Tornado3D ThreeOh is now available and shipping, along with the new 340 pages long manual. You can have a look at the Tornado3D 3.0 feature list and to some pictures on: http://www.Tornado3D.com/30.html Tornado3D ThreeOh (c)1999 Eyelight WHAT'S NEW IN TORNADO3D THREE OH? o New Topologic Paradigm. The old Point->Edge->Face paradigm has been dropped in favour of a modified Winged-Edge representation of polygonal topology. This means 'Edges' no longer exist and are implicitly defined by Face sides. This change has a number of significant benefits, but also implies a few differences with respect to the past. o Larger polygonal objects The immediate result is that larger polygonal object can be modeled since on average edges reached their limit twice as fast than point or faces. In other words, in the past an object with 15000 faces would probably not have been editable any further due to the number of edges. Now since points and faces proceed almost on pair on meshes, the full number of items allowed can be used. o Faster execution Some operations, such as polygonization and merging are now much faster because the Edges are not taken in account any more. o Uses less memory Objects require less space to be stored on disk or kept in memory. Loading and saving is also faster. o Mesh enforcing Tornado3D now only works on Meshes (see the definition of Mesh in the manual) instead of requiring them for some operations like in the past. o High speed face drawing Tornado3D is now much faster at redrawing shaded objects, but this has the drawback that wireframe redraw is slightly slower (each Face's "Edge" gets drawn twice on average). o More MAXITEMS Previous versions of Tornado3D allowed at most 32000 items in an object, be points, faces, edges or surfaces. Now this limit has been expanded to 65000, more than doubling the size of the largest plygonal Mesh that can be modeled. Coupled with the new paradigm described above, this means that objects four times as large as before are now possible. o Improved Raytracing Raytrace can cast semi-transparent, object or texture-map colored, shadows. This slows down the rendering, so it is disabled by default. To activate this feature set the "Soft Shadow" checkbox in Lights panel for a Point Light that casts shadows. o Perspective particles Particles and soft particles now react to perspective just like 3D objects. o Realtime asyncronous object finder This window replaces the old Find Object Panel and shows the object's names and hierarchical links in realtime, as changes are made. It supports several options: Click on a name selects an object deselecting all other Shift click multiselects the clicked one keeping the other selected CTRL click opens the Info Panel for that object There is also a cycle selector that filters object kinds, only listing those of the desired property (defaults to All, can filter "All", "Objects" -poly geometry-, "Lights", "Splines" -nurbs, paths, beziers and ffds-, "Implicits","Forces", "Particles", "Bones" ) A second filter is provided by the string gadget next to the cycle one that allows to enter an anchored pattern ('*' matches any char sequence, '?' matches a char, caSe IS significant) and only shows objects whose name matches the pattern (defaults to * to show all). o Realtime Flipbook Anim preview A realtime frame-shuttle bar is located in Project Windows borders, and the frame number is displayed in title bar. In animation mode, this allows to shuttle back and forth to preview the animation and to quickly jump to the desired frame in an interactive approach. The preview is now double buffered for flicker free animation. o Anim controller window This window replaces the old VCR bar located at the bottom of the screen and allows to play a preview or to single frame it. o Time Config This new button located in the Anim Controller opens Time Panel, allowing to change the Frame Per Second setting and the Max number of frames in the current project. o Streamed Previews The Film button creates streamed previews with disk playback, thus allowing to preview the animation at high speed. A click creates a preview. Shift click forces old preview to be discarded and Ctrl click opens the stream settings panel. o Stream Settings Panel This panel controls start, end and step frame for the animation to be streames, allows to choose the stream location, to define the size for the stream buffer and has a Drop Stream control that frees the stream. Streams are played from disk and the StreamBuffer size (default 16K) can be fine tuned to improve performance. Of course placing streams on ram disk improves performance more than any buffer can. Streams are only played on Hi or True color graphic cards, and require 4*x*y bytes per frame, where x and y are preview area's x and y extents. Streams are built from video memory to be compatible with 3D accelerators so resizing the project window after creating a Stream makes the preview distorted. Also, the actual color depth depends on screen depth (please note that the preview will store portions of windows occluding the preview area -this may be useful as dragging the Anim Controller window over the sreamed preview will record timecode over the preview). o Realtime Progressive Display Update During preview in mode 7 and 8, both in 68K & PowerPC, Tornado3D can optionally show the rendering in progress thus allowing to interrupt the preview early if the results are not pleasant. To activate Progressive update, move the mouse to the top of the screen and to deactivate it move it in any other place. Warning, THIS SLOWS DOWN A LOT THE PREVIEW! especially in PowerPC mode. o Interruptable PowerPC renderings Interruptable PowerPC renderings even during accumulative passes (this improvement applies to 68K as well, previously the Abort was for frame, not for subframe). o PowerPC rendering status PowerPC rendering displays a working message while it renders, to let the user know it is really at work NOTE this has slowed down rendering, but general consensus was for this, so... o Track View The old Anim Panel is now the Track View Panel, realtime and asyncronous, resizeable and with scrollbars. Any change performed on this Panel or thru the KeyInfo panel is immediatly reflected to the main project window, and vice-versa, allowing to fine tune animations with no interruptions. o Control Window The Control Window is the heart of Tornado3D ThreeOh. This multiple-function panel allows to control most of the new realtime features and is ready to be expanded in the future. It has six different "Tabs" that relate to different operating modes, all updated in realtime. o Coordinates Coordinates are now in Measure Tab, part of Control Window, that also shows the rotation / scaling amount and the size of Tape Rulers (see Helpers) o Navigate The Navigate Tab allows to navigate the scene and implements the much requested zoom-to-extents or zoom to dragbox operations. o Fit Selected, fits the view to the first selected object extents, plus a margin. o Fit All Selected, fits the view to the cumulative extent of all selected objects, plus a margin. o Fit All, fits the view to the cumulative extent of all objects in scene, plus a margin. o Fit Drag, allows to draw in any non-perspective view a Drag Box and fits the view to the extent of the Drag Box in two dimensions, leaving the third as it was. This function is often called Zoom Box. o Numeric The Transformation panel is gone, it is now the Numeric Tab in Control Window. It displays in realtime the object position, size and alignment, and allows to change them. Changes are undoable and performed immediatly upon hitting the return key in any of the numeric entry gadgets unless shift is depressed when pressing return. In this case, changes are stored internally and updated at the first unshifted return -this way complex objects are not redrawn every time if more than a single coordinate has to be changed at once. When moving, scaling or rotating interactively an object, the values here are recomputed in realtime. o Plug-In The Plug-In Tab is activated by GolemGui plug-ins and its contents depend on the Golem Plug-In invoked. o Layers The Layers Tab allows to choose the currenty active and visible layer much in the same way as the Layers menu commands. See Layers for a complete description of the Layer system. o Create The Create Tab is activated when adding an object with realtime preview capabilites. See this feature for a complete description. o Realtime Automorpher The automorpher now works even for standard XFORM animation, thus removing any need for "make keyframe" commands, just enter anim mode, select something and move it: anim panel will show in realtime the new keyframes and a spline path will be drawn. Animation has never been easier. Also, Path Splines are not drawn in model mode anymore. o Bezier curve primitive A new spline kind is available, the Bezier Curve. It is the popular Cubic Bezier Curve, with tangent editing capabilites. Selecting a control point (one that is touched by the curve) automagically selects the left and right tangent points, to drag it undeformed. Rotating in centroid mode such a vertex allows to change the curve tension. Selecting a tangent point instead allows free deformation of the curve. o Color keyed primitives Lights are yellow, Camera is green, Force Fields are red, Axes are drawn with different color to be easily recognized, X is Red, Y is Green and Z is blue. o Smarter Import Now object import hints at the flags to be set when loading an alien format pre-activating them according to the file type. It also uses a the much more sophisticated normals alignment code that requires meshes. o Improved Lightwave Import Now Lightwave import allows for N-sided polygons, concave or convex, -even with holes- and up to the maximum Lightwave's limit of 32767 sides and auto triangulates them during loading. o GAMMA file format export It is now possible to export objects in the GAMMA file format. The exporter will warn if the object is not legal for GAMMA and refuse to save it. o Export Gui Alien Format export now has a gui that allows to choose the export format. o New color double buffering Gfx-card optimized, replaces the old "videodrivers" system that used an 1-bit thin AmigaOS function. Now full 32 bit color (or 15 or 16) double buffering is possible and is even faster than before. o Realtime Object Creation Interactive object adding, see the new objects change as you change the parameters before actually adding the object to the workspace. No more Add/Undo to find the exact size or number of sections. This function activates the Tab Create in Control Window and is automagically selected when adding polygonal objects. o MeshSmoothing Catmull-Clark's subdivision surfaces are a faster and more stable mesh refinement tool, replacing old metamesh. Like metamesh they improve object roundness, and have the side effect of making faces quadrangular after first invocation. They lack tension control, however. Found in Subdivide/Meshsmooth . They also work with selection of faces and preserve surfaces, thus allowing to add detail where it is needed. o Sculpted Surfaces The new Sculpted Surface polygon type is another powerful Database Amplification feature (in Lightwave's terminology those are MetaNurbs). It turns any polygonal mesh into an highly refined Spline Surface, allowing to model with polygons and render splines. It works on real Nurbs Patches arranged as Coons Surfaces and allows for direct rendering of the resulting surfaces. The direct rendering, however, presents singularities where faces share more than three or four vertices. This is unavoidable, so the correct way is to polygonize the completed object then Merge the resulting polygonal shell. In the future it will be possible to convert its representation to standard Nurbs Patches to be direct rendered or further edited. Not very fast yet, but safety first: it is numerically stable. Quick tutorial: add a cube, select it, open Obj Panel and set Sculpted Surface, and it will change to a smooth version. Most modeling commands can be used to sculpt the low res polygonal shell with a realtime visualization of the spline-based result. Try beveling the cube to grow surfaces adding detail only where it is needed. o New PowerPC support! The PowerPC render engine is now compiled with the latest EGCS compiler and makes extensive use of the Message System to communicate back and forth the 68K executable. All the high-resolution rendering and Nurbs / Sculptors rendering crashes are gone. This change *REQUIRES* that WarpOS V4 (http://www.haage-partner.com) AND PPCLIBEMU (any Aminet site) are installed and running! o Layers Eight layers are now available. In the active layer the editor operates as before, but objects can be placed into other layers becoming unselectable and gray-drawn. Layered objects are visible also while modeling, as a visual reference aid. Both the hidden property and the initial hide of camera, lights and markers have been superceeded by the layers system. Note you can't change the ACTIVE layer when editing an object (the visible layer can be changed). Layers are controlled both by the layers menu items and from the MX gadget Layers window in control window. It is suggested to send to the back layers the parts of your scene that don't require changes to speed up modeling, and to turn on the hidden layers visibility when you need to precisely match a position between objects. Layered objects are always rendered as if they were active, so there is no risk of ruining a scene by forgetting to move them in the active layer. To send an object in a layer, change its Layer number in Object Info Panel. o Wireframe Clipping True 3D clipping in perspective wireframe and culled solves the annoying "lines back from infinite" without much slowdown. o New Hierarchy Animation IT IS MANDATORY that objects to be animated with hierarchy have their axes of equal size. Otherwise the scaling matrices will turn into so-called Skew matrices, distorting the objects. If this constraint is enforced (for example by making all the non-uniform scalings in point mode) Linked Objects will animate without problems. o Shaded Editor Color shaded, z-buffered, object display in non-perspective editor windows! This change incorporates the code from Eyelight's-developed CGX3Drave software engine and allows direct rasterization on graphics card memory. This function really ONLY WORKS WELL on graphics card that have local bus access to video memory. SHADED REDRAW IS MUCH FASTER THAN WIREFRAME on a CybervisionPPC, even without the 3D chip acceleration! Turned on by default can be turned of in Workspace/ Settings clicking "Shade Selected". o Dynamic redraw system Now redraw is performed dynamically, keeping track of the time needed to draw each frame and automagically selects some special acceleration features according to the user's movements and machine speed. The following controls are found in Workspace/ Settings o Adaptive degradation Adaptive degradation reduces the preview mode complexity to speed up redraw. This means that if the Photo preview is too slow to keep up with the speed at which the mouse travels, Tornado3D will switch to Realistic mode for next frame, and if even this is too slow, it will keep reducing the preview level until Flat Shade (note it will not go to Culled or Wireframe since they are now slower than Flat Shade). Works along the following controls. o Keep framerate This is the number of frames per second that thet dynamic redraw engine will try to keep constant. Higher numbers will activate the degradation earlier, while lower numbers will allow for slower redraw favouring quality. o Auto restore Activating Auto Restore, the degradation will be canceled automagically when the mouse button is released, thus returning to the previous preview mode. For example, if editing metaballs, the realistic preview that shows them would change to a fast polygonal approximation in modes 3,4,5 or 6 and then when the movement has completed, it would return immediatly to Realistic preview to show the final result. Sometimes it may be useful to keep the degradation level reached, for example when making many small changes to a very complex scene. Deactivating Auto Restore the degradation will become permanent and the user will need to manually switch back to an higher degradation level. o N-th face display Another draw acceleration feature, this one allows to reduce the number of faces drawn in the editor, drawing only one every N. By default N is 1, thus redrawing the entire objects, a value of 4 would speed up the redraw four times and still provide a reasonable display for very complex objects. If an object has no faces, the Nth face will turn into an Nth point display. This acceleration ONLY works in object mode, as hiding items to be edited in Point and Face modes makes no sense. o Full Time Inverse Kinematics This new engine allows Inverse Kinematic chains to follow an external goal and solves the Inverse Kinematic system for each frame of an animation instead of requiring the animator to manually create keyframes. This is not possible by placing the end effector explicitly in the frames, as it is part of the Hierarchy to be animated and editing it would create Link Poses, so an End Effector external to the group is required. This object (an axis, usually) must be named "GOALxxxxxxx" where "xxxxxxxx" is the name of the true end effector (last item in the group's chain). The Inverse Kinematics Goal property in object panel must be set. In test scene FullTimeIKdemo.prj the end effector is called "EndEff" so the axis has to be named "GOALEndEff". Once done this, the Inverse Kinematics structure is bound to this axis and will follow it while it moves, trying to reach a stable solution. Remember that if an Inverse Kinematics chain is anchored, movement outside its "reachable plane" is not allowed. o Dynamic Interactive Rendering The interactive rendering engine is not anymore a preview tools that can be navigated: it can be changed in realtime! Move lights or objects and see how shadows change, or edit a metaball and see it fuse in realtime! Any change is immediatly recomputed and displayed. This also works in the other preview modes as well. o Smart point/face perspective update When editing points or faces, the draw mode changes to a special "point cloud" mode that displays in realtime all the points edited and optionally honors the n-th face setting displaying only one point every N. o Gobos for Lights Gobos are a spot/umbrella light property that allows to mask out some of the radiated light, acting like a gobo as used in cinema and stage lighting. Two gobos are provided: Square that produces a square with soft edges and Venetian that provides a venetian blind look, also useful for car headlights. More will be added in the future. Gobos respect perspective and can work with projector light sources. Gobo size and gobo soft are two percentage values, the first expressed relative to the coneangle size and the second relative to the first. Lower size in Venetian to get more slices, and in square to get sharper corners. o RadMapping This new material property simulates "Radiosity" at blazing speed using cubic mapping technology. Radiosity is a rendering method that treats objects as light-radiating surfaces, and allows very subtle illumination effects for the diffuse color component. For example, placing a white ball over a blue tabletop will slightly tint in blue the ball. Radiosity has limited use outside architectural rendering, however, and can't deal with specular surfaces. (In practice Radiosity computes ambient light instead of trating it like a fixed constant). Tornado3D now implements a cubic mapping property, similar to the cubic reflection and refraction mappings already available, that tints an object with the color from the objects nearby. Unlike reflection or refration, this mapping is not view-dependant, and really shows what is straight on the objects faces. Using Radmapping along with Reflection mapping is possible but not suggested, as the two components should really be mutually exclusive. o Free Form Blobs Implicit surfaces do not need anymore to be grouped in order to fuse, and the subdivision level is expressed by an absolute 'cube size' value allowing a firm representation of non moving implicit objects during animation. (Note that now lower cube sizes yelds more detailed objects -this is the opposite as before- BUT the polygonization requires the old higer=more definite values and that the objects to be polygonized are grouped). o Blob Polygonal Approximation Implicit surfaces are now represented with a polyigonal approximation of their real shape, not only spheres, while on the editor and in preview modes lower than 7. o No-wait Click-Drag The new Click-drag paradigm now allows interactive operations to start even immediatly after selecting an object. Simply click and drag over an object to transform it, saving time and making everything more intuitive. o New Subdivide The new faceted subdivision code is based on Meshsmoothing's approach and is slightly different from the simple geometric approach used before. Flat-subdivided objects will have a more complex inner structure that improves shading and allows for easier organic modeling. o Helpers A new class of objects has been introduced: Helpers. Helpers are tools just like those you would use when drawing or building something in the real world. They don't get rendered, but are useful as measurement and reference tools. o Tape Ruler Helper This helper allows to measure distances in 3D just like its real-world counterpart. The result in world coordinates is shown in measure window and gets updated in realtime when moving it. Selecting the Helper "father" allows to move it as a whole, without changing its size. The most common use of Tape Rulers is to measure (or manually set from a real drawing) distances creating construction lines, then to place them in a layer to build an object from points. o Acetate Helper This helper works like the "background image" allowed by other softwares but is MUCH more powerful. It allows to create a color "Acetate Sheet" that is placed behind the grid (just imagine a drawing board with a fixed Acetate sheet) as a visual reference. It is always displayed in FULL COLOR also when editing other objects and will respect Zoom, Pan and other draw settings. Since more than one Acetate Helper can be added, different helpers can be used for front, top or side views. Acetate Helpers can be rotated, rescaled, fitted to the Image aspect ratio. To activate them simply apply an image in any mode (Planar, spherical, etc.) in material editor. Helpers are shown in preview but not rendered. The most common use of Acetate Helpers is to add an helper, size and texture it, then send it to another layer. It will always be visible but not get in the way when selecting objects. o Automatic Normals Alignment This improved "align selected" command works on entire objects without manually selecting a seed face and fixes automatically the normals alignment so that they face inside or outside the mesh. o Extend Faces This new selection method selects faces connected to already sel faces, following the mesh structure. It allows to "grow" face selections. o Metapolys The Make Metapoly menuitem creates a "fake" N-sided polygon from the boundary of the selected faces. This hides from redraw the shared edges between selected faces, thus allowing to create faster redrawing and cleaner looking object. Again it works with the winged edge approach, so objects must be meshes. o MetaPoly selector When PICK-selecting (only -no dragbox) a face that belongs to a Metapoly selection set as defined above, all the connected faces are selected as well and thanks to the new Beveling and Extrusion commands this makes possible to easily work with Concave or Convex, N-Sided polygons even with holes. o Improved Polygonizator A Single polygonization command in Multiply/ Modify/ Polygonize now autodetects the object kind and computes shapes for Spline Paths, Bezier Curves, Nurbs Curves, Nurbs Surfaces, Implicit Objects and Subdivision Surfaces. o New Adaptive Grid New adaptive grid layout, now the adapt. grid in orthogonal views is the same "adaptive object" used in perspective and has much higher precision with only slightly slower display. o New Adaptive Snapping New adaptive grid snapping, with full 3D intersections allows for much finer control over grid snapping. When dealing with multiselected items, such as points or groups of objects, only the first item will be snapped. O COMPLETE NURBS (Non Uniform Rational B Splines) MODELER o Perfect Circle Nurbs curve primitive The Nurbs Curve primitive defaults as a perfect circle, something that can not be represented with other kind of splines. o Nurbs Sphere Primitive A Perfect Sphere Nurbs surface, with infinite detail. Note this has singularities at poles when directly rendered. It is not a bug, it is currently unavoidable due to the way normals are calculated -polyigonized it will be ok. o Non-Uniform control points adding Adding points to Nurbs Curves allows three operation modes: - clicking on an existing Control Point adds in place a control point, usefult to create sharp turns; - clicking on a curve segment, adds a control point in that position (nearly: actually order -1 points are created and is dependent on curve resolution: increase path preview draw res to get more accurate results). - shift clicking on the segment adds a single control point near the curve. o Lathe Nurbs Curves Creates a full 360 Degrees surface of Revolution from any Nurbs Curve o Extrude Nurbs Curves Creates a tubular ruled surface along +Z axis from any Nurbs Curve o Skin Nurbs Curves Creates a complex ruled surface interpolating all the selected Nurbs Curves (at least four). The old skin command that only polygonized paths has been removed. o Sew Nurbs Patches The Sew U North and Sew V East menu commands allow to seamlessy join with C1 continuity different Nurbs patches creating larger, more complex, objects. It works with any order of boundary surface and any size of patch but requires patches of same UV structure. - Sew U North Will sew the second selected patch along the top Row of the first selected one - Sew V East Will sew the second selected patch along the right column of the first selected one o Nurbs Patch Panel Allows to choose the new settings available for Nurbs Patches when creating them. o Size U and V Patches can now be rectangular and have any size desired (remember that for Nurbs Modeling high definition patches are not required. It is better to keep patches down in size and sew several patches). o Quadratic, Cubic and Quartic Nurbs Curves and Patches Patches can now have any order from Quadratic (3) to Cubic (4) and Quartic (5) and can have different orders for U and V direction. o Auto Wrappable Patches The renderer can now close patches of any Order and Size on U or V parametric directions automagically with at least C1 continuity and no extra memory. This allows to create perfect looking seamless objects without having to deal with duplicate control points. o RubberBand Faces While adding faces in interactive AddFace mode, a realtime rubber-band is computed from the point set selected and gets displayed following the mouse until the face is added. o New Extrusion Extusion of faces and face sets (MetaPolys) in Face mode. (Amiga-E) the extrusion is computed along the average surface normal in the selected set of faces. Opposite face produce translation only in one direction to avoid unexpected results. o Improved Separate Surfaces Now works on Face Sets as well, and uses the Winged-Edge paradigm for faster execution. o Bevel N-Sided A new Bevel tool allows to bevel face sets or Metapolys, even when N-Sided, concave, convex, with or without holes. o Improved Postscript font Beveling Uses the new beveling code and should work with insets upto 3.0 on sans serif fonts o New Fractal Subdivide Fractal subdivide is now a refine tool and does not alter the number of faces, use subdivide then fractalize to obtain the old effect, and use it alone to roughen an object by displacing its vertices along the vertex normals. Works only on objects with faces. o Center Axis A new Refine tool that allows to center the object's axis with the points. Normally the points will move around the axis' center, but if if invoked with shift depressed the axis will move instead. o Detach Faces A new Multiply tool, detaches faces from their shared faces and creates new points for them, this allows shading changes like separate surface within a single surface and other modeling ops. It is quite useful for the creation of mechanical objects morphings. o N-sided Polygonizator Multiply/Make Polygon works similarly to the old make poly button but deals with concave and convex N-gons, and allows to triangulate even holes making use of bridges to be joined later. It also works in any orientation by creating a metapoly based on first three points face normals and orienting them. Select any number of points in clockwise or counter clockwise order, and invoke this function to triangulate them. o Micropixel Accuracy New Micropixel accuracy in rendering leads to pixel perfect object intersections and smoother slow moving animations, horizontal resolution for antialias and hidden surface removal is performed as if each pixel covered a 255 pixel area. o Aspect Ratio in Preview Preview mode 7 and 8, when used in True Camera mode clip preview ratio to be same as final rendering image ratio if Y is larger than X allowing correct preview when dealing with strange aspect ratios (for example for aartwork to be printed) o Footed Animation In character animation using poses, it is common practice to create many extra keyframes to keep the feet locked to the ground. This is needed because interpolation of poses moves down the legs/feet without displacing upward the object hierachy, it is the animator that has to do that. With the Tie to Ground function, T3D examines the object in each frame and displaces it automagically upwards (along World Y axis) when a part of the object falls below ground, conventionally set at Y=0 world coordinate. This displacing is performed examining the entire object structure, and not just the axis, so it works properly when using bones-deformed objects and will be precise to the toe hitting the ground. o P-code Golem scripts The make Pcode menu item allows to select a golem script and to save it in a semicompiled format, called P-code. The new file name will have .glp appended to it and can be read just like an ascii script by T3D (but faster). It is not humanly readable, however, and this allows third party developers to distribute their golem scripts. THERE IS NO P-Code to Ascii conversion tool! Once Pcoded the golem script is like a compiled program, so MAKE SURE TO KEEP AN EDITABLE ASCII BACKUP OF ALL YOUR SCRIPTS! o Faster Golem execution The new Pcode system allows for much faster execution of large scripts and is applied to Ascii scripts as well, compiling them during load. o Attachable Engines A new object property is Engine, located in Object Info panel. By setting the engine to one of the special golem engines found in Plug-In/Engines, all the manipulation that previously required a global PRERENDER golem script can be done locally and per-object. The new GLM_EngineObject variable is initialized (ONLY FOR ENGINES) to point to the object that owns the engine. This means engines are Black Boxes that can be shared among objects, projects, users, without being tied to a particular scene (unless wanted). The future introduction of GolemGui will allow for easy control of variable parameters thus making engines really integrated into Tornado3D. The checkbox allows to activate or deactivate the Engine. o Faster CGX 3D Rave / Permedia 2 The new "?" button to the right of the Hardware Acceleration gadget in Preferences allows to open the CGX3Drave Panel with full control over 3D chip settings and support for up to ten different engines o Broadcast markers Broadcast Safe and Title area markers appear on preview as two concentric boxes drawin in shades of blue. The outermost box shows the Action safe area while the inner box shows the Title safe area according to ANSI/SMPTE RP23.7 o Intensity mapping To match real and rendered sequences. Activating the Match BG Dynamic Range gadget in world panel changes the rendering procedure so that, if a BG image is installed, Tornado3D tries to match the final rendering to the original image dynamic range. This compensates for the integration "blurring" of the background and forces the rendering to adapt to the BG range. This is useful for special effects work, for example when using video-acquired imagery as background because it has a far inferior dynamic range than the infinite one a renderer has. Since the image integration is done per frame, this works also on animated sequences but it may lead to abrupt color changes if the BG imagery varies wildly from frame to frame. (This can be used for special effects as well, on scenes that fill entirely the screen the BG can then become a dynamic channel, used for intentional correction/distortion of color ranges). o Subtractive Alpha The Subtractive Alpha property removes the image installed in the ForeGround (and that should be a single frame, unless the clip has been captured twice with a motion controlled camera) from the one installed in the BackGround. This way, a static backdrop can be removed from an action filled sequence, and then used as a masked sequence for special effects work. o Modulate Sub-Alpha This alpha mode Subtracts (it does not remove) the ForeGround Image -that can be animated- from the BackGround one, thus allowing to modulate the bacground creating darker or lighter color areas, or adding lighting effects in post-production that match lighting effects used in rendering. For example, a special effects sequence with sudden light flashes could be reproduced using a matching black FG sequence with mid-gray tones in the flash frames. o Improved particles Particle systems have been improved to prepare to the new GolemGui-based system. o NURBS HAIRS! For pixel perfect hair styles, Nurbs hairs replace the old straight-line hair system with beautifully shaped Nurbs curves that allow for more realistic results with much less memory and will soon be animatable with elastic strings. o Face "Hairs" Now "hairs" -actually line particles- created with Shift-Make Particle, are fetched from faces and can be culled for better "wireframe" effects respecting depth priority. o Blob 3D Particles The blob particles have been reintroduced thanks to the new blob polygonization system and allow for solid, shadow casting, 3D effects such as water flows. o Image Panel Ratio Image Panel now shows (non-transparent) miniatures with correct aspect ratio (-Gosh, Mr.Smart, with such a revolutionary feature why don't we call it Tornado3D 5.0? -Holy Cows, Mr.Clever, I dunno. But we should: some people would have killed for it.) Other significant changes from earlier versions (Amiga specific) - Native Amiga (OCS,ECS,AGA) and color index graphics card support officially dropped, T3D3 should still be able to run on native amiga displays / color index boards with third party emulation libraries (this comes with NO WARRANTY AT ALL). - Direct Virge3D support dropped, Virge will be supported in future Cgx3Drave releases with the CgxRave driver and no changes to Tornado3D's executable. - Newicon.library has been dropped due to users request - The screen font is now fixed. Tornado3D ThreeOh uses helvetica.font in sizes 9 and 11 and needs them. - The new Gui requires that NO patches that change the window's frame appearance are installed. Just turn off Tornado3D from their application list. - The "Tools" gadget window is gone will be replaced by a floating context sensitive button window in the future. - The Copy Protection system has been rewritten using all the data lines found in the hardware keys and creating new serial number encryption schemes. PLEASE BE VERY CAREFUL RUNNING PROGRAMS THAT INTERFERE WITH THE DONGLE OR USING MOUSE SWITCHERS OR OTHER PASS-TROUGH DEVICES. (But we promise YOU, the paying users, that this time it will take much more than the year and a half the pirates needed last time. No one will use for free what you paid real money for.) What will be in the Free in 3.1 updated to be released before Christmas - TRIPLE BUFFERING To speed up editor redraw keeping a copy of non moving objects and layers, that are currently redrawn at each frame. This will lead to an order of magnitude faster interactive performance. - Prestored PatchArrays This will lead to a several orders of magnitude faster redraw and editing of Sculpted Surfaces, as the spline patches will be recomputed only when the geometry changes and not at every redraw like now. - GolemGui For a fully interactive Plug-In panel, and easy to use scriptable Guis - Internal virtual memory Cuts in half rendering memory requirements - Even faster PowerPC Full custom math library and no need for 680x0 assistance. - Advanced force fields Completly redesigned force field system based on GolemGui will be a free PlugIn module to be installed into PlugIn Tab - And more...