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(3D modelling, animation and rendering software from Impulse.)


pseudo fresnel effects


1. Unretouched rendering in Imagine using Fakely.ITX for glancing reflections. The Reflective Side Color on the Glass is 153, and the Front color is 10, with Threshold set to 0.



2. In this image the Reflective Side Color was raised to 255 and Front Color to 25 on the glass.


how issues of relative brightness could possibly fool you into thinking reflections are primarily additive


3. For the example below, I added some bright panels to the scene above, arranged as you see.



4. In the image on the left, the main light source, ambient and sky colors were all reduced to 1/4 of what they were in image #1. However, all the attributes on the objects are identical to image #1. The rendering at left was then taken into Photoshop, and the palette was stretched back out to match image #1, by lowering the high clip Levels 75%, and this resulted in the image at right. The reflections of the panels appear alot brighter (and seem primarily additive), because they were simply 4 times lighter than anything else in the original rendering.

Incidentally, there are probably better ways of expanding the palette in an image like this (than simply clipping off the high values) which could result in a less harsh, more attractive filmic look, so experiment.

And reducing the light to 1/4 the original was just a totally arbitrary, and convenient way of illustrating my point.

Q: Is this really the way reflections work? A: I don't really know, but it's an interesting theory. :)


gadgets for mesh editing

(These examples apply mainly to DOS Imagine 4.0 and earlier, but it may give you a few ideas on how to organize commands in later versions as well.)

An organized approach to configuring gadgets for basic mesh editing in the Detail editor.


Notice that there aren't any gadgets for obvious things like Load, Save and Attributes, because these are the few commands that have hot keys I can actually remember.





Rather than lumping the Pick and Add modes together (as in the MODE menu), I've grouped together modes that operate on the same aspect of geometry. For example, the basic Pick Point mode (PTS) is followed by Add Points, Drag Points, and Hide Points. This seems like a more logical way to break things down, and it helps me locate the modes I want faster. The gadgets are also organized in descending order from greatest complexity to least: Groups, Objects, Faces, Edges and Points.




Make Quick Edges in conjunction with the Attributes/Quick Edges, allows you to rotate a model in realtime wireframe perspective. Otherwise the model will simply turn into a bounding box.


Gadgets are configured in Imagine's Preferences editor.


bones rules

44 caveats for avoiding problems with bones. Although numbered, they aren't necessarily in any particular order. (These were originally compiled for DOS Imagine 4.0, so they may not be as applicable to later releases. You'll see references to versions 3.0 & 3.1 below, these refer to the old DOS version not IFW.)

If you find the info on this page helpful, a small token of your esteem would be welcome at the following address: Tim Wilson, P.O. Box 4691, Crestline, CA 92325 USA.

(NOTE: At the risk of causing unnecessary confusion, I probably should mention [for the nitpickers] :) that the relationship between boned objects and SHAPE States is actually a little more complex than described here. Technically, in Imagine, the morphing produced by a SHAPE State will completely override the deformations of bones. However, this is something you may not notice in your actual animation, because the spline interpolation in Imagine's tweening will still cause morphed points to more or less arc from position to position [though not as gracefully as bones will].

Some Imagine users deliberately employ a hybrid bone/morphing approach. IOW, they use bones primarily just to rough out their initial poses, then tweak the geometry extensively and end up using primarily morphing for all their final animation. However, this approach requires more intermediate keyframes for good results, and takes more work than using just GROUPING-only states to animate the bones.

At this point, I can't see any reason why a few SHAPE/GROUPING states cannot be mixed with largely GROUPING-only bone States, if you only need to tweak the geometry on a few particular keyframes. It could possibly cause some anamolous behavior though, and it depends on how picky you are about the end result.)