Path: utzoo!yunexus!ists!helios.physics.utoronto.ca!news-server.csri.toronto.edu!cs.utexas.edu!uunet!samsung!sdd.hp.com!zaphod.mps.ohio-state.edu!usc!sdsu!crash!pro-party.cts.com!seanc From: seanc@pro-party.cts.com (Sean Cunningham) Newsgroups: comp.sys.amiga Subject: Renderman Message-ID: <2893@crash.cts.com> Date: 29 May 90 18:36:08 GMT Article-I.D.: crash.2893 Sender: root@crash.cts.com Lines: 36 I hope that some software developer decides to produce a RenderMan interface compatible product...not just generating RIB (Renderman Interface Bytestream) files, but an actual renderer, supporting the shading language, and other effects that go with it. Alot of the packages we have now support texture mapping of IFFs, but I'd like to see procedural texture-mapping, which is faster, and user definable. Sculpt/Animate 4D supports motion-blur somewhat, but the effect isn't as nice as I've seen in Pixar animations. And the one effect that none of the packages for the Amiga have is depth of field, wher stuff closer, or farther from the camera goes out of focus. I just got some info from a company making a RenderMan interface for the Mac, and even have a render accelerator board using the i860 RISC processor...price, about $3795...with the board. Not too bad when you consider the cost of Caligari, and the supporting hardware you'll need to generate nice images. This is an area where Marc Bennett's MC88000 RISC board might come in handy...not as a peripheral that would directly speed up the Amiga, but one where complex graphics procedures could be off-loaded. Maybe one of these days... Sean //////////////////////////////////////////////////////////////////////////// UUCP: ...!crash!pnet01!pro-party!seanc | ARPA: !crash!pnet01!pro-party!seanc@nosc.mil | " Fanatics have their INET: seanc@pro-party.cts.com | dreams, wherewith they | weave a paradise for RealWorld: Sean Cunningham | a sect. " Voice: (512) 994-1602 PLINK: ce3k* | -Keats | Call C.B.A.U.G. BBS (512) 883-8351 w/SkyPix | B^) VISION GRAPHICS B^) \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\