Information, tutorials, files, scripts,
plugins, and downloads

The Erlang Shell and Wings3D: A tutorial for beginners who want to access or modify objects through the shell without compiling code.

How To Write Wings3D Plugins: A tutorial for beginners who want to add their own primitives (mesh objects) to the creation menu.

Plugins for Wings3D: Some of my most useful plugins (Gear, Ncube, Ngon, and GeoDome) are available for download. Plus new interface icons and Ambient-Occlusion!

Python Scripts for Blender: Some of my most useful python scripts (Backface Culling, Import-Export, and Displacement Mapping) are available for download.

Soccer Ball Tutorial: Two tutorials for Wings3D users are available.
Part 1: Modeling and
Part 2: Texturing with AutoUV.

GeoDome Bucky Ball Tutorial: For Wings3D beginners who want to try their hand at modeling a simple geodesic dome.

Blender and True-Normals: These are custom builds that use MoI's highly accurate normals. Here are executables for 2.49b and 2.5x.

Wings-0.99.04-SE: Here is my current build that includes many enhancements. You may download an installer for your platform here.

Wings3D & Global Illumination: Wings now supports vertex colors, so it can indeed display, edit, and render radiosity solutions. Screen Shot 1.
    A Blender scene of the cornell box was exported directly to the Wings3d File Format via my custom python script. The golf ball object resulted in a 4MB wings file! And that's after compression. The other ball was too big to be exported as one object. I used one ambient light source set to pure white to display the colors properly. Screen Shot 2.

Radiosity: Blender vs. LightWave: Illustrates the different ways to calculate global illumination. Blender uses Finite-Element Radiosity and LW uses Path-Tracing.
    Here are some of my ancient radiosity solutions that I exported from Blender directly to LWO format: LW-cornell-golf.png and LW-cornell-box.png. Here are some sample LWO files: lwo-vertex-colors.zip, some of which have the vertex colors stored per-vertex in the VMAP chunk, some have them stored per-face in VMAD.

Radiosity: Cornell vs. Blender: Want to see how Blender's radiosity solver compares to the one developed at Cornell University? Also includes some radiosity tips and hints for Blender users.

JPEG Artifacts & MPEG Compression: Here are a few technical tips and tricks to get great-looking, high-quality jpeg and mpeg files while keeping file size to a minimum.

Torus Knot Tutorial: For Blender users who want to try their hand at basic NURBS curve editing to create the famous knotted shape.

NVIDIA Hack for Haiku: This makes Haiku usable for NVIDIA cards that do not have a VESA mode that is equal to the LCD's native resolution.

This page was last revised on Tuesday, March 30, 2004
Copyright © 2001 - 2003 Anthony D'Agostino
All rights reserved.