Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!usc!ucsd!nosc!crash!crash!pro-party.cts.com!seanc From: seanc@pro-party.cts.com (Sean Cunningham) Newsgroups: comp.sys.amiga.graphics Subject: JMan Review: RENDER & Conclusion Message-ID: <1991May18.001642.11147@crash.cts.com> Date: 18 May 91 00:16:42 GMT Sender: root@crash.cts.com (Bill Blue) Organization: Crash TimeSharing, El Cajon, CA Lines: 106 JMan's RENDER module is what takes all your other work and presents it in a finished form, be it a still or an animation. You load up the CHOREOGRAPHY you just created in the DIRECTION module by clicking on the bar running along the top of the screen which calls up a file requester. After this is loaded, you're faced with several options that will determine what the final outcome looks like. First off, let's talk about render quality. The default is SCANLINE, which is faster than JMan's raytracing under most circumstances. It has improved in quality from revision to revision, and is now pretty smooth. However, you loose reflections and shadows when rendering SCANLINE. Raytracing is the next step. I'm sure all or most of you know what raytracing involves. JMan uses the "distributed raytracing" approach, which lets you selectively choose whether to render shadows and/or use antialiasing. Both add more time to your renders, with antialiasing quadrupling it because it shoots four rays per pixel in this mode. Your next choice will be the size of your image. To test out your scene you'll probably want to use the MINI size. After you're sure your lights and motion are correct you can choose a higher resolution for the final rendering. Memory permitting, JMan will accept almost any pixel resolution. You also have control over the pixel aspect ratio, and if you just want to check a particular portion of an image you can define a window within the scene to render using the AREA gadgets. In the bottom left side of the screen are the color sliders that let you set your background color, and a global ambient value. The OUTPUT gadgets let you generate a PREVIEW, which is an image displayed but not saved, RGB, which saves the image as a standard 24bit ILBM, or ANIM. There is also a gadget that controls the HAZE distance. You enter a value into this gadget, and the closer objects are to that distance from the CAMERA, the more they start turning to the color of the sky. To the lower right, you can set the starting and ending frames to render, which is useful for checking specific frames, or a range of frames in an animation. Below this is the RENDER gadget, and the EXIT gadget. Although Hash has increased the render quality greatly over that of the earlier versions it still has its problems. The greatest of which is its instability when rendering 24bit imagery. It's also fairly slow, but I don't know whether this is due to the rendering engine needing some of its code bummed, or because of the increased complexity of the cubic patches over polygons...or both. And I've noticed several instances where parts of reflections and shadows go invisible across a couple of frames and then reappear. CONCLUSION: There isn't another package like JMan. It has an interface that's a delight to use as well as look at. Some aspects of its interface have yet to be mentioned in any of the magazine reviews. All module screens "fade in" when they're run, and "fade out" when you exit. The file requesters are nice, and have the same three-dimensional look as the rest of the interface, and do their own fade in and fade out. And speaking of file requesters, Hash has added the capability of creating directories on the fly! This is something I hope Commodore will add to the next version of the standard AmigaDOS file requester. All of the screens are well laid out. And through an intelligent choice of screen colors, flicker is kept to a minimum. And the interface is fairly consistent from module to module. For character animation, no other package gives you the control over motion that JMan offers. And no other package gives you the smooth, organic shapes that splines and cubic patch rendering affords. And even for mechanical motion, the CHANNELs in JMan give it a decided advantage over other renderers. But JMan isn't without its faults. Hash needs to work on its stability, render quality, and render speed. It also needs to swat a couple rather annoying bugs, particularly those having to do with DECALing and modifying the TEXTURES. All of the features that are being planned, and are being implemented are terrific, and are welcome. But I'd prefer that Hash focused their energies at this time on fixing what they have now. If you want to be on the cutting edge of Amiga 3D software, JMan is there. Even with its faults I'd recommend considering it. Its an investment in a growing and ever expanding project. Hash is dedicated to this, and their other products. I've spoken with different members of the staff, including Martin Hash himself. They're always eager to be of assistance, and are always open to input from their products' owners. Ken Baer is active on the Internet and on PLink, and has always been eager to answer my questions and give me advice when I got stuck. Sean >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> .SIG v2.5 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< UUCP: ...!crash!pnet01!pro-party!seanc RealWorld: Sean Cunningham ARPA: !crash!pnet01!pro-party!seanc@nosc.mil Voice: (512) 992-2810 INET: seanc@pro-party.cts.com ____________________________________ // | * All opinions expressed herein | HELP KEEP THE COMPETITION UNDER \X/ | Copyright 1991 VISION GRAPHICS | >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<