Here are a variety of resources for learning things related to Infini-D, old and new alike.
Unless you're a seasoned/long-time Infini-D user, you'll want to check out the Infini-D in 2020 section first to get started with obtaining and setting up the software.
Those using Infini-D on Windows should check out the Using Our Files on Infini-D for Windows section before using any resources downloaded from this site.
Jump to a section:
Infini-D in 2020 | Specular Tutorials | Mike Nibeck's Infini-D Lessons | Super Mac Animation Tips | Using Our Files on Infini-D for Windows | Making Flat Textures for Mapping Onto a Sphere
Infini-D in 2020
Unless you still own a real PowerPC or old Windows machine, chances are your modern computer isn't compatible with Infini-D. Luckily, there's no need to scour eBay for one of the aforementioned computers; in this day and age, it's easy to set up a virtual machine that emulates them.
On the following list, SheepShaver emulates PowerPC Macs, while VirtualBox can emulate Windows.
In my experience, Mac OS 9 and Windows 2000 are the easiest OSes to use Infini-D on.
It's equally likely that you don't already have a copy of Infini-D on hand. Luckily for us, Infini-D being dead means it is free to distribute, and several versions can be found on Macintosh Garden:
I highly recommend downloading Infini-D 4.0 or higher for practical use of the program (as practical as you can get, anyway); the older versions are more fun to look at than to use.
Also available on Macintosh Garden are two versions of BackBurner, Specular's distributed rendering solution for Infini-D projects. While the program being merged into ID 4.0 made it irrelevant, a crazier modern-day Machead might find some use for them:
Official tutorials from Specular International, Infini-D's creator company.
Mike Nibeck's Infini-D Lessons
→ Lesson #1: Exploring the Basics of 3D Modeling
→ Lesson #2: Using Rails, Points & Beziers
→ Lesson #3: Using Fog & Texture Morphing to Create Underwater Effects in Infini-D
→ Lesson #4: Understanding Texture, Transparency Maps and Morphing Spline Objects
→ Lesson #5: Creating QuickTime Animations in Infini-D: A Tribute to QuickTime
→ Lesson #6: Writing with Lasers!
→ Lesson #7: Using Infini-D 4.0's Particle Tools
→ Lesson #8: A Look at Infini-D's Spline Modeler
Super Mac Animation Tips
by Santiago Betiz Benet
HOW TO MAKE THE FILES ON THIS PAGE OPEN IN ID3.5 FOR WIN95
by Kert Gartner
HOW TO MAKE A FLAT TEXTURE SUIATBLE FOR MAPPING ONTO A SPHERE
by John Knoll
1. MAKE YOUR TEXTURE SEAMLESS
Open your texture image in Photoshop.
Run the OFFSET filter (Filter>Other>Offset) with the horizontal spacing set to approximately HALF the distance of the original image, the vertical spacing set to ZERO, and the WRAP IMAGE option selected.
By doing this you will literally push the pixels off the right side of the image and wrap them around to the left side. This will show you a very clear seam in the middle of the image from what used to be the left and right edges. The new textures wrap because the edge pixels used to be in the middle.
Paint out the seam using the cloning tool, copying and pasting, and whatever other methods you feel appropriate to achieve the look you desire. You now have a horizontally wrapping texture.
2. MAKE THE IMAGE READY TO MAP
When a flat image is mapped onto a sphere, a pinch point occurs at the top of the spherical map. To get rid of this pinch point, use the LASSO tool to make a small, round selection in the center of the image. FEATHER the edge 5 pixels (Select>Feather) and copy the selection. Select ALL to drop the selection.
Run the POLAR COORDINATES filter (Filter>Distort>Polar Coordinates) with the RECTANGULAR TO POLAR selection checked. This filter mimics the distortion that occurs when a flat texture is applied to a sphere. As such, you will see pinch point in the middle of the image, just as youwould if you mapped the image onto a sphere.
Paste the small feathered selection of your image over that pinch point. To reverse the effect, run POLAR COORDINATES again with the POLAR TO RECTANGULAR option selected. By doing this you are essentially "unmapping" the sphere effect, so when you apply this texture to a sphere it will not have the pinch point.
Your image is now ready to seamlessly map onto a sphere.
Missing from this page today are the Absynthe Power Tools documents created by Chris Bernardi, as they were accessed via FTP in their lifetime and therefore not captured by the Wayback Machine.
If you have these documents, please send them to me so that they can be put here again!