Short: IFF 24 bit traced pic Copyright notice for : "Brightside.iff24" Please note that the above mentioned work is freely distributable for non-commercial viewing providing * this work is not placed in the public domain * this work is not altered or modified in any way as the manipulation and alteration of this work is a derivitive use protected by copyright and requires the written permission of the author * this work is not transformed or adapted either wholly or in part into a commercial or non-commercial production or presentation or into a derivitive work of any kind or in any media, without the written permission of the author * this work is not tranfered to video tape, film or print without the written consent from the author * and finally, all files including this copyright notice are kept intact, unaltered and distributed in their entirety. Stephen Menzies 5379 St-Dominique Montreal, Quebec, Canada. H2T 1V5 VOICE: (514) 495-1927 INTERNET: menzies@CAM.ORG Electronic Image BBS: (514) 937-9984 *** This 24bit image was created entirely with Octree's Caligari-Broadcast2.1 (texture maps with DCTV) and were originally rendered at 3300x2200 1:1 with a RCS Fusion40 accelerated A2000/37meg machine then sent to a CI-5000 film recorder and finally directly printed at 14"x20". The scene contained aproximently 150,000 polys due to the number objects and their fairly high level of refinement. The rendering in this file is a scaled down version (768x482) of the original file. For those who are further interested there are a couple of areas that they might want to note: First, almost 95% of the modelling was entirely done with the new FFD lattices and auto subdivision/smoothing routines of Caligari-Broadcast. The remaining 5%+/- of the modelling actually involved editing points. This approach allows for very simple (light) primitives (everything started as a either a 32 section sphere, a 10 section cone, or a 10 section cylinder) to be molded into complex (heavy) shapes by manipulating the control points on the encompassing lattice and thereby transforming the whole/part of the object's polygon mesh (similar to working with clay). Drastic angles are automatically subdivided and smoothed (blended) into the main body . This method also allows for a great amount of flexibility with regards the objects shape and variations of that shape. The petals of the lili were originally 32 sectioned spheres and the quasi-morning glorys started as a 10 sectioned cone. The thorns were "pulled" points that automatically subdivided and were then curved by placing a ffd lattice on each one and moving a control point on the lattice. The thorns further subdivided and smoothly curved in the direction of the transform all in realtime and I was able to see the mesh move in with a full wireframe representation in a perspective view. Seconly, one will notice that all the objects are UV mapped and all the textures (often repeating) follow the shape without the usual distortions that one's accustomed to with the regular spherical, cylindrical and planer projection map techniques. Caligari also has the ability to use projection maps but I find those methods inferior for this type of object building. The map on the lili petals is one complete map that has thin brownish lines and dots on the front of the petal (following the shape of the petal and yellow with a greenish stripe on the back of the petal. Most of the textures in these pictures are 2 or 3 color gradations made in dctv-paint. And lastly, almost all the objects were shaded with the Caligari gouraud shader. Phong shaders with zero specularity setting would have been a viable alternative however the gouraud shader gave a slight edge in quality. This work was made possible with the assistance of Octree Software and RCS Management accelerators. Octree Software RCS Management Inc 311 W 43 St , Suite904 120 McGill Street, New York, N.Y. 10036 Montreal,Quebec,Canada H2Y 2E5 Phone: 212-262-3116 Phone: 514-871-4924 Fax: 212-262-4081 Fax: 514-871-4926 ****