|

Background music is Copyright © 1996, 1997 by Michael
D. Walthius. All Rights Reserved.
nimaTek's
'World Builder Software' version 1.0 is a DOS based professional
product that is currently being distributed on CD-ROM by Digimation
for $995. This 4 star product allows the user to create
photorealistic worlds and animations. A 486 math coprocessor equipped
computer with 8 MB of RAM is required. Digimation is a
distributer/producer of a number of plugins for 3D Studio. Check Digimation's
web page for details on the many products they offer. They can
be reached at 1-800-854-4496 and 150 James Drive East, Suite 140, St.
Rose, LA 70087. The dongle protected software with a moderate
learning curve is created in Russia. According to the manual AnimaTek
has 45 programmers, ten with Ph. D's in their 70 employee company in
Russia. KPT Bryce for the Mac and Vista Pro for the IBM PC are the
only competitors that I know of.
nimaTek's
World Builder installed easily from the CD-ROM under Windows 95.
They include a driver and instructions on how to modify your
system.ini file. The application supports 256, 32K, 64K and 16
million colors in a variety of screen sizes. It takes up about 160 MB
and requires a 40 MB swap area. The manual states the application
supports many popular video cards and the VESA standard. I have a
dual boot computer that uses software that allows me to boot into
numerous operating systems and I was never able to get the software
to run with my Matrox Millennium video card when I booted into MS-DOS
6.22. A call to tech support at Digimation revealed that this
software is incompatible with the Matrox Millennium unless it is
installed from Windows 95. The 400 page manual is very well written
with only a few minor mistakes that shouldn't cause anyone any
problems. The first 100 pages consist of five tutorials.
he
interface consists of top, front, right and user viewports however
several options are available that allow you to tailor the viewport
layout in any manner you may prefer. Each viewport can be rolled up
or made full screen. The interface has icons on the left side of the
screen. Each icon's purpose is displayed in text at the bottom left
side as the mouse pointer is placed over an icon. These icons allow
you to save a project, save a project under a new name, load an
existing project, render a view port, draw a new skeleton line, add
new light sources, etc. Six render methods are available. Phong,
flat, wireframe and skeleton have icons while bounding box and
gourand do not. All the rendering methods can be accessed from the
render drop down menu at the top of the interface. The interface has
an object tree area on the upper right side. This is a list of the
various objects the project is using such as camera, camera target,
light source, water, sky, etc. You can edit any of these objects by
selecting it with the mouse and then using the tools that are
associated with the object. The edit menu appears just below the
object menu and this is where the tools appear. Below the edit menu
in the extreme lower right corner of the screen is the view control
panel. This panel has several icons that allow you zoom in or out,
rotate any view, etc.
utorial
one requires you to create a 3D scene using the existing libraries.
After you drag and drop a skeleton selection from the library area at
the bottom of the screen onto any viewport, you get something that
looks like the adjacent figure. The skeleton icons appear to be Phong
rendered so you don't see the skeleton lines until you drop them into
a view port. The nearby image is a top view of six skeleton lines
that comprise a canyon that will be skinned with
material, flooded with water, covered with grass, trees, snow, etc.
The skeleton library consists of preset skeletons for 10 canyons, 10
dunes, 11 hills, 10 icebergs, 3 lakes, 40 mountains, 3 reefs, 6 rocky
areas, 10 volcanoes and you can add your own. All the libraries are
displayed across the bottom of the screen and can be either text,
icon or both. Each line can be edited in any manner desired including
scaling, rotating, moving, etc. This can be done in all 3 planes of
the 3 dimensional world by editing the skeleton lines in any of the 4
views. Next you set up a camera view by selecting the camera from the
object tree and then selecting viewport from the edit menu. When you
select the camera, a cone appears on all 4 view ports that represents
the camera's view. When you select the camera's viewport, you get a
fifth viewport that shows the view the camera will see. This viewport
can be positioned any where you wish. The camera has controls for
field of view, perspective, roll, position in all planes, etc. The
camera can be dragged around manually with the mouse or can have all
of its parameters adjusted numerically. In other words, you have
total camera control. Next you select the material library from the
drop down menu. Sixty different materials are available and you can
create your own. Then you select landscape0 in the object tree area
and then click on material in the object editing window. This gives
you the area editor which is the sixth viewport you now have open.
All of these view ports can be rolled up so this isn't as cluttered
as it may sound.
he
area editor gives a top view of the landscape and allows you to add,
delete and edit the various materials you select. The sixty materials
available have many colors, textures, reflections, etc. and all
parameters can be controlled to any degree desired. You then drag and
drop a material from the material library to the right side of the
area editor. The left side of the area editor has several icons that
allow you to preview the area your material is covering, draw areas
to confine material coverage, zoom in and out, etc. The purpose of
each icon is displayed in the lower left corner of the screen as the
mouse is moved over it. Next you add a sky. The sky library has 46
skies. A sky icon is dragged and dropped into a viewport and the
camera viewport is then Phong rendered.
he
next step is to add water to the scene. This step is flawed. A total
of 14 different water choices are available. The tutorial requires
you to drag and drop a water icon onto a viewport then render it. As
the tutorial correctly states the water is not visible because it is
at the same level as the landscape. The tutorial then instructs you
to raise the water level by selecting it then pressing the up arrow
once. When you render the scene after following these procedures you
discover the water is in the center or top of your scene thus
rendering the image unusable. I had several conversations with tech
support at Digimation about this. The tech support guy kept insisting
that I was raising the water level too high. I knew I wasn't and I
finally figured out that he had never done the tutorial! When I
challenged him on this point he admitted as much. I told him if he
did do the tutorial he would immediately see what I was talking
about. I heard from him a few days later and he confirmed there is a
glitch in the application. It is important to note this only occurs
when you use World Builder's pre-made skeletons. It does not occur
with skeletons you create yourself.
he
next step in tutorial one requires you to add plants to the scene.
The very thorough plant library has 184 different plants that include
trees, flowers, cactus, ferns, shrubs, etc. This step also requires
you to use one of the most superb features of any graphics
application ever made. Take a look at the adjacent image.
This is the landscape I created. I didn't include the water since
that would mess up the scene. You would not want to render this
complex image every time you made some minor addition to it. World
Builder has an icon the left side called Step Forward. When you click
this icon the rendered scene is frozen and the only thing that gets
rendered is whatever you add to it. This procedure allows you to add
numerous small plants to the scene, edit their appearance, move them
around, etc. and then quickly observe the result since you only
render the plants and not the entire scene each time. After a plant
is added, copied and the copy placed in the scene you click the
Return to First Step icon and Phong render the finished scene. You
then produce a finished render and save it in pict, bmp, tga, jpeg
and/or tiff. I say and/or because the software allows you to save the
image in five different formats simultaneously. The output image may
be skeleton, wireframe, flat or Phong. You also specify the width and
height in pixels and a few other details.
utorial
two has you create a mountain range from scratch by drawing the
skeleton lines, fractalizing them, adjusting the altitude, etc.
Fractalizing is an option available any time you are working with one
of the skeleton lines. When you click on the fractal button in the
edit menu a node is inserted between each pair of nodes on the
skeleton line you are working on and each inserted node is offset a
small amount in the X, Y, and Z direction. You can easily control the
amount of offset in each direction. This allows you to add more
detail to a skeleton line. While this is acceptable I would prefer
nodes that support bezier curves. All the lines that are associated
with these nodes are straight and it requires many nodes to achieve
realistic detail without unnaturally straight sections of terrain.
Furthermore it can require a huge amount of individual node
manipulation. Bezier curve type nodes, as are found in many drawing
and illustration programs, would substantially reduce this node glut
and greatly simplify the production of realistic landscapes. The
x/y/z coordinates of each selected node are displayed in the lower
left so any node can be placed anywhere you wish. Unfortunately it is
not possible to select more than one node at a time.
ne
of the things you do in tutorial two is edit the landscape with the
land surface parameters. You select landscape0 in the object tree
window then select parameters in the edit area. This brings up a
dialog box that allows you to change the evolution and roughness of
the mountain. When the evolution parameter is increased the base of
the mountain gets wider. When the roughness is increased the terrain
gets rougher. You also edit the landscape settings by increasing the
number of points in the landscape mesh and observing the increased
detail. This adjustment makes the mesh that lays over the skeletal
lines smaller thus providing greater detail. You also move the camera
and target around using the variety of methods available. You change
the light's color and it's angle. You then perform quite a bit of
work using the area editor. You select different materials and adjust
the altitudes and slope angles they are placed on. You edit the
materials to change their appearance and you can add some grass, snow
and fog to the scene. World Builder comes with a built in paint
program to perform some of these functions. You add a sky and edit it
by changing its colors, gradient depth, horizon angle and cloud
density. You add a lake and edit the water's color, ripple, wave
length and amplitude. Next you add grass and trees. The grass
attributes can be edited to specify height, height variance, maximum
and minimum blade length, clump radius, clump spacing, colors, etc.
The trees are edited to specify maximum and minimum height, distance,
shadows, length, width, etc. In other words you have total control of
the environment's appearance and you get to adjust many of the settings.

utorial
three covers the incremental design feature in depth. It also has
you work with the z-buffer which is where the incremental rendering
information is stored. The value of the incremental feature becomes
very apparent when working on a scene with many plants. You can add a
plant, render just the plant then step up and add another plant.
Since you are only rendering a plant or two each time, the work goes quickly.


utorial
four has you create an animation. You animate the grass, water and
camera. World Builder does not produce an animation but instead
produces a sequence of images that are automatically numbered in
sequence. These images can easily be imported into Adobe Premiere,
which is not provided, to create an animation. It took my 133 MHz
Pentium with 64 MB of RAM six hours to render 110 bmp images that
were 320 X 200 in size. The finished 24 bit color animation had the
camera flying over grass that waved gently in the breeze then crossed
a pond with rippling water that reflected the mountains in the background.
 utorial
five is the final tutorial and it has you load a pre-made river
valley which you then block with a dam that was created in Autodesk's
3D Studio. You position the dam then adjust the landscape so the dam
blocks the water flow. You also edit the 3DS material in an emulated
3DS material editor that is part of World Builder. This makes the
concrete dam appear more realistic.
fter
the 100 pages of tutorials are completed, the rest of the book
consists of detailed instructions regarding the features of World
Builder, including network rendering, and all the dialog boxes. The
tutorials are not the only way to learn World Builder. The help drop
down menu provides access to numerous demos of the various features
of World Builder. The software also has a landscape library with 60
landscapes that include 11 aquarium landscapes and 1 moon crater
landscape. It also has a stone library with 16 stones. It will import
digital elevation map (DEM) files. I had to call tech support because
I couldn't get a correct image from some DEM files I had. I e-mailed
samples and the tech support guy called back a few hours later and
advised me to resize the DEM mesh to match the existing default
landscape mesh. Once I did that I managed to get a usable image. This
software is hampered by a DOS environment. It should be ported to
Windows as soon as possible. Curve type nodes should added and
drawing primitives would be welcome. The water problem should also be corrected.
Roger A. Moncrief e-mail
All pages copyright© Roger A. Moncrief, Indepth Reviews, 1997
Thanks to Judy Gefter, !LuM! and Charles Blaquiere for
their advice and counsel, some I heeded and some I didn't. |