Real 3D Feature List
My comments in red italic text
- Easy to use and user friendly.
Well, so they say
- User configurable and expandable editor allows user to
build up job specific modelling environments for different
types of modelling tasks.
Its highly configurable interface is something one just has
to play with, because the interfaces supplied are not that
good - especially on the Amiga version. This is a feature
that really goes way over some of the other packages around.
- Tools window provides the user with an icon based
interface to the program.
This is very true, however, as soon as you begin to learn the
keyboard shortcuts, you will take off some of the icons to
give more screen space to modelling. A couple of alterations
to the startup-file, and you will be able to have each window
ready witha shortcut. Too much icons - I say.
- Fully integrated editor and rendering engine allows ray
tracing to be used as a primary rendering method simultaneously
for all windows.
Obviously, you should need a very fast machine or a simple
scene to be able to use this feature. Some people might find
it handy.
- Zero wait state design takes full advantage of multitasking.
Time consuming tasks like rendering are handled asyncronously
allowing the user to execute modelling activities without waiting
for the program.
The wait state design is not something you will notice, but if you
ever use a package without it, you'll know you are missing something.
- RPL, a fully featured programming language providing the user
with total and interactive control over all functions.
Except the rendering engine. However, I am very pleased with this
language. It provides the user with the ability to create custom
tools with its own interface.
- Open architecture allows end users and third parties
to expand and customize the program using RPL.
There is a lot of very nice free RPL goodies out there, for various
tasks. A couple of very nice commercial software written in RPL as well.
- Saveable macros based on RPL which can be bound to keys and
user defined icons.
This is a very nice feature indeed. Do your stuff with macro
recording activated, and use the resulting code as an example
for a custom RPL project.
- Two file formats available: binary format based on IFF and
ASCII format based on RPL.
Another GREAT feature. Imagine having to rename all materials
in a really big project manually. Instead, open your favourite
texteditor, and just do some search and replace, run the new
file and everything is done in a minutes
- Undo with unlimited depth.
Yes, but could have been better. The undo buffer seems to have
a complete version of the previous project in memory. This means
that with very big scenes, the undo procedure is rather time
consuming.
- User configurable keyboard shortcuts.
Yes, but the default shortcuts takes up practically all the keys.
- Parallel and perspective projections available for all view
windows.
- Clip-box feature can be used for clipping out unnecessary
parts of the model using cubes.
- Measuring system allows the user to define coordinates
directly or through mathematical formulas using the keyboard.
Meters, centimetres, millimetres, inches, and feet are supported.
Normal and polar coordinates can be used with eight different
measuring modes.
Also, relative and absolute coordinates is supported. This is
one of the best measuring systems I've seen around.
- Unlimited number of saveable grids with user defined colours,
line patterns, sizes, position, name, etc
- Existing objects can be used as 'snap to' points. Vector stack
allows vector operations like addition, subtraction, averages,
etc.. Results can be used as an input for creating and modifying
objects.
The vector stack is very powerful indeed, but its interface (or
the lack of it) could have been a lot better. It takes a while
to get used to this way of working with snaps.
- Hierarcical object construction.
This is probably one of the major features of Real 3D. The
hierarcical concept is just tremendous. It takes a bit of time
to understand how powerful this really is, but understanding it
makes you a far better modeller and animator making it work
to your advantage. A lot of tricks would not have been possible
without this kind of hierarcical way of construction.
- Solid (CSG) modelling including more than 30 built-in primitives.
Which means that CSG solids have a true volume based on a
mathematical formula rather than a set of polygons. Because of
this, the smooth egdes will never have any polygonal artifacts.
The RPL language even gives you the ability to check if an object
is inside another.
- Boolean operations.
The boolean operations are extremely powerful, and it is computed
at render time. This gives you the ability to animate the effect
with extreme ease and flexibility.
- Quadric surfaces.
- Polygonal surfaces.
They are there, but they lack some essencial tools to be a
comfortable parter of modelling. Then again, Real was never
designed to be a polygonal modeller.
- B-splines.
A much better alternative to polygons. Although not a full
NURBS inplementation, there are some extremely well designs
out there.
- Freeform curves can be used as trim curves to cut objects.
A very nice feature, but with a couple of limitations that can
be overcome. I.e. that a trimcurve will cut infinetaly deep.
- Large collection of creation tools based on quadrics such
as lathe which creates smoothly curved objects by joining
cylinders, cones, ellipsoids, and hyperbolics.
This is something one could use for building fast outlines of
an object, or very render effective objects.
- Numerical, accurate editing of geometric attributes of primitives.
Although the interface for this editong is pretty bad, one can do
things that are not done in the creation stage of the object. I.e.
one can separately change the angle of the top and bottom side of
a cutted cone. There are so many parameters for the quadric objects,
that it takes a bit of trial and error to get it right, even with
the schematics by your side.
- Comprehensive set of freeform construction tools including
co-planar and orthogonal sweeps (extrusion along a curve), swing,
rotation, cross-sectional building, curve to surface skinning and
parallel curve / surface tool.
And if these are not enough for the advanced user, one can obtain
free tools from the ftp-site. Remember, because of Real 3Ds high
level of flexibility, one can easily create freeform objects with
some help of the large selection of animation tools.
- Object construction tools producing 3D object from 2D bitmaps.
This is a bad implementation, as it takes too much memory with
large bitmaps. However, it can be very useful for rough outlines,
from which you can create a simpler version. Some people might
find this a very useful tool.
- Landscape and tree fractal generators.
Fun stuff to play with. Nice trees produced, but rather hard
to texture, although possible. The landscape generator is
fairly standard. These constructions can also be animated through
the use of build-in RPL words to generate these objects.
- Freeform extrusion tool: automatic bevelling with four bevel
profile options, adjustable bevelling radius and extrusion depth,
both inwards and outwards bevelling supported. It is fully
automatic, generating holes, adjusting bevelling radius etc.
The tool uses B-splines for the best quality.
Nice for producing animated logos with unavailable fonts.
- A built-in 3D font loader tool.
- Advanced tool for creating complex skeletonal particle systems.
- Volume filling particle tool.
- All necessary linear transformations including: move, size,
stretch, rotate, mirror, shear, etc.
- Nearly one hundred non-linear free-form deformations including
bend, twist and deformation through user defined control curves.
There are so many ways of doing non-linear deformations on a freeform
object that you might have a hard task figuring out what to use for a
specific task. Some testing is nessecary go get the most out of this.
- Comprehensive set of direct curve and surface manipulation tools
through control and knot points includes remapping, automatic surface
closing/opening, manipulation through sub-groups, conversion between
different surface types, etc.
- Shrink wrapping functions: parallel, cylindrical, spherical and
surface normal direction shrink wrapping can be used e.g. for
generating a mesh surface from geometric primitives.
- Skeletonal control allows user to manipulate objects through
skeletons.
The skeletonal control could have been more intuitive. However, once
you have done one advanced skeleton, the next one is not too hard.
- Tags can be used for expanding object and material data structures.
- DXF, 3D Studio, ProDraw, and Sculpt import.
- DXF export.
- Procedural object creation.
- Intelligent thinking objects can be used as tools for creating new
objects.
- Textures are represented using primitives providing the user with
accurate and control over size, position, orientation, etc. and
allowing the user to manipulate textures like any other object.
Each layer of an objects texture can be animated separately, making
texture animation extremely flexible.
- Fast background image drawing function for rotoscoping, perspective
matching etc.
- Reflect feature makes it possible to place a highlight from a light
source to a location pointed by a mouse click.
A pretty strange feature, but it works great.
- A feature for mouse coordinate projection to existing objects
enables e.g. drawing a curve directly on the surface of another object.
Laying a road onto a mountain is very easy. Go to the top view, select
the mountain and start drawing the road. The curve immidiately conforms
to the curvature of the mountain. Yes, it is that easy.
- Particle Animation System based on Newton´s Laws of Motion
which includes all necessary force fields allowing realistic
simulation of wind, gravity, magnetism, friction, etc.
Very powerful stuff for a program in this price range. However,
the default values of size and mass is not always very usable,
so always manually change these attributes of the objects.
- Behavioural animation where objects can have their own
'intelligence' and react to their living environment making
decisions and communicating with other objects.
Just put an aircraft into flight, and it can change its
direction by itself, because it can 'see' the mountain
ahead of it.
- All objects can be used as particles for particle animation.
Even a particle animation system can be a particle in a larger
particle animation.
- New and revolutionary time based animation system based on the
object oriented theory.
- Tens of different techniques for creating animations.
A lot of choices, pluss a great deal of custom written free
animation methods for very specific animation.
- All animation data is a natural part of the object itself
allowing the user to save, load, duplicate, etc, animated
objects as easily as the simplest primitive.
- Lines, circles, ellipses, b-splines, etc can be used for
defining motions, rotations and other transformations for objects.
Mathematical formulas and RPL procedures can also be used.
- User defined control curves can be used for non-linear time
accurate control over acceleration/deceleration.
- Material properties, textures, cameras, and light sources
can all be animated like any other object.
- Inverce kinematics allows the user to re-define end points
for skeletons. For example: pulling on the finger of a robot
hand will cause the whole arm to follow with proper bending at
the joints.
- Skeletonal control supports hierarchical skeletons needed
for modelling character animations. It also supports angle
constraints, joint friction and skin effects.
This sounds easier than it actually is. Many will struggle
getting to grips with the hierarchical skeletons, especially
when it controls a multipart mesh object. It works though.
- Collision detection with user defined enviroment controls.
You can set the accuracy on the collision detection, how much
the 'rebound effect' is on each separate particle.
- Key framing can be used for object animation of light
sources, textures, cameras, and materials.
Keep in mind that keyframing is just one of about twenty
other animation methods.
- Envelope control supports linear, smooth B-spline and
discrete interpolation.
Linear and B-spline interpolation is self-explanatory.
Discreate interpolation means that the animation method
in question repeats itelf at the end if it is not defined
al the way to the end of its time.
- Animated shrink wrapping.
Make footprints in the snow, simply by letting a character
walk on it.
- The surface method makes rotating, walking etc. objects
automatically travel along surfaces.
A character can automatically climb a staircase, simply
because it is in his path. No more aligning the sole of the
foot for each step, reducing the need to create a lot of
keyframes.
- Hierarcial animation construction: a fish swims
along a path, the path is deformed by gravity caused by the
globe which follows a circular route around the sun, etc.
See how simple it can be done? Try to do this with a keyframer.
- A time line interface for animation editing.
- RPL interface to all animation techniques provides the
user with easy and fast way to customise the procedures.
- All linear and non-linear transformations and deformations
such as size, stretch, bend, etc.. can be animated.
Hmm...
- Animated background images.
- Frame commands for controlling single frame controllers.
- Boolean operations can be animated: drill a hole through
an object with a drill, pull it back and the hole disappears.
This would be a very timeconsuming animation to set up in a
keyframe based program. In Real 3D, just animate the 'cutting
tool', and off you go.
- Procedural animations. RPL allows the user to create
unique animations.
- Soft shadows
Some of the best soft shadows I have seen. They are so very
nice, but too hungry for time to be used in serious animation.
However, tricks are always available for soft shadows in an
animation.
- Atmospheric effects and fogs of all kinds.
These effects (not a plugin) gives very nice results, yet
they take their time to generate. You decide how well (and
for how long) by changing the 'accuracy settings'
- Depth of field with fully adjustable strength and
scale.
Unlike most other programs, Real 3D can produce depth of
field effect without any additional time. It can also be
produced without having anti aliasing set on.
- Motion blur applied to the entire scene or individual
objects.
Two comments on the motion blur feature. It takes too long
to render, and absolute speed is used to determine the
strenght of the blur. Which means that even if the camera
follows a speeding car, the car is blurred, but not the
background. New motion blur is on the way, and a couple
of fakes can be done to achieve the effect more effectively.
- Open port processing interface for various special
effects like lens flares, global fogs or glow effects.
3rd party developers can produce 'add-on' effects using
this interface and the modules introduced at any time.
Not many post processing modules available at this point,
however, the ones there are pretty good. new ones might
arrive soon.
- Fade object attribute allows easy fade-in/out of
objects.
Use this instead of true optical transparency, for
fading an object into the distance. The shadows and
reflections, as well as the object is faded.
- Unlimited number of light sources with any color
and brightness.
- Point, line, wall, conical spot and cylindrical
spot light source types available. Distance intensity
fading control, spot-axis intensity fading control and
spot angle/radius control included.
- Auto-exposure or manual brightness control.
- Shadow control of individual object for special
effects and increasing rendering speed, including cast
shadows and receive shadows attributes.
- 9 level anti-aliasing using adaptive sampling,
which can be combined with non-adaptive, super sampled
rendering for best anti-aliasing quality.
- Perspective and Orthogonal rendering available for
all rendering modes.
- Transparency and physically correct refractions.
- Blurred reflections and refractions.
Hmm...
- Supports window rendering, IFF-24 file, Targa 24/32
file, Windows BMP 24 file, or direct to frame buffer at
any resolution.
- Alpha channel support.
- Background color, solid or gradient.
- Enviroment colour, solid or gradient.
- Animated background images.
- Ambient light settings with any color or brightness.
- Adjustable 16 level 'recursion depth' for ray-tracing.
Defines how many layers of glass you can see before the background
color (enviroment color or enviroment map).
- 6 different dithering methods with adjustable strength.
- Object specific dithering.
This will dither an object even in 24-bit renders.
- 8 different rendering modes: wire frame, draft, enviroment
mapped, lampless, shadowless, outline Phong shaded, and complete
ray-trace.
- Field rendering with separate or interlaced fields.
- Optional background anti-aliasing for combining rendered
images with genlocks.
- Adjustable B-Spline rendering quality.
- Automatic B-Spline conversion to Phong shaded surface for
quick rendering.
- Matte objects for combining ray-traced scenes with backgrounds.
- Infinite number of rendering boxes allows user to render
quickly only those parts of the screen containing critical or
interesting objects.
A very nice feature.
- Real time camera view mode updating while editing camera
objects.
- Supports IFF (including 24 bit), BMP, Targa, PPM and
JPEG format texture maps.
Targa is also supported with 32 bit. The alpha information
can be used as a fademap (version v.53 only). Progressive
jpeg is not supported. Not a big problem with textures though.
- Volumetric texture mapping.
- B-spline texture mapping: texture automatically conforms
to the surface of the b-spline meshes, if the mesh is altered,
the texture alters with the mesh and maintains its conformity.
- Bump mapping with total control over bump height and shape.
Mathematical and user defined procedural bumps through formulas
and RPL procedures.
- Enviroment mapping supports global and object specific maps.
Hmm... I haven't seen the object specific enviroment map yet.
- Opacity mapping, Shadow mapping, Reflection mapping, Clip
mapping, Transparency mapping, Brilliancy mapping.
Opacity mapping only supported with version 3.53 through the
use of 32-bit targa images containing an alpha channel.
- Materials with no shadows.
- All mapping types can be mixed.
Indeed, making the material system increadibly flexible and
powerful.
- Material and texture properties can be cumulated
hierarchically. Scope feature allows smooth blending and
gradients of materials.
real 3Ds scope control is just amazing. You have to see it
to believe it.
- Textures can be tiled infinitely or a defined number in
the x and y directions.
- Textures can be flipped either in x or y or both directions
in order to create continuous texture appearances.
- Color interpolation for textures can be used in x and y
or both directions.
Reducing the pixelation effect when zooming to close on a
surface.
- User definable transparency colour.
- Texture anti-aliasing.
This one is okay for normal use, but don't use this feature
on a map with a very high repetition count.
- Unlimited number of procedural and mathematical textures
through user defined formulas and rpl procedures
This can naturally be animated as well, by adding a time
parameter to the formula/RPL procedure. Very nice 3D textures
can be done with this method.
- Non-homogeneous materials whose density can be controlled
by build in procedures or user defined formulas and rpl procedures.
Imagine a cloud whose transparency is changed in space and
time, making a wonderful evolving cloud. The bottom part of the
cloud could be made of wood as well :-)
- Texture mapping methods include: default, parallel, cylinder,
sphere, disk, and mapping through user defined formula /rpl procedures.
A pretty large collection of procedures have already been written,
and there are more to come.
- Material attributes like specularity, specularity brightness,
brilliancy, transparency, refraction index, turbidity, turbidity
saturation, roughness, and effectiveness, can all be freely defined.
- Fractal Noise based mathematical textures, such as marble and
granite.
You can make your own mathematical textures, but I would have wanted
to see some more as a built-in handler - ready to use. Mathematical
textures are very powerful, but some knowlegde of RPL programming
is required to get the most of it. I have even made a Mandelbrot
texture based on this technique, in which you can zoom in, just like
with some dedicated fractal software. Not at the same speed though.
- Glow material property for creating effects such as neon
lights, fire, laser beams and rocket exhausts.
- A material preview system which allows easy experimenting
with materials.
Updating the provided preview object will make this a lot more
usable.
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