Intergraph Graphics Systems                     (852) 5931600
   Hong Kong                               Fax   : (852) 8020781
 ==============================================================================
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