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.

→  SheepShaver Download and Setup Guide
→  VirtualBox Download and Setup Guide

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:

→  Infini-D 4.5
→  Infini-D 4.0
→  Infini-D 3.5
→  Infini-D 2.6
→  Infini-D 2.5.2
→  Infini-D 2.01

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:

→  BackBurner 3.5
→  BackBurner 2.6

Specular Tutorials
Official tutorials from Specular International, Infini-D's creator company.

Tips and Techniques Series
→  Tip #1: Animating a Flag in Infini-D
→  Tip #2: Animated Water In a Pipe
→  Tip #3: The Meteor That Destroyed The Earth
→  Tip #4: Instant Trees

→  10 Great Tips for Beginning with Infini-D 2.6

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 an Opening Flower on Infini-D
→  Boolean Rendering for Beginners
→  Fun with SuperFlares
→  ID4 Particles for Dummies
→  Starfield Simulation

by Kert Gartner

The first thing that you will have to do is download Stuffit Expander for Windows. Once you have that installed on your system, you need to goto the Options screen and then goto Cross Platform options, and make sure "Save Macintosh files in MacBinary format" is set to never.

Once that option is set, all you have to do is uncompress the file, and then rename the file with the appropriate extension.
If the file is a Scene file, the extension is .ids
If the file is an Surface Library, the extension is .idl

Any file that was created in and earlier version of ID (earlier than 3.5) on the Mac will have to be opened in version 3.5 on the Mac, and then given either the .ids extension for a scene file or .idl for a surface library. Once the file is saved in v3.5 on the Mac, and renamed, it should open fine on the PC.
Unfortuantely only about 90% or so of the files here were created in v3.5. So some of the files will not open correctly on the PC version.

by John Knoll

NOTE: For the purposes of this exercise we will assume that you are using an image that either has (a) no alpha channel, or (b) an alpha channel that looks essentially like the original. If your image has an alpha channel that looks nothing like the RGB image, you will need to repeat this process seperately on both the RGB and alpha channels.


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.


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!