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-
- Real 3D Version 1.4 Docs
- ------------------------
-
- By: SNUSKBUSKE (DIRTYBUSH) / DUAL CREW
-
- CONTENTS
- ========
-
- PRESENTATION ............................................ 1
- PREFACE ................................................. 2
- HOW TO USE THIS MANUAL ................................... 3
- FEATURES ................................................. 4
- Ray Tracing .......................................... 4
- Speed ................................................ 4
- Program Modules ...................................... 4
- Hierarchical
- Object Oriented Construction ......................... 4
- True solid Modeling .................................. 4
- Smoothly Curved Surfaces ............................. 4
- Boolean Operations ................................... 5
- Free form modeling ................................... 5
- Point editing ........................................ 5
- Properties of surfaces ............................... 5
- Properties of materials .............................. 5
- Fog effects .......................................... 5
- Texture mapping ...................................... 5
- Animated textures .................................... 6
- Bump mapping ......................................... 6
- Clip mapping ......................................... 6
- Special mapping ...................................... 6
- Light Sources ........................................ 6
- Animation support .................................... 6
- Rendering techniques ................................. 6
- Display modes ........................................ 7
- Anti-aliasing ........................................ 7
- Dithering ............................................ 7
- Fast rendering ....................................... 7
- Macro function ....................................... 7
- 1 GETTING STARTED ........................................ 8
- Introduction ......................................... 8
- Hardware requirements ................................ 8
- Installation of the software ......................... 8
- Starting the program ................................. 9
- The Windows ......................................... 10
- 2 USING THE PROGRAM ..................................... 13
- The mouse ........................................... 13
- Creating and modifying objects ...................... 15
- Modify .............................................. 20
- Primitives .......................................... 24
- Modifying objects by their properies ................ 24
- Saving and loading objects .......................... 27
- Macro ............................................... 28
- Special Tools ....................................... 30
- Lathe ............................................... 30
- Tube tools .......................................... 31
- Fence tool .......................................... 32
- Polygon tool ........................................ 32
- Polyhedron tool ..................................... 32
- Conical tube tool ................................... 33
- Lathe 2 ............................................. 33
- Pixel tools ......................................... 34
- Light sources ....................................... 35
- The brightness of light sources ..................... 36
- Colors .............................................. 37
- The screen .......................................... 37
- Interlace ........................................... 37
- NTSC ................................................ 38
- Screen depth ........................................ 38
- Aspect ratio ........................................ 38
- Window size ......................................... 38
- 3 WIREFRAME MODEL ....................................... 41
- Aimpoint ............................................ 41
- Position ............................................ 41
- Position gadget ..................................... 41
- Distance ............................................ 42
- Screen .............................................. 42
- AR .................................................. 42
- << .................................................. 42
- >> .................................................. 42
- Record .............................................. 42
- Save ................................................ 43
- Rbox ................................................ 43
- Clear ............................................... 43
- Play ................................................ 43
- Frame ............................................... 43
- Editor .............................................. 43
- Solid ............................................... 43
- 4 SOLID MODEL ........................................... 45
- Frame ............................................... 46
- Name ................................................ 46
- Box off ............................................. 46
- Baselight ........................................... 46
- Background .......................................... 46
- Brightness .......................................... 46
- Overlight ........................................... 47
- Anti-aliasing ....................................... 47
- Resolution .......................................... 47
- Width and Height .................................... 47
- Recursion depth ..................................... 47
- Fast mode ........................................... 48
- Normal mode ......................................... 48
- Shadowless mode ..................................... 48
- Lampless mode ....................................... 48
- Outline mode ........................................ 49
- Single option ....................................... 49
- Autolight option .................................... 49
- Interlace option .................................... 49
- Overscan option ..................................... 49
- Greyscale option .................................... 49
- Dither option ....................................... 49
- Savemem option ...................................... 50
- HI-shade option ..................................... 50
- Targa option ........................................ 50
- Iff-24 option ....................................... 51
- Frame command ....................................... 51
- Aspect ratio ........................................ 51
- Render .............................................. 51
- Editor .............................................. 51
- Wire ................................................ 51
- Frame buffer support ................................ 51
- 5 MATERIALS ............................................. 54
- Reflection .......................................... 54
- Name ................................................ 55
- Brilliancy .......................................... 55
- Transparency ........................................ 56
- Speed of Light ...................................... 56
- Turbidity ........................................... 56
- Specularity ......................................... 56
- Specular brightness ................................. 56
- Bump height ......................................... 56
- Picture ............................................. 57
- Select .............................................. 57
- Show ................................................ 57
- Texture index ....................................... 57
- Mapping ............................................. 57
- No 0-col ............................................ 58
- Clip ................................................ 58
- Bump ................................................ 59
- Special ............................................. 59
- Color ............................................... 59
- Gradient ............................................ 59
- Tile ................................................ 59
- Flip ................................................ 59
- Angle ............................................... 60
- Unshaded............................................. 60
- Smooth .............................................. 60
- Ok .................................................. 60
- Cancel .............................................. 60
- Mapping Textures .................................... 62
- Other Material Functions ............................ 62
- 6 LOGICAL OPERATIONS .................................... 65
- And (ab) ............................................ 65
- And not (ab) ........................................ 65
- Eor (ab+ab) ......................................... 66
- Divide (ab+ab) ...................................... 66
- Obscure-function .................................... 70
- 7 FREE FORM MODELING AND POINT
- EDITING ............................................. 75
- Creating Curves ..................................... 75
- Selecting Points .................................... 76
- Building Free Form Objects .......................... 77
- Coplanar sweep ...................................... 78
- Orhagonal sweep ..................................... 78
- Swinging ............................................ 79
- Join function ....................................... 80
- Modifying Curves and Meshes ......................... 82
- Bending functions ................................... 85
- Bend & move ......................................... 86
- Bend & size ......................................... 86
- Bending examples .................................... 87
- 8 ANIMATION ............................................. 88
- Introduction ........................................ 88
- << (X) >> ........................................... 88
- Rewind .............................................. 88
- Expose .............................................. 88
- Wind ................................................ 88
- The first animation ................................. 89
- Animating objects with the orbit function ........... 90
- The Rotate function ................................. 91
- The Direction function .............................. 92
- Exposing and De-exposing ............................ 92
- Other Animation functions ........................... 94
- Animating with macros ............................... 96
- Animating the Observer .............................. 97
- Animating the Aim Point ............................. 97
- Creating Big Animations ............................. 97
- 9 PRACTICAL INTEGRATED FUNCTIONS......................... 99
- The Display ......................................... 99
- Display Redrawing Modes ............................ 100
- The Visible Range of the Object .................... 100
- Measuring Methods .................................. 101
- The Grid ........................................... 101
- Info ............................................... 102
- Standard Limits .................................... 104
- Attributes ......................................... 107
- Calculating Object's Prices ........................ 107
- Memory Management Functions ........................ 108
- The Undo Function .................................. 109
- 10 ADDITIONAL INTEGRATED SOFTWARE ...................... 110
- Display ............................................ 110
- Deltaconvert ....................................... 110
- Deltaplay .......................................... 111
- Command Explanation ................................ 112
- Deltaplay Control File ............................. 112
- CLI script ......................................... 113
- Delta To IFF ....................................... 114
- Realplay ........................................... 114
- Blon and Bloff ..................................... 116
- Sculpt to Real ..................................... 116
- 11 MENU DESCRIPTION .................................... 117
- PROJECT .......................................... 117 / 119
- OBJECTS ................................................ 117
- Create ............................................. 117
- Create root ........................................ 117
- Load ............................................... 117
- Save ............................................... 117
- ANIMATION ........................................ 117 / 118
- Size ............................................... 117
- Delete ............................................. 117
- Insert ............................................. 117
- Remove ............................................. 118
- De-expose .......................................... 118
- Load ............................................... 118
- Save ............................................... 118
- Orbit .............................................. 118
- Rotation ........................................... 118
- Direction .......................................... 118
- Goto frame ......................................... 118
- Play ............................................... 118
- MATERIALS ........................................ 118 / 119
- Create ............................................. 118
- Modify ............................................. 118
- Load ............................................... 118
- Delete ............................................. 118
- Load ............................................... 119
- Save ............................................... 119
- MACRO .................................................. 119
- Define ............................................. 119
- End ................................................ 119
- Execute ............................................ 119
- SCREEN ................................................. 119
- EXIT ................................................... 119
- CREATION ......................................... 119 / 120
- PRIMITIVES ............................................. 119
- TOOLS ............................................ 119 / 120
- Circular tube ...................................... 119
- Conical Tube ....................................... 120
- Fence .............................................. 120
- Lathe .............................................. 120
- Lathe 2 ............................................ 120
- Pixeltool .......................................... 120
- Pixeltool 2 ........................................ 120
- Polygon ............................................ 120
- Polyhedron ......................................... 120
- Rectangular tube ................................... 120
- LAMP ................................................... 120
- OBSERVER ............................................... 120
- AIM POINT .............................................. 120
- FREE FORM ........................................ 121 / 123
- CREATE CURVE ........................................... 121
- Circular curve ..................................... 121
- Spiral ............................................. 121
- Parallel ........................................... 121
- MODIFY ................................................. 121
- Show spline ........................................ 121
- Remap .............................................. 121
- Smoothen ........................................... 121
- Close .............................................. 121
- Break .............................................. 121
- Concatenate ........................................ 121
- Remove points ...................................... 121
- Subdivide .......................................... 121
- BUILD .................................................. 122
- Coplanar sweep ..................................... 122
- Join ............................................... 122
- Orthogonal sweep ................................... 122
- Rotation ........................................... 122
- Swing .............................................. 122
- BENDING MODES .......................................... 122
- Bend & Move ........................................ 122
- Bend & Size ........................................ 122
- Radial ............................................. 122
- 2D ................................................. 122
- 3D ................................................. 122
- BEND ................................................... 123
- Local .............................................. 123
- Global ............................................. 123
- End point .......................................... 123
- Linear ............................................. 123
- POINT EDITING .......................................... 123
- SELECT ................................................. 123
- SELECT NEW ............................................. 123
- DESELECT ............................................... 123
- DESELECT ALL ........................................... 123
- SHOW POINTS ............................................ 123
- MODIFY ........................................... 123 / 126
- HIERARCHY ........................................ 123 / 124
- Move ............................................... 123
- Move to ............................................ 123
- Stretch ............................................ 123
- Size ............................................... 124
- Rotate ............................................. 124
- Mirror ............................................. 124
- Extend ............................................. 124
- Explode ............................................ 124
- Copy ............................................... 124
- Rename ............................................. 124
- Locate ............................................. 124
- Delete ............................................. 124
- Color .............................................. 124
- Material ........................................... 124
- Painting ........................................... 124
- WILDCARD ............................................... 125
- Replace ............................................ 125
- Color .............................................. 125
- Delete ............................................. 125
- Macro .............................................. 125
- OPERATIONS ....................................... 125 / 126
- AND ................................................ 125
- EOR ................................................ 125
- AND NOT ............................................ 126
- AND with paint ..................................... 126
- AND NOT with paint ................................. 126
- DIVIDE ................................................. 126
- COLOR .................................................. 126
- SETTINGS ......................................... 126 / 128
- DISPLAY ................................................ 126
- Scale in ........................................... 126
- Scale out .......................................... 126
- Pan ................................................ 126
- Autofocus .......................................... 127
- Reset .............................................. 127
- DRAWMODE ............................................... 127
- Normal ............................................. 127
- None ............................................... 127
- DRAWLEVEL .............................................. 127
- All ................................................ 127
- Parent ............................................. 127
- Current ............................................ 127
- COORDINATES ............................................ 127
- Absolute ........................................... 127
- Relative ........................................... 128
- Abs & Rel .......................................... 128
- None ............................................... 128
- ATTRIBUTES ............................................. 128
- ALIGNMENT .............................................. 128
- GRID ................................................... 128
- EXTRAS ................................................. 129
- REDRAW ................................................. 129
- INFO ................................................... 129
- COSTS .................................................. 129
- Set price .......................................... 129
- Look price ......................................... 129
- AVAIL MEM .............................................. 129
- GET MEMORY ............................................. 129
- REPRESENTATION ................................... 129 / 130
- Add wire ........................................... 129
- Delete wire ........................................ 129
- Obscure ............................................ 130
- Draw wire .......................................... 130
- Rethink ............................................ 130
- Offset ............................................. 130
- CLOSE WBENCH ........................................... 130
- OPEN WBENCH ............................................ 130
- NO ICONS ............................................... 130
- UNDO ON ................................................ 130
- UNDO ................................................... 130
- MODES .................................................. 125
- WIREFRAME .............................................. 125
- SOLID .................................................. 125
- CONTROL MENU OF THE RENDERING SCREEN ................... 131
- CANCEL ................................................. 131
- EXIT ................................................... 131
- SCREEN TO BACK ......................................... 131
- SAVE ................................................... 131
- PRINT .................................................. 131
- SET BOX ................................................ 131
- BOX OFF ................................................ 131
- FILL BOX ............................................... 131
- KEYBOARD SUPPORT ....................................... 132
- GLOSSARY ......................................... 134 - 137
- Alignment .......................................... 134
- Animation .......................................... 134
- Brilliancy ......................................... 134
- Bump mapping ....................................... 134
- Delta animation .................................... 134
- Dithering .......................................... 134
- Expose ............................................. 134
- Frame .............................................. 134
- HL shade ........................................... 134
- Macro .............................................. 134
- Mapping ............................................ 134
- Material ........................................... 135
- Model .............................................. 135
- Object ............................................. 135
- Object Hierarchy ................................... 135
- Offset point ....................................... 135
- Operations (Boolean, Logical) ...................... 135
- Overscan ........................................... 135
- Picture ............................................ 135
- Pixel graphics ..................................... 135
- Point editing ...................................... 136
- Polygon representation ............................. 136
- Primitive .......................................... 136
- Projection ......................................... 136
- Ray tracing ........................................ 136
- Rendering .......................................... 136
- Solid model ........................................ 136
- Spline ............................................. 136
- Texture ............................................ 136
- Transparency ....................................... 136
- Turbidity .......................................... 136
- Vector ............................................. 136
- Vector graphics .................................... 137
- Wireframe model .................................... 137
- INDEX .................................................. 132
-
-
- PRESENTATION
- ------------
-
- Real 3D is the brainchild of two Finnish brothers, Juha and Vesa Meskanen,
- which brings together their interests in engineering, theoretical
- mathematics and programming the AMIGA. Here is some background in their
- own words:
-
- Juha;
- About the time I started my studies at the Technical Institute in Lahti,
- Finland, my brother and I bought an AMIGA 1000. We wanted to get familiar
- with computers and programming to complement our studies. My particular
- interests resulted in me starting to build the editor part of Real 3D.
- This became my degree project - the result of 4 years of intensive
- studies. My programming work was very dependent on the help I got from my
- brother Vesa. After taking my degree our programming work continued and
- intensified. It's great to see that our work has resulted in a finished
- product.
- Juha Meskanen
-
- Vesa:
- After college I decided to study mathematics, which I did for a few years
- at the University in Helsinki, Finland, and continued with research into
- theoretical mathematics. My brother and I divided the programming work.
- I did the calculations for the solid modeling part and my brother was
- responsible for the editor part. Together we were able to make the program
- into an effective and fast tool for making three dimensional graphics. For
- my own part I have found programming so interesting that I have suspended
- my work at the University so I can concentrate on developing our creation
- - Real 3D
- Vesa Meskanen
-
- - PAGE 1 -
-
- PREFACE
- -------
-
- The development of Real 3D started in spring 1986, when the advanced Amiga
- 1000 computer was released in Finland. The Amiga was the first reasonably
- low cost micro powerful enough and with the graphic capabilities required
- for development of three dimensional, solid modeling CAD software. After a
- three year development project, we were able to present the first
- commercial version of Real 3D. Software development has been quite
- expensive after the first version and we have been able to release new
- updates of the software regularly. This manual describes the current
- version 1.4 of Real 3D.
-
- The name, Real 3D, was chosen to illustrate the basic principle of the
- program, which is the simulation of the real world. Pictures produced by
- the solid modeler of the program are extremely realistic. This principle
- also means that Real 3D is easier to use: most of us are not experienced
- 3D modelers, but everybody has experience of the real world!
-
- During our development work on this program we have had very valuable help
- from Heikki Luhtala, one of the foremost figures in computer graphics, and
- a well known artist in Finland. Heikki Luhtala's help was particularly
- valuable in providing us with new ideas, testing the program and
- exchanging views. Warm thankx to Heikki. We'd also like to thank Esko and
- Kerstin Hamalainen for their help with making Real 3D a marketable
- product. Also many thanks to the guys at Activa International, whose
- headfast belief in our software has encouraged us tremendously during
- the development work.
-
- Juha and Vesa Meskanen
- Realsoft Ky
-
- - PAGE 2 -
-
- HOW TO USE THIS MANUAL
- ----------------------
-
- The contents of this manual are divided into the following chapters to
- give you the best possible overview of Real 3D that will allow you to get
- going quickly, creating attractive pictures and animating them. At the
- beginning you will find:
-
- Introduction, Features and Getting Started which provide brief information
- about the background of Real 3D, its most important features and how to
- install and start the program.
-
- Chapters 2 - 8 which are the actual tutorial chapters about the main parts
- of the program:
- solid modelling, rendering, animation etc. You thought to study these
- chapters carefully as they contain many important elements of a successful
- animation.
-
- Chapters 9 - 10 contain additional functions which you will find very
- practial and useful. These functions will help you to get a good final
- result.
-
- Chapter 11 is a list of all the functions of the program, which you can
- use for reference. There is a concise explenation of the use of the menus.
-
- The Appendix contains the necessary explanations of the keyboard functions
- and terms which are used in the program.
-
- The Index at the end shows you where in the manual you will find the most
- important features.
-
- NOTE: The user is kindly requested to check the README FILE on the program
- disk for possible instructions not described in the manual, if needed.
-
- - PAGE 3 -
-
- FEATURES
- --------
-
- Real 3D is a design and animation progra, for producing high quality,
- realistic pictures of three dimensioanl objects. It provides an impressive
- set of advanced features including:
-
- RAY TRACING
- The ray tracing of Real 3D is strongly based on the physical reality of
- the real world. Real 3D produce pictures by simulating the laws of
- physics, and consiquently it can represent reality with astonishing
- accuracy.
-
- SPEED
- Innovative methods and new ray tracing algorithms make Real 3D really
- fast. When using the fastest ray tracing mode, rendering time is typically
- from 1 to 15 minutes.
-
- PROGRAM MODULES
- Real 3D consists of three main sections. The first one is the tri-view
- editor. The second is the wireframe mode in which the user can move around
- the object in real time, change the distance to it, scale the size of the
- image or preview an animation. The third section is the solid model
- renderer, in which the actual colored images are produced.
-
- HIERARCHICAL OBJECT ORIENTED CONSTRUCTION OF OBJECTS
- With Real 3D you can create hierarchical objects. This means that objects
- you create can be made of subobjects, and these subobjects may have their
- own substructure and so on.
- This kind of tree structure is well known in the context of disk operating
- systems, in which you can create directories inside directories. Real 3D
- imitiates this and 'directories' we used to collect objects into logical
- groups. This kind of approach makes object modifications extremely easy,
- because it is possible to perform operations to logical entities. If you
- want to copy a DOS directory, you don't have to take care of the files and
- directories inside it. In the same manner, you can stretch a complex
- object in Real 3D as easily as stretching any one part of it.
-
- TRUE SOLID MODELING
- Real 3D includes a true solid modeler. Solid modeling is the most
- sophisticated way to present three dimensional objects. This modeling
- technique requires a lot of computing power and therefore it has earlier
- been used only in environments, which are many times faster than Amiga.
- Now it is possible for Amiga owbers to have all the advantages of solid
- modeling. This is thanks to extensive optimization carried out in the
- development of Real.
-
- SMOOTHLY CURVED SURFACES
- In addition to plane surfaces. Real 3D includes several curved surfaces,
- such as ball, cylinder, cone and hyperboloid. This means that no matter
- how much you enlarge a ball created by Real 3D, you don't find any edges
- or corners on the surface. Furthermore, this
-
- - PAGE 4 -
-
- makes the program much faster. And what is most important, the pictures
- it produces look really good.
-
- BOOLEAN OPERATIONS
- Solid modeling allows Boolean operations to be used between objects. It is
- possible, for example, to split an object into two pieces and move the
- pieces aport so that the inner structure of the object is revealed.
- Operations can also be done so that the properties of the material of the
- target object are changed. By using a brilliant cylinder one can drill a
- brilliant hole into a matt object. These operations are a powerful way to
- create and modify objects. Especially when modeling technical objects,
- Boolean operations are indispensable.
-
- FREE FORM MODELING AND POINT EDITING
- Real 3D contains a large collection of free form tools. With these tools
- it is easy to produce irregular objects. Furthermore, these objects can be
- freely edited using the point editing support functions of Real 3D. And
- finally, there are as many as 24 different ways available to bend and
- twist free form objects.
-
- PROPERTIES OF SURFACES
- Users of Real 3D are not restricted to using basic surface properties such
- as matt or shiny. Instead, the light reflection properties of a surface
- can be freely adjusted from absolutely matt or totally mirrored -
- precisely to the desired level.
-
- PROPERTIES OF MATERIALS
- Due to Real 3D's solid modeling, it is possible to create objects from
- different materials having suitable physical properties. Just as with the
- surface's brilliancy, the transparency of a material can be adjusted
- without any restrictions. Even light refraction properties are freely
- adjustable so that it is possible to create optical devices from glass
- lenses. These devices act as their equivalents in the real world: a
- magnifying glass in Real 3D's world realy magnifies!
-
- FOG EFFECTS
- The precise material control of Real 3D enables succesful simulation of
- atmospheric phenomena. For example, it is possible to create fog of any
- desired color and density.
-
- TEXTURE MAPPING
- The texture mapping properties of Real 3D are not restricted to the
- typical chequered pattern - any IFF picture can be used to paint objects.
- You can create pictures with your favourite painting program as wall as
- with a video digitizer or a scanner. For example, by digitizing a wood
- grain pattern, it is easy to create wooden objects that look very
- realistic.
-
- - PAGE 5 -
-
- pictures can be located precisely in the desired place, with the desired
- size and direction. Real 3D offers many texture mapping methods, including
- projections such as parallel, cylinder, ball and spiral. There are also
- many other handy options available, such as tiling, mapping and color
- gradients - which are especially useful when rendering 24 bit images.
-
- ANIMATED TEXTURES
- It is possible to use a series of changing textures in an animation. The
- program automatically loads relevant textures for each frame during the
- rendering.
-
- BUMP MAPPING
- The different texture mapping methods can be used to modify the shape of
- a surface. Using the texture animation feature in combination with the
- bump mapping, it is quite easy to animate a wavy water surface.
-
- CLIP MAPPING
- With this technique you can remove desired parts of a surface. The shape
- of the result can be defined using any IFF format image.
-
- SPECIAL MAPPING
- This mapping technique maps the surface brilliancy and transparancy
- properties from an IFF image. For example, you can write transparent text
- on a matt surface.
-
- LIGHT SOURCES
- A unlimited number of light sources of desired color and brightness are
- available.
-
- ANIMATION SUPPORT
- As well as single frame pictures, you can create a series of pictures to
- produce animations. Real 3D includes software for playing these animations
- interactively. Animations can be controlled by a script language from
- ASCII files or even direct from the keyboard. Instead of looping
- animations you can define an infinite number of ways to present your
- pictures. This allows you to create animations from a small number of
- frames by displaying them in various combinations.
-
- RENDERING TECHNIQUES
- Real 3D includes six different rendering techniques: a real time wireframe
- mode, a hidden line wireframe mode, a high speed ray traced mode using one
- automatically positioned light source, a lampless ray traced mode, a
- shadowless ray traced mode and a complete raytraced mode.
-
- - PAGE 6 -
-
- DISPLAY MODES
- You can select either a HAM display mode with 4096 colors, a gray scale
- display mode offering higher resolution or a 24 bit mode offering over 16
- million different colors. Both IFF ILBM and Targa formats are supported.
- The image size is freely adjustable.
-
- ANTI-ALIASING
- Real 3D includes adjustable anti-aliasing. There are 9 different degrees
- of anti-aliasing, from which the user can select a suitable level. The
- most accurate level uses 256*256 adaptive supersampling, which is
- undoubtedly enough for any application!
-
- DITHERING
- Real 3D contains three different rendering methods with precise dithering
- scale adjustment.
-
- FAST RENDERING
- It is possible to render with lower resolutions to produce images faster.
- Another very useful facility is the so called box function, which allows
- the user to define a rectangular area on the rendering screen. This area
- can then be rendered at the desired resolution, anti-aliasing level etc.
-
- MACRO FUNCTION
- It is possible to combine several Real 3D functions to form macros. With
- macros the user can easily create complex, symmetrical form or animation
- effects.
-
- - PAGE 7 -
-
- GETTING STARTED
- ---------------
-
- INTRODUCTION
- The purpose of this chapter is to give an introduction to the basic
- features of Real 3D. For clarity, all the examples presented are quite
- detailed and simple. It is assumed that the reader is familiar with the
- basic concepts of the Amiga's graphical user interface such as menus and
- windows. If you are not familiar with these basic features of the Amiga,
- please consult your Amiga User's Guide.
-
- HARDWARE REQUIREMENTS
- Real 3D can be used on any Amiga computer having at least 1024 kilobytes
- of main memory. No additional disk drives are required. With this minimum
- configuration you can create a model including anything up to 100 basic
- objects, such as cones and spheres. For professional users we recommend a
- configuration including at least 3 megabytes of main memory and at least
- 10 megabytes of hard disk space reserved for the
- Real 3D environment. Three megabytes main memory is enough for about
- 1000 - 2000 basic objects.
- If your Amiga has only 512K of chip memory (as on the A1000), some display
- mode combinations of the program may not be accessable. For example, the
- interlaced 16 color PAL display with overlapping windows will require too
- much chip memory.
- When rendering, Real 3D tries to speed up the calculations by using any
- available memory. This may mean that it will take several times longer to
- render a picture on a one megabyte Amiga than on a three megabyte Amiga.
- The Real 3D Pro/Turbo software package contains two versions of the
- program. The standard version 'Real' does not take any advantage of a math
- co-processor. Instead, a fast floating point format and integers are used
- to obtain high rendering speed on a standard Amiga. The turbo version
- 'Turboreal' is optimized for faster machines, and it requires a Motorola
- 68020/30/40 processor with a math co-processor.
-
- INSTALLATION OF THE SOFTWARE
- Before you use your Real 3D disks, create working copies of them by using
- either the workbench duplicate operation or a copying program. This
- guarantees that if your disks are corrputed accidentally you will have a
- back up. If you want to install the software on a hard disk, just double
- click the InstallHD icon on the first program disk and follow the
- instructions. For succesfull installation, there must be about three
- megabytes of space available on your hard disk. After installation, the
- unnecessary one of the two program versions 'Real' or 'Turboreal' may be
- deleted from the hard disk. Remember to add the "assign Real:
- Partition:Real" command to your startup-sequence file, where Partition
- refers to the hard disk partition you have chosen to install Real 3D on.
-
- - PAGE 8 -
-
- If you are going to use the software from a floppy disk, you should do the
- following:
- - Format a disk to which you want to install the Real 3D software.
- - Copy the 'Real' (or 'Turboreal') program to that disk.
- - Copy 'Display', 'Deltaplay', 'DeltaToIff' and 'DeltaConvert' programs to
- the disk.
- - Copy the files 'realpref' and 'attributes' to the disk.
- - Copy the drawers 'Textures', 'Materials' and 'Bumpmaps' to the disk.
-
- After these steps, the disk should be quite full. You will need some
- empty work disks when using the software. For example, you could use
- a disk for each Real 3D project to store the animation data and the
- images you create.
-
- For your convenience, Real 3D maintains information on the DOS
- directories that contain the files created by the program - namely
- animation, material and object files. The default directories are the
- directories found on the 'Real' disk. You can change them by selecting
- a desired directory when loading/saving data, and then choosing the
- Atrributes -> Save function.
- The directory paths are then written to the attributes file, and when you
- next run the program and try to load some data the relevant directory is
- immediately displayed (if it still exists). The details of the required
- actions are described in the chapters on saving and loading objects and
- attributes.
-
- STARTING THE PROGRAM
- Real 3D can be activated from the Workbench interface by double clicking
- the icon of the program 'Real' (or 'Turboreal') or from the command line
- interpreter (CLI/SHELL) using the command 'REAL'.
-
- To start the program from a floppy disk:
- - Insert your working Real 3D disk into a floppy disk drive.
- - Open the icon for the disk.
- - Open the icon for the 'Real' program.
-
- - PAGE 9 -
-
- (Picture "PIC10")
-
- If you are going to modify an object that you have created previously,
- then you can start the program by opening the icon for that object as
- described in the Amiga manuals. The same method is valid for all data
- files created by the program.
-
- NOTE: If you start the program from the CLI, make sure that the stack size
- is large enough. We recommend the stack size to be at least 20,000 bytes.
- You can use the CLI 'stack' command to set the proper stack size.
-
- THE WINDOWS
- When the program is started, it goes straight into the editor mode, in
- which all object creation and modification functions are used. The editor
- display consists of a number of different windows, which all have their
- purposes. The three largest windows are called the main projection
- windows. These windows show the object under construction from different
- directions. The top left window shows the object in the XY plane, the top
- right window in the ZY plane, and the bottom left window in the XZ plane.
- In other words, if the top left window shows the object from the front,
- the top left window shows it from the side, and the bottom window shows
- it from above. The construction of objects can be done in any one of these
- three windows using the mouse. If the windows are overlapping, you can
- make the desired one visible by moving the mouse pointer on it and
- clicking the left button. You can see a '+' symbol in each of the main
- projection windows. This symbol is the
-
- - PAGE 10 -
-
- cursor, which, for example, defines the point to which objects are located
- when they are loaded from disk. It also defines the third coordinate value
- for the pints which the user defines with the mouse; a mousebutton click
- defines only two coordinates at a time. You can move the cursor to a new
- location by clicking in the desired place.
-
- (Picture "PIC11")
-
- The bar at the top of the screen is called the instruction window, which
- shows, amongst other things, the mouse coordinates. The main purpose of
- this window is to give information nd instructions to the user. For
- example, if you click in one of the projection windows, the instruction
- window displays the message'<0> (X) object', where <0> is the index of
- the current animation frame and object is the name of the active object.
- The active object defines which part of your scene will be affected when
- a modification function is executed. The window in the bottom right
- corner of the screen is called the selection window. This window displays
- the names of the objects you have constructed, and you can activate an
- object by clicking on its name. The name you clicked on will then be
- displayed in the instruction window to indicate its selection. In this
- manual we will sometime use the statement 'Select an object' as a
- synonym for 'Activate an object'.
-
- - PAGE 11 -
-
- Some Real 3D functions, such as the logical operations, require more than
- one object to be selected. In these situations the program will display
- two new gadgets at the bottom of the selection window - namely the OK and
- CANCEL gadgets. You can freely click the different object names in the
- selection window, as the final selection will only be made when you click
- on one of the main projection windows or the OK gadget.
-
- - PAGE 12 -
-
- 2 USING THE PROGRAM
- -------------------
-
- THE MOUSE
- When using Real 3D, the mouse is the most important input device. The
- actions the user can achieved with it can be divided into two categories
- in the following way:
- - The right button is used for menu selection. In addition to this, in
- the editor the object creation procedures can be cancelled by clicking
- the right mouse button.
- - All the other actions use the left mouse button including drawing and
- window selection. Most of the actions in Real 3D can be performed by
- menu selection, in a way that is defined by the Workbench user
- interface: To select a menu item, press the right mouse button, point
- to the menu bar, then point to the desired menu item and release the
- right button when the item is highlighted. You can experiment with this
- by selecting a new color from the 'Color' menu. The program replies by
- showing a message informing you of the new color in the instruction
- window. Multiple menu selection is also supported: To select several
- menu items at the same time, keep the right mouse button held down and
- select the required menu items with the left mouse button.
-
- (Picture "PIC13")
-
- In this manual menus are represented in the following way:
- - Menu -> Item.
- - Menu -> Item -> Subitem.
-
- - PAGE 13 -
-
- For example: Creation -> Primitives -> Sphere.
-
- (Picture "PIC14,29")
-
- Instead of using menus, most functions can also be activated using
- keyboard equivalents or selection window icons.
-
- When using the left mouse button, use sharp clicks instead of keeping the
- button down and moving the mouse. Left mouse button dragging is reserved
- for certain point selection functions. For example, when shaping a
- rectangle, click on the top left corner, and then release the button.
- Then you may freely move the mouse, select some other menus or even have
- a cup of coffee. When you are certain of the position of the bottom right
- corner of the rectangle, click a second time in the desired place.
- When modeling objects with exact coordinates, it may be difficult to
- obtain high enough accuracy using the moise. In such a situation you can
- replace left mouse button clicks using direct coordinate request: if you
- press the colon key ':', the program creates a requester into which you
- can type the desired coordinates. On the other hand, if you need to
- define a single value such as a the radius of a sphere, a sizing factor,
- or a rotation angle, use the semicolon key ';'. This awakes a requester
- into which you can enter a suitable floating point number.
- Moving the mouse while keeping the left button pressed (dragging), has
- some special functions in Real 3D. If you try this, you will see that a
- box is shaped according to the mouse pointer movements. With this box you
- can activate points for point editing as described in the Chapter 6.
- If no point selection function is selected before dragging, the program
- calculates an average point. By default, the average is calculated only
- from two coordinates which are active on the window used (for example X
- and Y on the top left window). If you want to obtain a true 3D average,
- hit the '/' key before dragging. And if you want to consider only the
- points of the active object instead of the whole scene hit the '=' key.
- Although the averaging operation is simple, it is very useful. Using this
- feature, you can easily lock the mouse coordinates to any existing point,
- when modifying or creating an object; just drag the box around one single
- point.
- The following examples demonstrate, how the dragging feature can be used.
- If you are not yet familiar with the software, skip these examples until
- you know the basics of Real 3D.
-
- - PAGE 14 -
-
- To lengthen a cylinder:
- - Activate the cylinder and select the Extend function.
- - Drag a box around the points of one end of the cylinder.
- - Drag a box around the other end.
- - Extend the object.
-
- To create a circle precisely in the middle of another circle:
- - Select the circle creation function.
- - Drag a box around the points of the circle this defines the middle point
- of the new circle.
- - Define the radius.
-
- To move a triangle so that its top will be in the middle of an edge of a
- rectangle:
- - Activate the triangle and select the Move function.
- - To ensure that the opertion is done correctly in all three dimensions,
- hit '/' key.
- - Drag a box around the top point of a triangle.
- - Hit '/' key again.
- - Drag a box around the two end points of the desired edge of the
- rectangle.
-
- CREATING AND MODIFYING OBJECTS
- All the objects created by Real 3D consist of so called primitives. These
- are the basic components and tools from which you can construct more
- complex objects.
-
- To create a 'rectangle' primitive:
- - Choose the menu Creation -> Primitives -> Rectangle.
- - Move the mouse pointer to the desired location for one corner and click
- the left button.
- - Now you can shape the rectangle by moving the pointer.
- - Click the left button and Real 3D creates a 'rectangle' primitive.
-
- Now the instruction window displays 'Rectangle' as the active object. You
- can look at the rectangle in the two other projection windows by clicking
- in the desired window. The rectangle is a plane, and therefore it appears
- as a line when you look at it from the side.
- You can also see a peak perpendicular to the rectangle. The purpose of
- this peak is explained in the section on Logical Operations.
- You can see the logical structure of your object in the selection window.
- Your scene 'root' consists of one single primitive called 'Rectangle'.
- If you now move the pointer over the name 'root' and click the left
- button, you can now see the name 'root' being displayed in the instruction
- window as an indication of its selection.
- You are now at the top of the object structure hierarchy, and if you click
- 'root' again nothing will happen. If 'root' had been a part of a larger
- object, then you would have moved
-
- - PAGE 15 -
-
- one step upwards in the hierarchy, and Real 3D would have revealed all
- the objects in the same hierarchy level as 'root'.
- If you select the rectangle as the active object again, the only sign of
- the selection is the name of the object in the instruction window. In
- other words, the object 'rectangle' represents the lowest level of the
- hierarchy, and there is no substructure to be displayed in the selection
- window.
-
- (Picture "PIC16,25,27,44")
-
- The names 'root' and 'rectangle' are printed in different colors in the
- selection window:
- this indicates that they are different types of object. A well known
- example of this kind of hierarchical data management is disk operating
- systems:
- the object 'root' corresponds to a directory in DOS, and the equivalent
- of the rectangle object is an actual DOS file. Real 3D uses this analogy
- of directories to collect the parts of an object into reasonable groups.
- It is possible to select and modify very complex objects, without having
- to deal with their substructures.
- For example, if you have grouped all the parts of a robot arm under one
- single object 'robot arm', then you can rotate the whole arm, and there
- is no need to pay any attention to each finger etc. to obtain the desired
- result.
-
- Next, let's experiment with modifying an object.
- - To move the primitive you have created to another position:
- - Choose the menu Modify -> Hierarchy -> Move.
- - Move the mouse pointer, for example, to the middle of the rectangle and
- click the left button.
- - Move the rectangle to a new location and click.
-
- - PAGE 16 -
-
- NOTE: The right mouse button can be used to cancel the modification.
-
- This is how easy it is to create and modify objects. You can experiment
- with other modification functions, such as stretch and size, which are
- used in a similar manner. Next, we will create a table which consists of
- a tabletop and a base. The base consists of two and a brace. We will
- create the table using cubes. You can create a tube in the same way that
- you earlier created a rectangle. The following picture illustrates the
- structure of the table:
-
- (Picture "PIC17")
-
- To delete the old object 'root' and to create a new one:
- - Make 'root' the active object by clicking on its name in the selection
- window.
- - Choose Modify -> Hierarchy -> Delete.
- - Real 3D asks for the name of the new object. Type 'tablescene' and
- click OK or hit the return key.
-
- NOTE: When you delete the whole scene (the root object), Real 3D asks for
- the name of the new root. You can cancel this function by choosing CANCEL.
- If you try to delete an object in a lower hierarchy level, the color of
- the object is first changed to indicate the target of the deletion. At
- this point, you can cancel the deletion by clicking the right mouse
- button.
-
- (Picture "PIC17")
-
- Now you have an object (or scene), which so far does not consist of any
- parts at all.
-
- - PAGE 17 -
-
- We start making the table by creating the hierarchy level, which contains
- all the parts of the table:
- - Choose Projects -> Objects -> Create.
- - Choose the menu Modify -> Hierarchy -> Rename.
- - Write the name 'table' and hit RETURN.
-
- To create the cover of the table:
- - Choose a nice color for the cover from the Colors menu.
- - Choose Creation -> Primitives -> Cube, and shape a cube to represent
- the cover as it is seen from the side.
- - 'Cube' is not a good name for the cover of the table, so we will change
- it: Choose the menu Mode -> Hierarchy -> Rename.
- - Write the name 'cover' and hir RETURN.
-
- Now you have created a table that consists of a cover.
-
- To create an object 'base':
- - Choose Projects -> Objects -> Create.
- - Choose the menu Modify -> Hierarchy -> Rename.
- - Write the name 'base' and hit RETURN.
-
- Your table now consists of the cover and the base. If you look at the
- instruction window, you will notice that the base is the active object.
- As long as this holds, every new object or primitive you create will
- become a part of the base.
-
- +-------+
- | Table |
- +-------+
-
- +-------+
- | Cover |
- +-------+
-
- (The base is a hierarchy level, which so far includes no objects or
- parts.)
-
- To create a stand for the table:
- - Verify that 'base' is the active object, so that the stand will be a
- part of the base.
- - Choose Creation -> Primitives -> Cube.
- - Shape a cube to represent a stand.
- - Rename the new cube as 'stand1' by choosing Modify -> Hierarchy ->
- Rename.
-
- The stands of the table are identical, therefore you can create the second
- stand by using the copy function:
-
- - PAGE 18 -
-
- - Choose the menu Modify -> Hierarchy -> Copy when the stand is the
- active object.
- - Move the copy to the right place by choosing Modify -> Hierarchy ->
- Move.
-
- As you have seen, Real 3D automatically gives names to primitives
- according to their types. This is handy when you are making a relatively
- small object, when it is easy to identify the different parts of the
- object. However, it is usually wise to give a name to each part of the
- object which describes its purpose.
-
- If you don't want Real 3D to automatically give standard names to
- primitives:
- - Choose Settings -> Attributes.
- - Turn the CUSTOM NAME gadget on by clicking on it.
- - Choose OK or SAVE if you want to keep this setting permanently.
-
- If you choose OK, this function will not be active when you start the
- program next time.
-
- +-------+
- | Table |
- +-------+
-
- +-------+ +------+
- | Cover | | Base |
- +-------+ +------+
-
- (The object attributes)
-
- Now create the cube which will represent the brace of the table. When
- Real 3D asks for the name of this primitive, type 'brace'. Now the table
- is ready.
-
- +-------+
- | Table |
- +-------+
-
- +-------+ +------+
- | Cover | | Base |
- +-------+ +------+
-
- +-------+ +-------+
- | Stand | | Stand |
- +-------+ +-------+
-
- (The final hierarchical structure of the table.)
-
- You should now know how to create objects and modify them. Take a quick
- look at the selection window; the last object you created was the brace,
- and therefore the selection window displays the structure of the object,
- part of which is the brace. When you select the object base, it will first
- becomes the active object. If you select it again, the hierarchy level
- above it is displayed. In this way, you can move up and down
-
- - PAGE 19 -
-
- the object hierarchy.
- In the previous example, we named the objects so that the name of an
- object described the purpose of it, to make the identification easier.
- If your work includes several objects of the same name, you can identify
- them according to the order you created them; the last object you created
- is the topmost in the selection window.
- If you don't remember which one you created first, there is one further
- way to select an object: Position the cursor near a primitive in the
- object, then press the space bar and click near one of the points of the
- desired object. Now the program activates the primitive nearest that
- point. If the desired object is not a primitive, move upwards in the
- hierarchy by pressing the 'p' key until you reach the right level.
- You can check which object is the active one by hitting the tab key. Then
- the wireframe of the active object is displayed highlighted for a while.
- In the next section we will modify the table in different ways so that you
- can get some idea of Real 3D's powerful hierarchical, object-oriented
- construction facilities.
-
- MODIFY
- You already know how to use some of the modification functions. You also
- know that modifications are done on the active object. You can make any
- part of the table the active object, hence you can modify any part of it
- regardless of how complex the object is.
-
- To move the brace of the table:
- - Make 'brace' the active object.
- - Choose the menu Modify -> Hierarchy -> Move and move the brace.
-
- To move the whole base:
- - Make 'base' the active object.
- - Hit the key 'r' (repeat) which executes the last executed function and
- move the base.
-
- To move the whole table:
- - Hit the key 'p' (parent), which makes the parent hierarchy of the
- 'base' the active object.
- - Select Modify -> Hierarchy -> Move and move the whole table.
-
- If the table seems to be too high:
- - Select the menu Modify -> Hierarchy -> Stretch while the 'table' is
- the active object and stretch it.
- In the same way you can stretch the whole table or only one single part
- of it. You can also rotate it with the Rotate function, or change the
- color to the current one with the Color function. The mirror function
- inverts the object with respect to an axis that is defined by you.
-
- - PAGE 20 -
-
- If the result of a modification was unexpected:
- - Select Extras -> Undo or hit the 'U' key. The Undo function restores the
- situation before the last action.
-
- You can also relocate the table by choosing Modify -> Hierarchy -> Move
- to. This function moves the target to a given point using the so called
- offset point of the object. Every primitive you create has some default
- value for this offset point. For example, the offset of a ball is its
- middle point. You can redefine the offset point by using the function
- Extras -> Offset.
-
- To move a stand of the table to the bottom left corner of the window:
- - Select a stand.
- - Choose Modify -> Hierarchy -> Move to.
- - Move the pointer to the desired place and click the left button.
-
- Offsets are also used when objects are replaced or loaded from disk;
- these functions are explained later.
-
- Move, Rotate and Stretch are functions that affect only the physical
- structure of the table. Next we turn to functions, which change the
- hierarchical structure. In fact, you already know one such function,
- namely Delete.
- The hierarchical structure of the table created in the previous section
- seems to be quite a logical one. The stands are a part of the base, but
- the cover is not. If you don't agree, you can move the parts of the table
- in the hierarchy tree just as you can move files and directories in DOS.
-
- If you want to make the cover a part of the base:
- - Select the cover.
- - Choose Modify -> Hierarchy -> Locate.
- - Real 3D prompts you to select a hierarchy level into which you want to
- move the cover. Select the base, and then click OK or one of the three
- main projection windows to confirm the selection. You will then find
- that the cover has become part of the base.
-
- - PAGE 21 -
-
- You have modified the structure of your table as follows:
-
- +-------+
- | Table |
- +-------+
-
- +-------+ +------+
- | Cover | | Base |
- +-------+ +------+
-
- +-------+ +-------+ +-------+
- | Stand | | Brace | | Stand |
- +-------+ +-------+ +-------+
-
- (The hierarchical structure of the table after the modification)
-
- If you don't want any part of the table to belong to the base:
- - Select the cover.
- - Choose Modify -> Hierarchy -> Locate.
- - Choose the table as the destination of the cover.
- - Repeat the steps above with all the objects in the base, so you have
- taken all the parts out of the base.
-
- If you want to move the base now, you won't move any of the parts in the
- table. Since the base is empty now, and the structure of the table is
- quite peculiar, we'll mix it up a little bit more by moving the whole
- table to be a part of the base:
- - Select the table.
- - Choose Modify -> Hierarchy -> Locate.
- - Select the base and click OK.
-
- Real 3D informs you that you can not do such an operation. That's because
- you would have created a table with a hierarchical structure as difficult
- to understand as the three dimensional shadows of a hypercube's fourth
- dimension. In other words, the base of your table would be a part of the
- table, while the table as a whole would still be a part of the base.
-
- The following relocation operations would lead to an impossible result.
- Thus Real 3D will not permit them:
- - An object cannot be relocated directly downwars in the hierarchy. For
- example the table cannot be moved to a part of the base. For this
- reason, the root object cannot be moved because all objects are parts
- of the root object.
- - An object cannot be moved into a primitive, because a primitive cannot
- have any substructure. For example, the cover cannot be moved into
- either of the stands.
-
- - PAGE 22 -
-
- The restrictions illustrated above will only apply when relocating objects
- that consists of substructures, Since primitives do not possess any
- substructure they can be moved in the hierarchy tree without any
- restrictions.
-
- Finally, you may delete the table which wasn't a very good table anyway.
-
- To delete the table:
- - Select the table.
- - Choose Modify -> Hierarchy -> Delete.
- - Click in one of the main projection windows to confirm the deletion.
-
- Real 3D has another quite useful modifying operation which can be used to
- produce exploded diagrams. To explode an object that consists of more than
- one primitive:
- - Select an object.
- - Choose Modify -> Hierarchy -> Explode.
- - Point to the explosion center and click the left mouse button.
- - Define the direction and magnitude of the explosion by defining two
- points. With the first point you grab the object and the second point
- shows where the part which you grabbed will be moved by the force of
- the explosion. All other parts of the object will be moved the same
- ratio from the explosion center.
-
- The primitives themselves cannot be exploded into smaller pieces: they can
- only be pulled into the distance.
-
- - PAGE 23 -
-
- PRIMITIVES
- The following list shows the basic construction parts, the so called
- primitives, of Real 3D.
-
- Two dimensional primitives:
- - Triangle
- - Rectangle
- - Circle
-
- Three dimensional primitives:
- - Prism
- - Pyramid
- - Cube
- - Sphere
- - Cylinder
- - Cone
- - Cut cone
- - Hyperboloid (Hyperbol)
- - Cut hyperboloid (CutHyperbol)
-
- In addition to the above mentioned primitives you can create many new
- primitives from the basic ones by stretching. So, you could create
- parallelograms, elleptical hyperboloids, elliptical cones, etc.
- Most primitives are so easy to create, that you cannot possibly fail.
- Only objects created with the cone tools are affected by actions taken
- by the user during the creation process.
- Using the cone tool you can create either a cut cone or a whole cone.
- Which one is created depends on wheter or not the creation is terminated
- with the mouse button after defining the first radius.
- Only two dimensions can be defined in one projection window when the user
- creates objects. For this reason, the third dimension is given a default
- value. For example, in a kitchen furniture factory the default depth can
- be set to 15mm, the thickness of chipboard. Changing the default depth
- is discussed in the chapter titled 'Attributes'.
-
- MODIFYING OBJECTS BY THEIR PROPERTIES
- You have already learned how objects can be modified after they have been
- selected from their position in the hierarchy. You can also select objects
- on the grounds of their properties like color, material and name.
-
- The following operations can be executed based on object properties:
- - Changing color (Color)
-
- - PAGE 24 -
-
- - Replacing an object with another object (Replace)
- - Deleting an object (Delete)
-
- If you want to modify objects with some other function, you can do it by
- defining a suitable macro which includes all the required modifications
- and then using Modify -> Wildcard -> Macro function. Details of the macro
- function can be found in the 'Macro' section.
- The objects to be modified are selected by specifying a desired value for
- a certain property. All objects whose property has this value are
- selected.
-
- (Picture "PIC16,25,27,44")
-
- It is possible to use three different properties for object selection:
- name, material and color. Foe each property, the selection device
- contains two fields: the condition field and the corresponding value
- field. To use a property for object selection, activate the condition
- field for it and then enter the desired value in the value field. If the
- 'name' condition field is activated, then only objects whose name is
- equal to the character string contained in the name value field are
- modified. The value string can also contain unix-style pattern matching:
- the '?' - character matches any character, the string 'a?*' matches any
- string starting with the character 'a' etc.
- If the material condition field is activated, then only objects whose
- material is the same as the material value field indicates are modified.
- The value string can again contain unix-style pattern matching characters.
- If the color condition field is activated, then only objects whose color
- is the same as displayed in the color value field are modified.
-
- NOTE: If you don't set any of the condition fields, all objects will be
- modified. Note also, that only primitives can have color and material
- properties. The only property with which you can refer to objects in
- higher hierarchy leverls is the name.
-
- - PAGE 25 -
-
- To change the color of all objects whose name is 'stand':
- - Select the root object.
- - Choose a new color for the table from the Colors menu.
- - Choose Modify -> Wildcard -> Color.
- - When Real 3D prompts for the object to be modified, set the name
- condition field and type 'stand' to the corresponding value field.
- - Choose OK. The color of all the objects with the name 'stand' will be
- changed.
-
- To delete all the stands in the base of the table whose color is blue:
- - Define the blue color with the Colors -> Palette function, if it is not
- yet defined.
- - Select base.
- - Choose -> Modify -> Wildcard -> Delete.
- - Define the objects to be deleted by setting the color field.
- - Click the colored rectangle until it displays the blue color. In the
- information window you can see the number of the selected color (for
- example 3 refers to the third color in the palette).
- - Set the name field as well; type 'stand'.
- - Choose OK.
-
- Real 3D will delete from the base all the stands that are colored blue.
- If the stands had been any other color they would not have been deleted.
- The replace function can be used to replace objects with another object.
- The replacing object will be positioned using its offset point.
-
- To replace all stands of the table with new stands:
- - Create an object called 'newstand'.
- - Select table.
- - Choose -> Modify -> Wildcard -> Replace.
- - Define the modifications to be executed based on the name 'stand*?'.
- - When Real 3D prompts for the object to replace the stand with, select
- newstand.
- - Choose OK. All the stands in the table will be replaced with the new
- stands that you created.
-
- NOTE: If the object newstand is created under the hierarchy of the table
- in the previous example, then the program will not accept the replacement
- action. Certain replacements are prohibited, to prevent the user creating
- infinite loops which could lead to a system crash. The rule is that the
- target object cannot be a subobject of the replament object and vice
- versa.
-
- - PAGE 26 -
-
- NOTE: When using the Wildcard functions Real 3D searches for the objects
- to be modified only in the active object. In this way you can limit the
- range of modifications to a certain part of the hierarchy tree. If you
- executed a modification operation while a primitive is selected, the
- properties of any other objects will not be tested because a primitive
- does not have a substructure.
-
- SAVING AND LOADING OBJECTS.
- An object you have created, or any part of it, can be saved on disk to
- later be recalled and used again.
-
- For example to save the table you just created to the directory 'template'
- on drive df0:
- - Select 'table'
- - Choose Projects -> Objects -> Save.
-
- A device will then appear on the screen. With this file requester you
- define all the names that Real 3D needs to load and save data. In the
- requester you can see a listing of a DOS directory. Using the mouse you
- can select any of the names by moving through the directory tree until
- you reached the directory you want. Then you can type the name to save
- the object with to the field in the lower part of the requester.
- Naturally, you can also select an existing file. In this case the old
- contents of the file will be overwritten. Similarly you can type in the
- name field any name with its directory path regardless of which directory
- is shown in the device.
-
- (Picture "PIC16,25,27,44")
-
- Continue saving with the following actions:
- - Define the name 'df0:template/table' as described above.
- - Choose OK.
-
- - PAGE 27 -
-
- In the same manner, when you want to load the table in directory
- 'template' of drive df0:
- - Select a scene into which you want to load the table (for example
- a garden furniture set).
- - Select a point in space wher you want to load the table. When loaded
- the object will be positioned so that its offset will be located at
- this point.
- - Choose Projects -> Objects -> Load.
- - Select ' df0:template/table' from the file requester and choose OK.
-
- If the selected object was found, it will become part of the garden
- furniture set. The table is now the active object, so you can immediately
- modify it in various ways, for example, move it to an appropriate
- location.
-
- NOTE: If you save on object to an existing file name Real 3D does not
- verify your operation but destroys the previous version of the file. When
- you create objects it is advisable to compose objects of reasonable
- subobjects, which can be saved to appropriate subdirectories. Although
- this means more work in the beginning, it does allow you to create
- libraries of reusable objects. You can use these ready made objects as
- construction blocks for new objects and don't have to begin your work
- from the beginning.
-
-
- MACRO
- The macro facility, an important deature of Real 3D, is very useful when
- you must execute the same modifying operations to a large number of
- objects. A macro is a series of modification operations that the user can
- define to best suit his/her needs. Macros are kept in memory and they can
- later be executed on any object.
- Defining a macro is started using the Define operation. Any macro in
- memory at this point are deleted. After this, all operations that are
- chosen that modify the structure of the object are stored in memory.
- These operations include: Move, Move to, Stretch, Size, Rotate, Mirror,
- Extend, Explode, Info, wildcard modifications excluding wildcard macro,
- etc. On the other hand, operations that affect animation structure, are
- not stored. For example Animation -> Delete and Animation -> Size are
- such operations that would not be stored.
-
- When the macro has been fully defined the recording is stopped by the
- End operation.
-
- An example of macro definition:
- - Create an object.
- - Choose Projects -> Macro -> Define.
- - Platten the object with Strectch function.
- - Rotate the object with Rotate function.
- - Move the object with Move function.
- - Choose Projects -> Macro -> End.
-
- - PAGE 28 -
-
- Now you have defined a macro that consists of three modifying operations.
-
- To execute the macro:
- - Select the object to modify.
- - Choose Projects -> Macro -> Execute.
- - Real 3D activates a requester displaying three default values: Frames =
- 1, Startcound = 1, Increment = 1. These values will do, so select OK.
-
- Another, quick way to execute the macro is to hit the 'e' (execute), which
- executes the macro once.
-
- (Picture "PIC14,29")
-
- If you want to execute the macro 20 times, set startcount = 20 before
- clicking OK. This is a very powerful method for creating symmetrical
- objects.
-
- As an example, let us create a set of ball bearings:
- - Create a sphere with a suitable size and place it near the top of one of
- the projection windows.
- - Select menu Projects -> Macro -> Define.
- - Copy the sphere.
- - Rotate the sphere around the center point of the window.
- - Select menu Projects -> Macro -> End.
- - Select menu Projects -> Macro -> Execute.
- - Estimate the number of spheres needed to form the entire ball bearing
- and set startcount to this value.
- - Click OK.
-
- - PAGE 29 -
-
- (Picture "PIC30,31,32")
-
- The parameters 'Frames' and 'Increment' have use when creating animations.
- More detailed description is given in the chapter on Animations.
-
- SPECIAL TOOLS
- Real 3D includes a set of special tools to ease creation of certain types
- of objects, like objects turned in a lathe. Objects that consists of
- several primities can be created fast an easily with these special tools.
-
- LATHE
- To use the late tool:
- - Choose Creation -> Tools -> Lathe.
- - Define the direction of the axis of the lathe by selecting two points
- with the mouse.
- - Turn the object by defining its longitudinal section. When the required
- shape has been defined, turning can be terminated by pressing the menu
- or right button.
-
- - PAGE 30 -
-
- (Picture "PIC30,31,32")
-
- TUBE TOOLS
- With the tube tools you can create a continuous tube which has slightly
- rounded turns. For example, these tools could be used for writing.
-
- To use the circular tube tool:
- - Choose Creation -> Tools -> Circular tube.
- - Define the diameter of the tube.
- - Draw the tube in space as long as you want it and then finish it with
- the menu button.
-
- The tube tools use various primitives like cylinders, polyhedrons, and
- spheres to create the tube you defined.
-
- (Picture "PIC30,31,32")
-
- - PAGE 31 -
-
- FENCE TOOL
- The fence tool can be used to create a surface consisting of a chain of
- rectangles.
-
- To use the fence tool:
- - Choose Creation -> Tools -> Fence.
- - Draw the fence in space and then complete it with the menu button.
-
- (Picture "PIC30,31,32")
-
- POLYGON TOOL
- With the polygon tool you can create plane polygons. Use the left mouse
- button to add new edge points when drawing a polygon. The right mouse
- button ends the process. Note that the last two points of the polygon are
- closed automatically.
-
- POLYHEDRON TOOL
- With the polyhedron tool you can create an object whose surface consists
- of polygons.
-
- Use it in the following way:
- - Select the menu Creation -> Tools -> Polyhedron.
- - First define the intersection shape of the object, in other words the
- shape of the bottom plane of the object. You can do this in the same
- way as with the polygon tool. Use the right mouse button to end the
- shape definition. If you only want to extrude this shape into the third
- dimension, click the right button again. Otherwise, click the left
- mouse button in the position that you want to place one
-
- - PAGE 32 -
-
- end of the polyhedron.
- - Now you can change the size of the top end by moving the mouse. When the
- size is suitable, click the left button. If you hit the right mouse
- button instead, you get a pyramid-like shape with a sharp top.
-
- CONICAL TUBE TOOL
- With this tool it is possible to create spheres connected with cones. The
- result is a tube with a changing radius and rounded joints.
-
- For example, this tool could be used for creating a robot finger:
- - Select Creation -> Tools -> Conical tube.
- - Shape as many circles as needed. These circles define the joints of a
- finger. End the joint definition by clicking the right mouse button.
- - When the program asks for a subdivision factor type '1' and click OK.
-
- If you define a higher subdivision factor, you get more joints and a
- smoother result. Try the previous example with the subdivision factor 5
- just to see the difference.
-
- LATHE 2
- This tool works in a similar was as the original lathe tool, but the tools
- uses hypeboloids and ellipsoids so that it is possible to create objects
- whose diameter changes smoothly in the direction of the axis. Use the tool
- in the following way:
- - First define the axis direction of the lathe.
- - Then click on the starting point and define the direction of the surface
- at that point by drawing a line segment. Click when the direction is
- good.
- - Now you can shape a curve. When the shape is suitable, click the left
- mouse button and shape the next curve.
- - If you want to make a straight edge, then use the right mouse button to
- cancel the current curve shaping and then define the new direction.
- - Sometimes the smooth profile curve breaks because of precision problems
- in Real 3D's calculations. This can be avoided by defining the shape in
- shorter seqments.
- - It is possible to force the surface direction to the lathe axis
- direction by hitting either the 'x' key or the 'y' key: in the former
- case the length of the object is taken from the mouse pointer
- coordinates and in the latter case the pointer defines the radius of the
- object.
-
- - PAGE 33 -
-
- PIXEL TOOLS
- The pixel tools are a very powerful link between two and three dimensional
- computer graphics. The idea is to easily and quickly obtain complex 3D
- solid objects by replacing the two dimensional pixels of an IFF picture
- with some three dimensional objcets, such as spheres.
- When using the pixel tool, the user can define which object replaces the
- pixels. Only the pixels which have some color other than the background
- color (color 0) are replaced. The colors of the objects created are the
- same as the corresponding colors of the pixels in the IFF picture.
-
- For example, you can create 3D text using standard 2D fonts. There are a
- wide variety of fonts available, and furthermore, there are an infinite
- number of ways to define the object with which the pixels are replaced.
- For the creative user, pixeltool offers an excellent method of producing
- 3D pictures and animations.
-
- To create text with the pixel tool:
- - Start a paint program, choose a suitable font, then write the word
- 'Real'. Define a brush containing the word and then save the brush, to
- the RAM disk.
- - Now create a small sphere in Real 3D.
- - Choose Creation -> Tools -> Pixeltool. Now the file requeste is
- displayed, and you can select the brush you saved to the RAM disk.
- - Next, you can define the size and location of the object that will be
- created by defining a line segment in one of the main windows. This
- line corresponds to the top edge of the object being created.
- - Now you can select the object which is to be used to replace the pixels.
- Select sphere and click OK. Now wait until the program has created the
- 3D model of the word 'Real'. You propably don't need the original sphere
- any longer, so delete it.
-
- (Picture "PIC34,37")
-
- - PAGE 34 -
-
- When using the second variation of the tool, pixeltool2, the bitmap is
- taken as a height map when creating a free form net surface. The brighter
- the color a pixel has, the higher the peak will be in the corresponding
- point on the surface.
-
- For example, you can create a free form ground surface for a landscape:
- - Start a paint program and draw a small height map (or edit a digitized
- map image). Save this map to the RAM disk as a brush.
- - Choose Creation -> Tools -> Pixeltool. The file requester will be
- displayed, and you can select the bush you saved to the RAM disk.
- - Next, you must define the size and location of the object that will be
- created by defining some segments in one of the projection windows.
- Again, this line corresponds to the top edge of the brush.
- - Wait until the object is created.
-
- Note: Both the pixel tools tend to create 'heavy' objects. For example, in
- a paint program a brush of 30 times 30 pixels looks very small, but it
- includes 900 pixels. A brush that is just a little bigger, say 50 times
- 50 pixels, includes 2500 pixels. This huge number may lead to a stack
- overflow or your memory might simply run out. If you are going to handle
- a model of several hundred objects, we recommend that you first read the
- sections that describes how to use the faster display redraw modes.
-
- LIGHT SOURCES
- A light source is a primitive that radiates light of its own color. If the
- primitive is black it does not radiate light at all, while a white object
- radiates all the main components (R,G,B) of light in the same amounts.
- A light source is a point without dimension. According to the laws of
- physics, the intensity of radiated light should be inversely proportional
- to the distance squared. However, this would create contrasts which were
- too high due to the limited number of colors possible on the Amiga.
- Therefore, in Real 3D the effect of distance on the intensity of light
- is somewhat reduced. In real life it is usually very difficult to observe
- objects in lighting which has only one wavelength. There is also no
- material which would reflect only one wavelength. In Real 3D all this is
- possible, so you should be carefull when selecting the colors of light
- sources. For example, a totally red object is not visible at all under
- blue lighting, because a red object does not reflect any blue light.
- A violet object looks red under yellow lighting. Usually it is advisable
- to create white light sources, so that all objects will be rendered in
- their 'true' colors.Although the number of light sources is not limited,
- they should not be used lightly. The time taken for rendering is greatly
- dependent on the number of light sources.
-
- - PAGE 35 -
-
- To create a light source:
- - Select the color of the light source from the Colors menu.
- - Choose Creation -> Lamp
- - Move the mouse pointer to the place you want to place the light source
- and press the left mouse button.
-
- NOTE: A light source differs greatly from other primitives in that it does
- not have any valume. Thus you can not do Boolean operations with it and it
- cannot have a texture. However, it is a part of the object you are
- creating, just like a lamp is a part of a chandelier. You can modify
- objects that include a light source without restrictions. The light
- sources behaves just like any other primitive. Naturally, there is no
- sense in stretching a single light source.
-
- THE BRIGHTNESS OF LIGHT SOURCES
- When you create light sources in the editor, you don't have to worry about
- their brightness; the program will scale their intensities to a suitable
- level and fine tuning can be done by settings of the solid model. You can
- set the relative brightness of various light sources by giving them
- suitable colors a lamp having lower values for RGB components has a lower
- light intensity than a lamp that has higher RGB values. These differences
- will be preserved in automatic scaling. The automatic scaling of light
- intensities can be thought as being analogous to the automatic exposure
- function if a camera, where the exposure level is based on the overall
- brightness of the picture. It's worth noticing that if you position a
- light source near an object there will be great differences in light level
- (in other words the contrast is high). If you illuminate the object from a
- distance, the light falling on the object will be much more evenly
- distributed.
- A good example of this phenomenom is the comparison of sunlight and lamp
- light. If you place a lamp near an object to act as a spot light and
- another further away to give ambient light, the latter should have much
- higher density, and therefore a higher visible effect. Since light sources
- are points without any volume, they don't show in the picture created with
- the solid model. So, if you want there to bee reflections of the light
- sources on reflecting surfaces, you must put, for example, a cover made of
- matt glass around the light source. This is just like in the real world!
- It could be emphasized in this context that the highlights and the
- reflections are not special effects or spots created with some special
- programming trickery. They are the results of calculating the laws of
- physics - this is one of the main principles of Real 3D. You may find it
- useful to save some suitable light sources as objects to disk so that they
- can be used as and when the need arises. Nevertheless, if you want to
- produce a ray traced picture of an object, you don't always have to create
- light sources. The rendering section of Real 3D includes some fast ray
- tracing modes, in which one light source is created automatically.
- For more information, see the chapter on the Solid Model mode.
-
- - PAGE 36 -
-
- COLORS
- In the solid model, Real 3D's rendering unit, all the Amiga's 4096
- possible colors are used. Each color consists of three primary components:
- red, green and blue. When each of these components can have one of 16
- intensity levels, a total of 4096 colors can be used. The sixteen default
- colors that are shown in the color menu are called register colors. They
- can be changed by controlling their primary components (R, G and B).
- In the objects you create, the color information is stored as RGB values.
- Thus you can modify any of the sixteen colors to be the desired color.
- If you later change the register color, the object will not change color.
- The editor only shows the objects with the register color with which their
- color was defined.
-
- To change register colors:
- - Choose Colors -> Palette.
- - Choose a register color by clicking one of the colored squares.
- - Define the R, G and B values of the selected register color.
- - Choose either OK or SAVE depending on whether you want the change to be
- permanent or not.
-
- (Picture "PIC34,37")
-
- THE SCREEN
- Real 3D includes several different display modes for the editor display.
- If you select the menu Projects -> Screen, a requester is displayed.
- This controls both the editor and the wireframe model displays. The device
- offers the following display alternatives:
-
- INTERLACE
- This gadget turns interlace on or off. With it on the vertical resolution
- is doubled.
-
- - PAGE 37 -
-
- NTSC
- When the NTSC gadget is on it selects a display height of 200 lines (400
- lines when interlaced). The default value for PAL machines is 256 lines.
-
- SCREEN DEPTH
- With this field, you can select the number of colors availabale. The
- minimum value 2 allows four colors, and the maximum value 4, which is
- the default, allows 16 colors. The higher the depth is, the more chip
- memory the display requires. in old Amigas with 512Kb of chip memory,
- the depth cannot be set to 4 when interlace is on, the update of the
- display gets slower as the screen depth increases.
-
- ASPECT RATIO
- In this field you can define the pixel aspect ratio.
-
- WINDOW SIZE
- This gadget defines, whether the editor windows overlap or not.
- Overlapping windows offers more space, but the scene cannot be seen from
- all three directions at the same time.
-
- (Picture "PIC38,58,61")
-
- These settings are brought into use if you choose OK. When you exit the
- program, the last display mode selection is automatically saved to the
- file realpref, and the next time you run Real 3D, you get precisely the
- same display. The screen requester contains the aspect ratio field, where
- you can enter the desired aspect ratio. The ratio defines the pixel height
- to pixel width ratio in the HIRES-INTERLACE screen mode. On PAL machines
- a good estimate is 1.0, but 1.25 is more suitable when using NTSC.
-
- - PAGE 38 -
-
- The pixel aspect ratio defined in the editor is used in the wireframe and
- solid model modes as well. Note that you can replace the editor aspect
- ratio using the aspect ratio option in the solid model control screen:
- this aspect ratio option is used for solid model rendering only. This is
- useful if you use a frame buffer with a separate monitor, using the two
- options you can define suitable aspect ratios for each display.
-
- - PAGE 39 -
- - PAGE 40 -
-
- 3 WIREFRAME MODEL
- -----------------
-
- The wireframe model has two basic purposes in Real 3D:
- - With the wireframe model you can view the objects in real time in three
- dimensions.
- - The wireframe model defines data which is later used in solid model
- rendering.
-
- You can enter the wireframe model using the editor menu Modes ->
- Wireframe, the gadget 'WIRE' on the solid model screen or by hitting the
- 'w' key.
-
- (Picture "PIC41")
-
- The gadgets of the control window have the following functions:
-
- AIMPOINT
- In these fields you can type the position of the aimpoint in the frame
- being displayed. Remember to hit return after entering a new value.
-
- POSITION
- With these fields you can change the position of the observer (the camera
- position) accurately by typing the desired coordinate values.
-
- POSITION GADGET
- The large gadget on the right side of the 'Pos' fields can be used to
- define the position of the observer. The button of the gadget defines the
- direction of the motion of the observer (not the position itself).
- If you move the button to the right, the observer starts to rotate
-
- - PAGE 41 -
-
- around the aim point to the right, and if you move the button upwards,
- the observer moves upwards, until it reaches the position above the
- aimpoint. The more you move the button from the center of the gadget
- the faster the motion is.
-
- DISTANCE
- This gadget defines the distance from the observer to the aimpoint. If
- you move the slider to the left, the observer moves nearer to the aim
- point. Also, you can type a desired value in the field containing the
- distance.
-
- SCREEN
- With the screen gadget you can adjust the size of the picture. Again, you
- can define an accurate value by using the numerical field on the right
- side of the 'Screen:' text.
-
- AR
- This is the automatic recording gadget. If this gadget is activated, all
- changes made to the observer and the aim point positions are stored.
- Furthermore, the numerical fields of the control window are updated
- continuously.
-
- <<
- Rewind gadget for changing the current animation frame. A sharp click on
- the gadget selects the previous frame, whereas keeping the gadget pressed
- will make the frame index countdown continuously until the first frame
- is reached.
-
- >>
- This is the forward wind gadget, which works as above.
-
- REC
- Records the wireframe settings which corresponds to the image currently
- being displayed on the current frame. The next frame (if exists) is then
- displayed. These recorded settings are used when rendering ray traced
- images from the scene.
-
- SAVE
- It is possible to save wireframe animations as IFF images. To do this,
- define a suitable name in the name field of the solid model rendering
- control window (use a '_w' postfix,
-
- - PAGE 42 -
-
- the index will be automatically inserted), activate the SAVE gadget and
- click on the PLAY field.
-
- RBOX
- With this gadget you can select the faster 'representation box' drawmode.
- RECord the current situation before activating/deactivating this gadget,
- if you do not want to lose it.
-
- CLEAR
- Resets the observer, the aim point and screen distance values to the
- default ones in every frame of the animation.
-
- PLAY
- Starts the wireframe preview of the animation. It shows the animation
- as a continuous loop. The animation can be stopped by deactivating the
- gadget.
-
- FRAME
- Displays the index of the current animation frame.
-
- EDITOR
- Exits from the wireframe model to the editor.
-
- SOLID
- Exits from the wireframe model to the rendering screen (solid model).
-
- The controls of the wireframe model can be hidden by pressing the 'f'
- (full) key or the right mouse button; second press brings them back.
-
- The following picture shows how the picture is calculated in wireframe mode.
-
- - PAGE 43 -
-
- (Picture "PIC16,25,27,44")
-
- By changing the location of the screen you can either enlarge the object
- or reduce it. By taking the screen closer to the observer you can decrease
- the size of the picture of the object because the light rays reflecting
- from the object to the eyes of the observer will intersect the screen
- nearer each other. If the distance between the screen and the eyes is set
- to zero, the object is seen as a single point.
- The perspective can be changed by looking at the object at different
- distances. If you first set a small value for screen distance, you can
- then move the observer very near to the object and still see it fully.
- This gives a very strongly perspectived image as produced by a wide angle
- lens.
- With the observer position gadget you can look at the object from any
- direction. If you want to know your location in space, click on the REC
- gadget with the left mouse button. If you wish to see this information
- continuously when moving in space, turn continuous Recording (AR) on so
- that your location will be shown all the time.
-
- Many of the control gadgets in the wireframe model are used for defining
- data to be used in animations and solid modeling. The solid modeler needs
- various information, such as the direction from which you are looking at
- the object, the distance from the object and, finally, the distance
- between your eyes and the monitor screen. You can set these settings
- with the controls of the wire frame model and store them in memory with
- the AR and REC gadgets. Creating animations and defining location
- information for the solid model are described in greater detail in the
- sections on Solid Model and Animations.
-
- - PAGE 44 -
-
- 4 SOLID MODEL
- -------------
-
- Until now you have only created tables, light sources, etc. But, you
- havn't seen anything but wireframes. In this chapter we will learn about
- the Real 3D's solid model screen, the most complex and sophisticated part
- of Real 3D. This of the software renders the images of your scenes using
- the so called ray tracing prinsiple. The surfaces of the objects that you
- have created in the editor are colored in by the solid model using a
- mathematical model of the reality. In this model light rays are emitted
- from the light sources and reflected from object to object until they hit
- a place which causes vision: your eye.
-
- Whilst solid model relies on complex routines, it is very simple to use.
- To render a ray traced image of a group of spheres of different colors:
- - Create the spheres.
- - Choose Modes -> Wireframe.
- - Find a suitable viewing point and 'take a picture' of the object using
- the REC operation. Once the image is rendered by solid model the objects
- will be seen in exactly the same size and composition as in the
- wireframe model.
- - Exit the wireframe model by choosing SOLID. Real 3D then brings up the
- solid model screen with which you can select the modeling resolution,
- the picture size, etc. Leave all the defaults and just click on 'RENDER'
- so that the scene will be modeled using the default FAST method.
- - When the picture is ready. Choose Control -> Exit or Control -> Save if
- you want to save the picture.
-
- (Picture "PIC45")
-
- - PAGE 45 -
-
- The solid modeling control window includes the following functions:
-
- FRAME
- You can move to any frame in the animation using Frame fields.
-
- NAME
- This field contains the name with which the pictures will be saved when
- you are modeling an animation. The default name is the name of the object,
- so remember to add a suitable directory path to the beginning of the name
- (for example df0:pictures/root). Otherwise the images will be saved in the
- current directory.
-
- BOX OFF
- If you have a box definition on the rendering display, and you want to
- render the whole screen, you can use the BOX OFF gadget to remove the box.
-
- BASELIGHT
- When this gadget is activated, you can define the brightness and the color
- of the ambient light using the RGB sliders beside the gadget. In other
- words, this function defines the amount of diffused reflected light that
- is present. A good real world example of a diffuse reflecting surface is
- a white wall in a unlit room on a cloudy day. in the world of Real 3D this
- light is called base light. The greater you set the base light intensity
- the less contrast there is between lit and shadowed surfaces on objects.
-
- BACKGROUND
- The R, G and B sliders can also be used to define the background color for
- the picture. This is done by clicking on the background gadget, and then
- using the RGB sliders to define the background color.
-
- BRIGHTNESS
- The intensities of the light sources can be set to a proper level with the
- brightness gadget. When you create light sources in the editor, you don't
- have to pay attention to their brightness, since the differences in
- intensities will automatically be scaled to appropriate levels. This
- scaling is based on the amount of light these light sources cast on the
- origin, the brightness ratios of the light sources are preserved. The
- outcome of the scaling depends on
-
- - PAGE 46 -
-
- the value of the brightness control. This control has no affect on
- surfaces that are in shadow.
-
- OVERLIGHT
- This gadget defines what happens in the bright parts of the picture. If
- overlight is zero, even the color of the brightest objects does not turn
- to white. On the other hand, if you start to increase the overlight value,
- you get more and more overexposed pictures. This effect can be used to
- trick Real 3D into making objects that usually look matt look shiny
- instead. This is quite useful, because matt surfaces are very much faster
- to render than truly reflective surfaces.
-
- ANTIALIASING
- You can select a suitable level of anti-aliasing using this gadget. The
- effect of this function is to smooth jaggies caused by insufficient
- picture resolution using color sweeps. If the value is 0, no anti-aliasing
- is done, but if a value of 2 or 3 is used, you get quite a nice, smooth
- picture. The only disadvantage is that the rendering process gets slower
- as the anti-aliasing factor increases. When outputting to standard Amiga
- picture formats, there is no need to use a higher anti-aliasing value
- than 4. However, if the rendering is done using 24 bit color resolution,
- increasing the factor may give a visible improvement in the picture
- quality. The FAST and OUTLINE modes do not support anti-aliasing.
-
- RESOLUTION
- The resolution fields specify the resolution of the rendering picture,
- that is how many pixels are rendered dor a single calculated point. This
- function is useful for previewing.
-
- WIDTH AND HEIGHT
- It is possible to define the size of the image to be rendered using Width
- and Height fields. If the size defined is bigger than the screen size,
- rendering is done directly to disk using the file name given in the Name
- field. The picture size is limited only by the Amiga's operating system:
- under Workbench 1.3 the maximum is 1024 * 1024 pixels, but under Workbench
- 2.0 the theoretical maximum is 32768 * 32768 pixels.
-
- RECURSION DEPTH
- The recursion depth field defines how far light rays are traced when they
- reflect from surface to surface. For example, this field can have a value
- of three, which means that only
-
- - PAGE 47 -
-
- the first three reflections of any light ray can have any effect on the
- environment. If an scene does not contain any reflective or transparent
- bodies this field has no effect. However, if your object does contain
- transparent and reflective materials, the bigger the value of this field
- the better and the more realistic the result looks. Unfortunately, the
- rendering time may increase dramatically, so it is best to keep it as
- small as possible. For example, if your target includes one glass sphere,
- a recursion depth 3 is probably enough. Instead, if yous model represents
- two glass balls and you are looking through both of them at the same time,
- the recursion depth must be at least five.
-
- FASTMODE
- When the FAST field is set, modeling is executed using the so called fast
- mode. Here all the objects are converted to a basic material which is
- neither mirrorlike nor transparent. It also does not have any texture.
- The modeling is done using a single light source that is in the same place
- as the observer.
- Fast mode is the fastest ray tracing mode in Real 3D. Although the speed
- is partly obtained by simplifying the model, the mode is adequate for many
- purposes, such as previewing before final rendering or representation of
- technical objects. In the latter example, shadows and reflections can only
- cause unwanted visual confusion. Fast mode in combination with greyscale
- and interlace options offers an excellent alternative to produce clear
- and detailed graphics.
-
- NORMAL MODE
- When the NORMAL field is set, a complete model is used. This means that
- the rendered picture will have shadows, reflections, etc.
-
- SHADOWLESS MODE
- In this mode rendering is done as in NORMAL mode with one exception: the
- shadows of objects are not calculated. This makes rendering considerably
- faster. Therefore this mode is especially suitable for animation
- production.
-
- LAMPLESS MODE
- This mode is even faster than shadowless mode. It can be described as a
- combination of the fast mode and the shadowless mode: only one automatic
- light source is produced, but textures, properties of materials, etc,
- are taken into account.
-
- - PAGE 48 -
-
- OUTLINE MODE
- The OUTLINE mode renders a two color contour picture of the object.
-
- SINGLE OPTION
- The single option is usually used with animations. If this field is set,
- only the current frame is rendered. Otherwise the animation is rendered
- from the current frame of the animation and the pictures are saved
- automatically to disk. Of course, you can autosave one single frame as
- well as a series of frames. Note that when automatic picture saving is
- enabled, the pictures are indexed automatically before saving by assing
- a growing index to the name given in the name field. This indexing starts
- from zero, unless you define another value by writing it to the end of the
- name field. Thus, if the name field contains the string "pic" and
- automatic saving is enabled, the pictures are saved as "pic0", "pic1" etc.
-
- AUTOLIGHT OPTION
- The AUTOLIGHT field sets on the automatic scaling of light sources. Then
- the brightness of the picture is determined on the overall brightness of
- the object. This option can be compared with the automatic exposure
- function of a camera.
-
- INTERLACE OPTION
- By setting the INTERLACE field you can select an interlaced video mode
- thus doubling the vertical resolution of the screen.
-
- OVERSCAN OPTION
- The OVERSCAN field enlarges the picture to fill the entire screen
- including the borders.
-
- GREYSCALE OPTION
- Instead of color graphics with a horizontal resolution of 320 pixels, you
- can use a grey scale shading which enables a better horizontal resolution
- of 640 pixels per line. This option has no effect if OUTLINE mode is
- selected.
-
- DITHER OPTION
- The DITHER field turns dithering on. Dithering is a method to increase the
- number of colors available by mixing existing colors. Dithering works best
- in high resolution pictures.
-
- - PAGE 49 -
-
- You can choose between different dithering methods using the Dithering
- menu. The first dithering method, random 1, is the default one. It adds
- the same random deviation to each color component. Random 2 dithering uses
- separate random deviation for each of the R, G and B components. Line
- dithering mixes the colors linewise, not pointwise, thus giving slightly
- faster rendering and better image compression.
- The menu Dithering -> Scale menu option can be used to define the maximum
- amount of color deviation in dithering. The default value is 16 and the
- maximum is 256. The higher the value is, the more mixed colors you get.
- Note that the 24 bit rendering modes do not use dithering.
-
- SAVEMEM OPTION
- This option may be neccessary if you want to run another program while you
- are producing a picture of a complex object with Real 3D. Real 3D uses RAM
- to speed up the rendering and therefore it may use all the memory
- available. If you set this option, Real 3D leaves at least 100kB of CHIP
- memory free, but rendering will get a little slower.
-
- HL-SHADE OPTION
- This option offers an alternative shading mode. The default shading mode
- maintains the proportions of the RGB color signals when calculating
- different shades for the color of an object. This principle, which is
- theoretically correct, does not always produce good looking pictures when
- using HAM graphics, because the number of the colors available is limited
- to 4096. This happens especially when colors are not pure, that is, when
- there are not significant difference between the R, G and B components.
- HL-Shade uses an additive method instead of a proportional method: all the
- RGB components are changed the same number of units between consecutive
- shades of a color. The original color may distort, but the result is fine.
-
- TARGA OPTION
- The TARGA gadget selects 24 bit rendering where the image is constructed
- using over 16 million colors. The renderer writes the image directly to
- disk with the file name defined in the Name field (unless a frame buffer
- is used). The file format Real 3D uses is the true color Targa format,
- which is a popular standard in professional computer graphics environments.
- Note, that the FAST and OUTLINE modes do not support 24 bit rendering.
- Note also, that 24 bit rendering creates very big picture files, for
- example a picture with 1024 * 1024 pixels requires three megabytes.
-
- - PAGE 50 -
-
- IFF-24 OPTION
- The IFF-24 field selects compressed IFF ILBM format output in 24 bit
- rendering.
-
- FRAME COMMAND
- The rendering control screen contains two frame command menus: the Define-
- menu and the Use-menu. With the former one you can define a character
- string containing an executable command, that is, any command you can
- execute from Amiga command line interpreter CLI. Use-function then
- activates this command so that if you render an animation (the SINGLE-
- gadget off), whenever a new frame is ready the frame command is executed,
- the images are not saved. If the rendering is done directly to a disk
- file, then of course the pictures are also saved.
- The main purpose of this function is to allow animation recording to a
- video tape frame by frame. In that case the frame command is usually of
- the form 'execute fscript', where fscript is a text file including all the
- commands needed for a single frame recording.
-
- ASPECT RATIO
- This menu allows the user to define the pixel aspect ratio (pixel height/
- pixel width) for rendering. If a value 0 is given, then the program uses
- default ratios, which are the same as defined in the editor's screen
- object (for example in HAM-INTERLACE the default aspect ratio for PAL is
- 0.5). If a nonzero value is given, then it replaces the default pixel
- aspect ratios. Note that the last aspect ratio definition is saved
- automatically when exiting the program.
-
- RENDER
- The RENDER gadget starts the rendering process.
-
- EDITOR
- Exits the rendering unit and goes to the editor.
-
- WIRE
- Exits the rendering unit and goes to the wireframe model.
-
- - PAGE 51 -
-
- You can acquaint yourself with the solid model by rendering your scene
- using various rendering resolutions and rendering modes. If you use NORMAL
- or SHADOWLESS mode, remember to create a light source to illuminate your
- object - otherwise all the objects in your picture will have only base
- light.
-
- NOTE: If you have started rendering and for some reason want to interrupt
- it (the resolution isn't right...), you can stop it by choosing Control ->
- Cancel or by hitting the 'q' key.
-
- After rendering has started, the user can select some functions. With the
- box functions, the user can define the part of the display that is to be
- rendered. The purpose of this is to make the time consuming rendering
- process faster. Using the 'Set box' function you can define a rectangular
- region to be rendered. In this way you can take a quick look at a critical
- part of the frame before you start rendering the whole frame. It is also
- possible to render a frame using a lower resolution, after which the
- regions required can be defined and rendered using a higher resolution.
- In animations the box function can be used in many cases to greatly speed
- up the rendering process by excluding those parts of the frames that don't
- change. The Fill box function fills the box, and Box off removes the box
- definition that is defined.
-
- Note that if you define a box and then return to the editor, the solid
- model rendering screen is not removed. So when you enter the solid model
- again, the old picture is still there.
-
-
- FRAMEBUFFER SUPPORT
- Real 3D Professional contains direct support for some frame buffers.
- At the moment, support for the Harlequin frame buffer is included, and a
- special program version for the VD2001 from Austria is available too.
-
- These support features become active automatically, when the frame buffer
- is properly installed in the system. For example, when using Harlequin,
- just plug the card into your machine and copy 'harlequin.library' to the
- 'libs:' directory. Then start Real 3D and select Modes -> Solid. If the
- frame buffer installation was successful, you should now find a set of
- new menus in the rendering control screen.
-
- To render directly to the frame buffer display:
- - Activate the LAMPLESS rendering mode.
- - Activate either the TARGA or IFF 24 option.
- - Select the 'Open screen' function from the frame buffer menu.
- - Select RENDER.
-
- - PAGE 52 -
-
- - After rendering, you can save the image using the Save function on the
- frame buffer menu.
-
- To change the frame buffer display attributes:
- - Select the desired options from the frame buffer menu.
- - Select the 'Open screen' function again.
-
- - PAGE 53 -
-
- 5 MATERIALS
- -----------
-
- As mentioned before, Real 3D can represent objects as solids which can be
- given properties like brilliancy, texture, color, transparency and speed
- of light in the material. The color and transparency specify how much of
- the light hitting a body is reflected, absorbed or let through.
-
- (Picture "PIC54")
-
- The color of a body is for example white, all wavelengths of light reflect
- from it equally, while a black body absorbs all the light that hits it.
- A yellow body absorbs the blue component of light, and so on. The color of
- the body defines how great amount of each of the light components is
- absorbed. The rest of the light can either fully reflect from the body,
- go through the body or something in between these extremes.
-
- (Picture "PIC54")
-
- - PAGE 54 -
-
- In Real 3D, it is possible to define the physical parameters of the
- objects very accurately. The user can create different materials which
- can be saved to disk as material libraries. The user can load any of
- these libraries and then all the materials contained in the library are
- available for use. When an object is created, any of the materials
- present can be applied to it.
-
- Materials can be created/modified using the material requester below:
-
- (Picture "PIC55")
-
- The requester contains many proportional gadgets (sliders) such as the
- surface brilliancy gadget: These gadgets display their values as a
- percentage of the maximum value. The functions of the gadgets of the
- material requester are listed below.
-
- NAME
- In this field you can type a suitable name for your material.
-
- BRILLIANCY
- The brilliancy of a surface dictates how the reflected light will travel.
- If the surface is very smooth, the light will reflect perfectly and the
- surface will act as a mirror. If the surface is rough or matt, the light
- will reflect in random directions as in real life. In Real 3D the
- brilliancy can be set to any value from completely matt to totally
- mirrored.
-
- - PAGE 55 -
-
- TRANSPARENCY
- The transparency can also be defined from fully transparent to opaque.
- Real 3D is consistent with the theory of relativity, thus 299,792,466.2
- metres per second is the greatest speed of light through a body that can
- be defined.
-
- SPEED OF LIGHT
- The speed of light in a material defines how light is refracted when it
- goes through the material (refraction happens because light always travels
- along the fastest route between two given points). This is often referred
- to as the refraction index. If a body is perfectly impenetrable to light,
- the speed of light in it is not considered. In cases where light travels
- from an optically thicker material to an optically thinner material, the
- refraction index also defines the angle at which total reflection will
- happen. For the sake of performance, the effect of wavelength on
- refraction is not taken into account. Therefore, different wavelenghts
- of light cannot be resolved using a prism. In Real 3D you can create
- materials that have extremely high refraction characteristics. While
- diamonds have a refraction index of 2.4, you can create materials with
- a refraction index as high as 256.
-
- TURBIDITY
- This value defines how turbid a material is. For example, you can create
- a fog-like material. Note that the transparency factor defines how light
- rays penetrate the surface of a material, whereas turbidity describes what
- happens inside the material.
-
- SPECULARITY
- This material property describes how strongly reflected light rays from
- light sources concentrate around the ideal reflection direction. The
- higher the specularity the sharper and smaller the highlights created
- by light sources are.
-
- SPECULAR BRIGHTNESS
- This gadget defines how bright the light spots are. Specular brightness
- has effect only if the material contains some specularity.
-
- BUMP HEIGHT
- The absolute height of bumps in bump mapping. See the BUMP gadget
- description below.
-
- - PAGE 56 -
-
- PICTURE
- An object can be given a texture by combining it with an IFF format
- picture. Almost all programs for Amiga use this standard. For example,
- pictures created with programs such as Deluxe Paint or Digipaint can be
- used for painting objects. The picture field defines the name of the
- texture when using the texture mapping feature.
-
- SELECT
- When defining a texture map for the material, you can directly write the
- name to the picture gadget, but it is also possible to use the select
- gadget, which activates the file requester for the texture selection.
-
- SHOW
- This gadget displays the texture to be used for the material, if it is
- defined.
-
- TEXTURE INDEX
- This feature helps you to create animations in which the material textures
- change during the animation. For example, a wavy water surface can be
- animated by using a series of slowly changing texture maps and bump
- mapping. To use this feature, do the following:
-
- - Produce the texture and save them with a suitable name followed by a
- growing index starting fom zero: 'texture0', 'texture1'...
- - Create a material with suitable properties and write the name of the
- textures (with or without any index) to the texture name gadget in the
- material device.
- - Type the number of different texture files into the Txr.index field.
-
- After these steps you can use the material in your scene. When you then
- start rendering, the texture name is indexed automatically according to
- the frame number. Consequently, the first animation frame uses
- 'texture0', second uses 'texture1', and so on. When all the textures have
- been used once, the indexing skips back to the first texture.
-
- MAPPING
- Textures can be mapped onto an object in four different ways:
- - As a parallel projection
- - As a cylinder projection
- - As a ball projection
- - As a spiral projection.
-
- - PAGE 57 -
-
- Parallel projection is probably the most widely used. Different kinds of
- materials, upholstering, wood, etc can be created with it. With cylinder
- projection the texture can be wrapped around the object, and in spiral
- projection this wrapping forms a spiral. Ball projection is achieved when
- you first wrap a picture around an object and then crumple the ends of the
- picture so that it forms a sphere around the object. Sphere projection can
- be easily comprehended if we take the globe and a globe map as an example.
- By projecting a plan map of the earth on the sphere we can create a globe
- map.
-
- (Picture "PIC38,58,61")
-
- NO 0-COL
- If this gadget is activated then the first color of the palette of the
- texture (usually the background color) is treated as if it were
- transparent, and the original color of the object is used to replace this
- color.
-
- Textures can be used to define many different properties for objects.
- With the Maptype gadgets you can activate color mapping, clip mapping,
- bump mapping and special mapping, which are described in more detail
- below. You can combine all these mapping methods freely, so for example
- if you want to define just bump mapping remember to activate the color
- mapping field.
-
- CLIP
- It is possible to use textures to cut surfaces in the following way:
- Create a material with a suitable texture and activate the CLIP field.
- Then create a hollow object and change it to the material you have just
- defines. Then all the parts of the surface not painted by the texture
- will be removed.
-
- - PAGE 58 -
-
- BUMP
- Bump mapping allows textures to be used for defining 'bumps' instead of
- colors on surfaces of objects. The red values of the bitmap used define
- the relative height of the bumps: The higher the red component the higher
- bump, so the highest bump will be where the red value of the pixel is 16.
- The absolute height of bumps can then be adjusted using the bump height
- gadget.
-
- SPECIAL
- If this mapping type is selected, then the green value at any point of the
- bitmap defines the transparency of the surface in the corresponding
- position on the object and blue defines the brilliancy. In this way you
- could map shiny letters onto a matt surface.
-
- COLOR
- This is the default texture mapping method which can be used for
- determining the colors of objects.
-
- Horizontal and Vertical texture mapping options give additional
- flexibility to texture mapping features. Below is a list of the
- options; they work in a similar way in both horizontal and vertical
- directions.
-
- GRADIENT
- This can be used to produce a range of smoothly graduated colours across
- the surface of an object. If you set this flag, then the color boundaries
- between rectangular pixels are smoothened. This is especially useful when
- rendering 24 bit images.
-
- TILE
- This function repeats the texture in a tiled fashion on the material
- surface.
-
- FLIP
- The flip function inverts every second texture of a tiled map. This gives
- better pattern continuity in the junctions of textures. For example, if
- you use a digitized image of a wooden surface as a texture map this
- function is very useful.
-
- - PAGE 59 -
-
- ANGLE
- These fields define the angle to which the texture is mapped. With spiral
- and cylinder projections only the horizontal angle is considered, whereas
- ball projection uses both angle definitions. In the horizontal direction
- the default of 360 degrees maps the texture precisely once around the
- object. If the angle is greater, only part of the texture is visible.
- If the angle is smaller, the texture is mapped across a narrower section
- so that tiling is possible if desired. In the vertical direction the
- default angle is 180 degrees, which maps the texture from the 'north pole'
- to the 'south pole'.
-
- The following two options are sometimes useful:
-
- UNSHADED
- If you set this gadget, then any object made of the material is not
- affected by light sources.
-
- SMOOTH
- This option removes specualr reflections on the boundaries of transparent
- materials. For example you can remove reflections from a transparent,
- turbid sphere in order to create a fog cloud.
-
- OK
- This gadget exits the material requester and accepts the material
- definition or modification.
-
- CANCEL
- This gadget cancels the function.
-
- Although the list above is long, creating a material is quite easy.
- For example, to create a birch material:
- - Draw a pattern imitating the filaments of birch with any drawing program
- for the Amiga, and save the pattern for example to a disk called
- 'Textures:' as a file called 'birchtexture'.
- - Choose Projects -> Materials -> Create, so that Real 3D opens the
- material device. Type in material name 'birch'. Later, when choosing
- a material, you will refer to this material by the name 'birch'.
- - Type the DOS path Real 3D will use to find the pattern
- ('Textures:birchtexture') to the Picture field.
-
- - PAGE 60 -
-
- - Define the mapping for the pattern as PARALLEL
- - Activate the horizontal and vertical tiling gadgets.
- - Define brilliancy as 30 percent.
- - Choose OK.
-
- When you create a primitive, Real 3D makes it from the default material.
- The default material has a totally matt surface. This material does not
- have any texture and neither reflects light nor passes it.
-
- To change the material of an object to the material 'birch':
- - Define the material birch as described above.
- - Select the object.
- - Choose Modify -> Hierarchy -> Material.
- - Select birch as the material when Real 3D asks for it.
-
- (Picture "PIC38,58,61")
-
- Now the selected object is made of birch. Real 3D shows the new material
- in the instruction window. The pattern of the material you drew using the
- drawing program is also attached to the object, and its location,
- direction and size are given default values. The values depend on the
- projection method under which the object is created, the scale and the
- object. The picture of the material is positioned so that its upper left
- corner is at the object's offset point. The pattern will be the same size
- as it would be if loaded in the current scale to any of the projection
- windows of Real 3D. If the material is such that it requires accurate
- positioning of the pattern, you can modify the size, shape and location
- of the pattern.
-
- - PAGE 61 -
-
- MAPPING TEXTURES
- With the painting function you can accurately position textures. To define
- the size and location of a pattern/texture that is attached to an object:
- - Select the object.
- - Choose Modify -> Hierarchy -> Painting.
- - Real 3D lets you draw a line segment on the screen.
-
- If the projection mode of the selected object is parallel projection, this
- line segment corresponds to the top edge of the pattern/texture. In
- cylinder, spiral and ball projections it corresponds to the center point
- and radius. In these mapping methods the actual projection axis is
- perpendicular to the window in which the line was drawn, and it starts
- from the given center point. Furthermore, in cylinder and spiral
- projections the length of the line segment defines how high the mapped
- pattern becomes on the surface of the object.
- Finally, you can also define the direction to which 'the seam' is created
- in sphere, cylinder and spiral projections; it is the direction given by
- the line segment. Now you have changed the shape, size and location of a
- pattern that is used for a texture. You can also try out different
- projection modes to see how the selected material looks. If you don't set
- any of the projection fields, the selected material will not have any
- texture. Painting an object can be accomplished using the so called tile
- function, and the pattern will be repeated on the surface. In this way it
- is easy to create, for example, a brick wall withou having to draw a
- picture of the whole wall. It is sufficient to draw a single brick in
- a suitable scale.
- All operations that change the shape of an object also change the shape of
- the texture. For example, if you move a textured object, also the texture
- map is moved, too. Textures can be easily created for example with Deluxe
- Paint's brush tool. The Real 3D software package includes a large
- collection of readymade textures.
-
- OTHER MATERIAL FUNCTIONS
- The properties of the material you created do not satisfy you, they can
- be changed.
-
- To change the brilliancy of material 'birch':
- - Choose Projects -> Materials -> Modify.
- - Choose material 'birch' when Real 3D asks for a material to be modified.
- - Change the brilliancy setting of the selected material.
- - Choose OK.
-
- If the whole material is a fiasco, or it has become obsolete, you can
- delete it. All objects that currently use that material become the default
- material again.
-
- - PAGE 62 -
-
- To delete materials:
- - Choose Projects -> Materials -> Delete.
- - If you want to delete all materials kept in memory, select the 'Delete
- all materials' function. If you want to delete one material, select
- 'Delete one material' and then select a material that is to be deleted.
-
- As you have created new materials, you have added them to the material
- library of Real 3D. When you save a material to disk, you always save all
- the materials in the library. Likewise, you don't have to load materials
- one at a time, instead you can load a material library, and all materials
- in it will become available for use.
-
- To save a material library to disk:
- - Choose Projects -> Materials -> Save.
- - Name the material library using the file requester and choose OK.
-
- To load a material library to disk:
- - Choose Projects -> Materials -> Load.
- - Give the name of the material library to load and choose OK.
-
- If there are materials in memory, these new materials can be either added
- to the previous materials or the previous materials can be replaced with
- the new ones. Real 3D contains a library of ready made materials. It is
- recommended that you load this library and examine the definitions of
- different materials using the Materials -> Modify function, because
- examples of using most of the material features are demonstrated in this
- library.
-
- The UNSHADED option controls the shading of the material. If you set this
- gadget, then any object made of the material is not affected by light
- sources. Instead, the whole object is rendered using the unshaded,
- original color, so that the object looks luminous. The UNSHADED option
- is very useful if you want to combine 2D and 3D graphics by adding a ray
- traced picture of a three dimensional object in front of a background
- picture. This can be done using a genlock or simply by doing the rendering
- over the old picture, but these techniques have obvious defects: there is
- no connection between the 2D and 3D worlds - no reflections or realistic
- looking transparent objects.
-
- The following example demonstrates a technique which gives great results:
- - Create the background picture. For example, take a photo of a view in a
- town and digitize the picture with a video digitizer. Retouch it with a
- paint program if necessary.
- - Create a Real 3D model of a new building.
- - Create a material which has the background picture as a parallel mapped
- texture.
-
- - PAGE 63 -
-
- - This background picture is already shaded and therefore we don't want
- light sources of the 3D model to affect it, thus set the UNSHADED field.
- - Create 'a wall' behind the building using an infinite rectangle, and
- change the material of the rectangle to be the material with the
- background picture by the Modify -> Hierarchy -> Material function.
- - Select Modify -> Hierarchy -> Painting and define the size of the
- background picture so that it corresponds the size of the building.
- - Add light sources to the Real 3D model so that light comes from the
- same direction as the background picture.
- - Set the observer position to be the place where the background picture
- was taken.
- - Start rendering.
-
- - PAGE 64 -
-
- 6 LOGICAL OPERATIONS
- --------------------
-
- Logical operations offer one of the most powerful means of creating and
- modifying objects. These operations offer practically unlimited
- possibilites. Let's consider a situation where an engineer cuts an object
- made of pine with a tool that has just been painted. Since the paint on
- the tool is still wet, it sticks to the object and the surface of the cut
- is covered with the wet paint. The engineer notices this and replaces the
- tool with another clean one. The new cut surface is clean, showing the
- beautiful filament texture of pine.
-
- The logical operations of Real 3D work in a similar way. Let's suppose
- that two cylinders are positioned so that they partially intersect. Now
- we can execute any of the logical operations on the object. The results
- of these operations are illustrated below:
-
- (Picture "PIC65,68,69,70")
-
- - PAGE 65 -
-
- (Picture "PIC66")
-
- If you look at the list above, one of the logical operations would seem to
- be missing, namely OR. The reason for this omission is the OR is the
- default operation. That is, it is executed of no other operation is
- specified by the user. In other words, when you create objects, you add
- matter to the ether.
-
- NOTE: If you position two objects so that they partially intersect, their
- materials will not fuse. What happens is that Real 3D automatically
- removes material from the first primitive to make room for the second
- primitive.
-
- In Real 3D it is possible to execute the logical operations so that the
- tool affects not only the volume of the target object, but also its
- surface. This is one of the Real 3D's most useful features. For example,
- if you cut a notch in a pine board using a reflective toll by us-
-
- - PAGE 66 -
-
- ing the 'AND NOT with paint' operation, you will get a reflective notch on
- the board. Likewise, if you use a red lathe you will get a red notch.
- And if you use a chimney to cut a notch, you will get a piece of wood with
- a notch of brick coating. On the other hand, if you use any of the non
- painting operations, you will get a clean notch of pine on your pine
- board. In this case the surface of the tool does not affect the object
- that is operated on. The objects used in these operations can naturally
- be complex ones with many levels of hierarchy, and they can contain
- objects that have resulted from previous logical operations.
-
- All logical operations are executed in the same way:
- - Select an object to operate with (The Tool).
- - Choose an operation.
- - Select an object to be operated on (The Work Piece).
-
- The operations preserve the tool intact, and it can be used to carry out
- several operations. One of the simplest objects that can be created with
- the logical operations is a lens. A lens can be thought of as the
- intersection of two partially intersecting spheres.
-
- To make a lens, firstly create two similar spheres and naming them as work
- piece and tool. Then make the spheres partially intersecting. If you now
- execute the AND operation between the spheres, the resulting object will
- be the part of the work piece that is inside the tool. It is a lens.
-
- To execute the AND operation:
- - Select tool as the active object.
- - Choose Modify -> Operations -> AND.
- - Select work piece as the object to be operated on when Real 3D asks for
- it. Now Real 3D shows a message AND done.
- - Delete the tool because you will not need it any longer.
-
- Now you have created a lens, but in the projection window there are still
- two partially intersecting spheres visible. Unfortunately, it is quite
- hard to change the wireframe representation of the spheres automatically
- so that the resulting lens would be depicted. Therefore, you must keep in
- mind what the result of the operation represents.
- If you look at the selection window, you can see that the color of the
- name work piece has changed to indicate that it has been operated on.
- For the sake of clarity, change the objects name to lens. At any time,
- by using the info operation, you can also find out what operation has
- been applied on the object.
- If you create objects that you plan to save later to disk, it is useful
- to change the objects wireframe representation to represent the actual
- shape of the object. We will return to cre-
-
- - PAGE 67 -
-
- ating new wireframe representations later on.
- If you render your creation in the solid model, you will notice that you
- really have created a lens shaped body. If you change the material of the
- lens to glass, it can be used as a magnifying glass...
-
- (Picture "PIC65,68,69,70")
-
- To cut an oval hole into the lens:
- - Create a cylinder and stretch it into an oval form.
- - Locate the cylinder so that its axis goes through the focal points of
- the lens.
- - Choose Modify -> Operations -> AND NOT while the cylinder is the active
- object.
- - When Real 3D prompts for the object to be operated on, select the lens
- you have created.
- - Delete the cylinder because it is no longer needed.
- - Render an image of the object.
-
- - PAGE 68 -
-
- (Picture "PIC65,68,69,70")
-
- Finally, we may make a section diagram of the lens by splitting the lens
- in two, using a plane surface. You are already familiar with the two
- dimensional primitives like circles, rectangles and triangles. When used
- in logical operations, these plane primitives are not extremely thin
- two dimensional surfaces, but, on the contrary, are infinitely thick
- halves of space. In other words, a plane divides the space into two halves
- and involves one of these halves. The wireframe representations of plane
- primitives have a small peak, that tells you which side of the plane is
- defined by the two dimensional primitive. Because we want to see the real
- material and color of the objects, we do not use operations which affect
- the cut surfaces of the work piece (the 'and paint' operations). If you
- set a plane so that it goes through the focal points of a lens, and then
- execute the AND NOT operation, the half of the lens that is on the same
- side of the plane as the spike is removed. The AND operation would
- preserve the half that is on the spike's side of the plane.
-
- To remove half of a lens:
- - Create some plane primitives, e.g. a rectangle, and place it so that it
- goes through the focal points of the lens.
- - Choose Operations -> AND NOT while the rectangle is the active object.
- - Select the lens as the object to operate on.
- - Delete the rectangle since it is no longer needed.
-
- Now you have made half a lens with an oval hole through it, which is a
- very simple object to Real 3D. You can, for instance, stretch it if you
- want. In a similar way you can create more and more complex objects, which
- can be saved to disk and used to create noew objects. As you complete
- useful new objects and tools the program becomes easier and faster to use.
-
- - PAGE 69 -
-
- (Picture "PIC65,68,69,70")
-
- As you can see, using the logical operations is very simple. The only
- drawback can be seen when you look at the recently created lens with a
- hole in the editor. An outsider could not tell what these wireframes of
- the two spheres, the cylinder and the plane depict. For this reason the
- program includes options to replace the original wireframe representtions
- of the primitives with a new wireframe that more closely illustrates the
- recently created object.
-
- The easiest way to modify the wireframe of an object produced by a boolean
- operation is to use the Extras -> Rethink function:
- - Select the object to be modified.
- - Select Extras -> Rethink or hit the '!' key.
- - If the result is not suitable, use the Extras -> Undo function.
-
- This operation makes all wireframe line segments outside the volume of the
- current object invisible, which usually gives a better representation.
- The result of this automatic wireframe modification can then be further
- improved with the other representation tools. The rethink function may
- sometimes leave too little of the original wireframe, because Real 3D
- tries to represent the objects as minimally as possible.
-
- The Observer function (alt-key + 2) is the function for making individual
- points invisible. Use it in the following way:
- - Select the primitive to be modified.
- - Select the Extras -> Representation -> Obscure function.
- - Click near the point you want to make invisible.
-
- - PAGE 70 -
-
- Extras -> Representation -> Draw wire is the function for drawing a new
- wire for the object (alt-key + 3). This function can be applied only to
- objects that do not have a wireframe yet. That is, only to boolean
- operations and other hierarchical objects which have sublevels. This
- function allows you to draw a single curve, which you can afterwards edit
- with the Obscure function if necessary.
-
- One method of replacing the wireframe is to steal the wireframe
- representation of an existing primitive. Then, you can modify this
- wireframe until it represents the operated object with sufficient
- fidelity. To use this technique:
- - Create a primitive whose wireframe you wish to use as a starting point,
- and modify its wireframe to give a preliminary representation of the
- required object.
- - Choose Extras -> Representation -> Add wire while the object to which
- the wireframe is to be added, is selected.
- - When the program asks for it, select the primitive whose wireframe you
- want to use for the replacement. The wireframe of the primitive has now
- been added to the active object, and the primitive is deleted.
- - You can modify the wireframe by moving individual points of the
- wireframe using point editing operations.
- - Using the Info function, make the substructures of the replaced object
- invisible.
-
- You can add a wireframe to any object that does not have a wireframe yet,
- as illustrated above. It's sole purpose is to give information about the
- real shape of the object. In the solid model the extra wireframe has no
- effect whatsoever.
-
- You can delete a wireframe representation by choosing menu item Extras ->
- Representation -> Delete wire while the required object is selected.
-
- Once you have operated on an object, the hierarchical structure of the
- object is modified to reflect the volume of the resulting object. If we,
- for example, drill a round hole through a cube using a cylinder as a tool,
- you will notice that the hole moves with the cube when you relocate the
- cube.
-
- The following figure shows the structure of a hole drilled through a cube
- with a cylinder.
-
- - PAGE 71 -
-
-
- +------+
- | CUBE |
- +------+
-
- +------+ +------+
- | CUBE | | CUBE |
- +------+ +------+
-
- The substructure of an operated object can be exposed by first selecting
- the whole object and then pressing the 'Ctrl' and 's' keys simultaneously.
- Real 3D will then let you use the selection window to move the
- substructure of the operated object and to apply a modifying operation to
- these substructures. The substructures, however, should not be modified
- with operations that change the hierarchical structure of the object
- (e.g. Locate or Delete) unless the user is familiar with the results of
- such modifications.
-
- NOTE: It is possible to close any hierarchical object in the same way as
- boolean operations are. The keyboard function 'Alt' + '4' closes the
- hierarchical structure. This protects you from creating objects into
- unwanted hierarchical levels. You can move through the closed level using
- the Ctrl-s keys. If you choose the function again, the structure will be
- opened up.
-
- By changing the location or size of the substructures or by stretching
- them, we can easily create animations where you can actually see the hole
- being drilled. Anotehr example would be an object being turned in a lathe.
- The possibilities go on and on...
-
- (Picture "PIC72,78")
-
- - PAGE 72 -
-
- It is possible to carry out operations that have no meaning. Although, in
- theory, it is possible to execute for example an AND operation with the
- object itself, Real 3D won't let you carry out such nonsense. The result
- of such an operation is always either the object itself or nothing at all.
- For instance, the EOR operation between two objects that are the same
- deletes the whole object. However, this can be done more practically using
- the normal deletion method.
-
- - PAGE 73 -
- - PAGE 74 -
-
- 7 FREE FORM MODELING AND POINT EDITING
- --------------------------------------
-
- In this chapter we will learn to use the modeling techniques of Real 3D
- which are more suitable for creating free form objects such as a human
- face. This approach is based on curves and polygon meshes whose points
- can be freely edited to obtain a desired shape. The usual procedure for
- creating a free form surface is the following:
-
- - Create some curves, which contain enough information for the basic shape
- of the surface.
- - Manipulate and edit the curves if needed.
- - Use one of the tools to build a surface from the curves.
- - Use linear and nonlinear modifications to edit the overall shape.
- - Use point editing for detail and fine tuning.
-
- CREATING CURVES
-
- A curve is just a sequence of points in space, and is an important object
- in free form modeling. The free form tools of Real 3D create surfaces by
- combining curves in different ways. Another context where curve data is
- used regularly is animations: free form motions in Real 3D animations
- are defined using curves.
-
- There are two classes of curves in Real 3D: open curves and closed ones.
- The result of many of the operations depends on this difference. For
- example, when defining an orbit for an object, a closed curve gives a
- different result to an open one, even if the start and the end point of
- the open curve coincide.
-
- To create a free form curve:
- - Select Freeform ->Create curve -> Curve.
- - Use the left mouse button to add new points to the end of the curve.
- - When the curve is ready, use the right mouse button to end the
- definition.
-
- The following special options are available during curve creation:
- - Esc key removes last point.
- - C key closes the curve and ends the definition.
- - * key allows the user to select a primitive (for example another curve),
- whose point data is copied to the end of the curve being defined and
- ends the curve definition.
-
- Circular curves are easy to create using the Circular-loop function:
- - Select Freeform -> Create curve -> Circular loop.
- - Click the centre point position.
- - Shape a circle.
-
- - PAGE 75 -
-
- - Type a suitable number of points for the curve when the program asks for
- the subdivision factor and click OK. Usually the default value 12 is
- sufficient.
-
- There is also support for easy creation of spiral curves:
- - Select Freeform -> Create curve -> Spiral.
- - Click the centre point position.
- - Shape a circle, which defines the radius of the spiral.
- - Define a suitable number of points, length and an angle for the spiral.
- For example, the default angle 720 gives two revolutions around the
- spiral's axis.
- - Select OK.
-
- Sometimes it is necessaryto produce a curve which goes along another
- curve, maintaining a constant distance from it. This can be done quite
- easily in the following way:
- - Activate the curve from which you want to create a parallel curve.
- - Select Freeform -> Create curve -> Parallel.
- - Draw a line from the first point of the active curve in the desired
- direction: the length of this line defines the distance between the
- curves.
-
- The functions described above can also be selected from icons in the
- selection window (in the seventh row).
-
-
- SELECTING POINTS
- When freeform modeling, hierarchical access to objects is often not
- sufficient: To get a desired result, an operation must be restricted to a
- subset of the points of a primitive. Therefore Real 3D includes support
- for point selection, which enables editing of individual points within
- object. This kind of editing is mainly intended for free form curves and
- meshes out it can be used to modify other primitives too: A modification
- of individual points may be used if it preserves the shape. For example,
- a point on a triangle can be moved freely, but moving a point out of the
- surface of a sphere gives a very impredictable result.
- In certain situations point selection can be used to define some
- additional information for a function. For example curve subdivision can
- be restricted to the interval between two points instead of subdividing
- the whole curve. The points which are specifiedusing point selection are
- called active points. Point selection overrules the hierarchical
- selection. For example, the normal Move function moves just the active
- points instead of the current object. There are five functions available
- for point selection. They can be selected from the menu. Freeform -> Point
- editing or from the selection window icons (on the bottom row).
- The Select function activates more points in the current object (the
- current selections to main valid).
-
- - PAGE 76 -
-
- - Select Freeform -> Point editing -> Select.
- - If you want to select only one point, click near it. You also have the
- option to drag a box around the points you want to make active.
-
- The Select new function works in a similar way, but it first deselects all
- the currently active points.
-
- The Deselect function allows the user to deselect particular points:
- - Activate the object whose points you want to deselect.
- - Select Freeform -> Point editing -> Deselect.
- - You can only deselect one point by clicking near it. But, if you drag
- a box, all the points inside the box will be deselected.
-
- The Deselect all function deselects all the currently selected points.
- The Show points function shows the positions of all the points of the
- current object. This is useful for point selection.
-
-
- BUILDING FREE FORM OBJECTS
- Real 3D includes a set powerful functions, which can be used to create
- polygon meshes from curves. These objects can then be edited at an
- individual point level. The program supports 3 classes of mesh: Open
- meshes, cylindrical meshes and torus meshes.
-
- A mesh surface consists of a regular grid of curves, which usually show
- the shape very clearly. The regular representation allows also some
- special surface manipulation techniques such as remapping, which is
- described later. When rendered, mesh surfaces are represented using
- polygons and smoothened using Phong shading. This smoothing turned
- on using the SMOOTH gadget in the Info requester.
-
- Mesh surfaces are always hollow. This means that you can use the Boolean
- operations to cut them, but you cannot use them as tools so you can't cut
- with them.
-
- The conventional way to define a surface is to use the coplanar sweep.
- using this tool the surface is obtained by sweeping one curve along
- another. To use this function:
- - Select Freeform -> Build -> coplanar sweep.
- - Define a profile curve which shows the shape of the surface's cross
- section.
- - Define a curve to sweep it along.
-
- - PAGE 77 -
-
- (Picture "PIC72,78")
-
- NOTE: You can define curves in the same way as you create a free form
- curve using the Freeform -> Create curve -> Curve function. See the
- section 'Createing curves' in this chapter. Among other things it is
- possible to take the curve data from predefined, carefully created curves
- using the '*' key. Sometimes this method is better because it allows
- careful and accurate positioning of the curves. Also, if the result is
- bad, it may be easier to edit the input curves and to build the surface
- again rather than editing the surface itself.
-
- The Orthogonal sweep is quite similar to the coplanar sweep, but while it
- sweeps the profile curve along the sweeping curve, the profile curve is
- also rotated according to the direction of the sweeping curve.
-
- (Picture "PIC72,78")
-
- - PAGE 78 -
-
- The rotation function is a special case using the orthogonal sweep: the
- difference is that the sweeping curve is always circular. You can create
- rotational forms in the following way:
- - Select Freeform -> Build -> Rotation.
- - Define a profile curve for the rotation.
- - Define the rotation axis by drawing a line.
- - Define the rotation angle and the subdivision factor and click OK.
-
- Swinging is another theme on the previous rotation function. It inputs a
- swinging curve, which scales the radius of the rotated profile curve and
- moves it in the direction of the axis. Use it in the following way:
- - Select Freeform -> Build -> Swing.
- - Define a profile curve for the swing.
- - Define the rotation axis by drawing a line.
- - Define a swinging curve around the axis (is is usually in a plane
- perpendicular to the axis. Note that the cursor defines the axis
- position in this plane: draw the swing curve around it).
-
- (Picture "PIC79")
-
- - PAGE 79 -
-
- The join function joins a curvo or a mesh to another curve or mesh. For
- example, it is possible to create a sequence of section curves, which
- define the cross sectional shapes of an object in desired places and
- then join the curves into a single mesh.
-
- (Picture "PIC80")
-
- This function can be used in the following way:
- - Draw a sequence of intersection curves: curve1, curve2, curve3....
- - Activate curve2.
- - Select Freeform -> Build -> Join.
- - Select curve1. Now curve2 is joined to curve1, and curve1 becomes a
- mesh.
- - Activate curve3, select joining function again and select curve1. This
- adds a new section to curve1.
- - Continue adding the new curves to curve1, until the shape is ready.
- - The remaining curves curve2, curve3, etc. may be deleted if the
- operation is successful.
-
- To get the best results each curve should have the same number of points
- and the curves should be oriented equally. Also the start points of the
- section curves should be located along the same longitudinal direction.
-
- - PAGE 80 -
-
- As well as two curves, two meshes can be joined together. In the previous
- example it was assumed that the curves positioned in the correct order. If
- the situation is such that there order is not known so that you do not
- know which sides of the curves/meshes will be joined then the joining can
- be defined accurately by activating a couple of points in the desired
- edges of the meshes. The following image demonstrates this:
-
- (Picture "PIC81")
-
- The procedure for joining two meshes is:
- - Activate the target mesh to be modified with the join function (this
- mesh will grow in the operation)
- - Select two points on the desired edge curve of the target mesh.
- - Activate the tool mesh, which will be joined to the target mech.
- - Select two points more this time on the desired edge curve of the tool
- mesh.
- - Select Freeform -> Build -> Join.
- - Select the target mesh.
- - The tool mesh is not modified in the operation: you may delete it, if
- the operation was succesful.
-
- If one of the objects to be joined is a curve, then there is no need for
- point selection on that curve. The mesh building function can be activated
- from the selection window icons too (in the eight row).
-
- - PAGE 81 -
-
- MODIFYING CURVES AND MESHES
- The function on the Freeform -> Modify menu can be used to manipulate free
- form objects in many ways.
-
- The remap function is a very powerful feature of Real 3D. whit it, you can
- modify the number of the points with which a curve or a mesh is
- represented. Increasing the number of points smoothens the shape: this is
- useful, because the basic form can be defined very roughly and the remap
- function can then be used to get the final smooth shape.
- By decreasing the number of points instead, it might make it easier to
- edit the shape. A smaller number of points is easier to control. When
- you've finished editing you can restore the smooth shape by remapping the
- object back to the original point count. Of course, if you first decrease
- the number of points and then remap it you will not always get the same
- shape. This is because with fewer points you cannot store the same amount
- of information as with the original number of points.
-
- To modify the number of points in a mesh:
- - Activate the mesh.
- - Select Freeform -> Modify -> Remap.
- - Real 3D requests the new point counts and displays the current counts.
- Define suitable numbers and click OK.
-
- Another reason for decreasing the point count is related to memory
- problems: if you find that you cannot render a free form surface because
- of lack of memory, you can reduce the number of points in the scene until
- the you succed in rendering it. The show spline function shows the form,
- which is achieved if the curve/mesh is remapped with a high number of
- points. This is useful when editing the shape with few points.
- The smoothen function can be used to smoothen the shape of a curve or a
- mesh. For example, hand drawn curves or curves vectorized from bitmaps
- tend to have unwanted irregularities. These can be eliminated with this
- function. If smoothening is applied to an open curve, the point count is
- incremented by one, whereas with closed curves the point count is
- maintained.
-
- If the object to be smoothened contains relatively few points smoothening
- may change the shape quite radically. The result of smoothening an object
- which has densely spaced points is easier to predict.
-
- To use the smoothening function:
- - Activate a curve or a mesh.
- - Select Freeform -> Modify -> Smoothen repeatedly until the result is
- smooth enough.
-
- - PAGE 82 -
-
- When creating a curve, the curve can be closed using 'C' key option. An
- open curve can be closed afterwards using the closing option:
- - Activate the curve.
- - Select Freeform -> Modify -> Close.
-
- If you apply the Close function to an open mesh, you get a cylindrical
- mesh, and closing a cylindrical mesh produces a torus mesh.
-
- Curves can also be opened or broken into pieces:
- - Activate the curve.
- - Activate the point where you want to break the curve.
- - Select Freeform -> Modify -> Break.
-
- When breaking a mesh, a curve along the break must be defined. This can
- be done by activating two points on the desired curve.
-
- To break a mesh:
- - Activate the mesh.
- - Define a break curve on the mesh.
- - Select Freeform -> Modify -> Break.
-
- If you break a closed curve, it becomes open. With an open curve, the
- result is to divide it into two separate curves instead. Similarly, if you
- break a torus mesh you get a cylindrical mesh. Note that the break
- operation does not produce any visible gaps, because the break
- point/break curve is copied to both ends of the opened/closed shape.
-
- It is possible to connect two curves together using the Concatenate
- function:
- - Activate the curve, which you want to concatenate to another curve.
- This curve is not deleted in the operation (tool curve).
- - Select Freeform -> Modify -> Concatenate.
- - Select the target curve to which you want to concatenate the tool curve.
- - Draw approximately a line from one end of the tool curve to one end of
- the target curve. This line defines the desired way to connect the
- curves.
-
- Meshes can be connected using the join function as described earlier in
- this chapter.
-
- The Remove points function can be used to remove unwanted points from a
- curve:
- - Activate the curve.
- - Activate the points to be removed.
- - Select Freeform -> Modify -> Remove points.
-
- - PAGE 83 -
-
- If you want to remove a point from a mesh, you must remove the whole curve
- containing the point:
- - Activate the mesh.
- - Define the curve containing the points to be removed, by activating two
- points on that curve.
- - Select freeform -> Modify -> Remove points.
-
- The subdivide function subdivides each point interval of a curve to give
- a number of subintervals, thus increasing the point count of the curve.
- Note that this does not smoothen the shape as the Remap function does, all
- the new points lie on the lines connecting the original points. To
- subdivide a curve:
- - Activate the curve.
- - If you want to subdivide only a line between two consecutive points,
- activate the points too.
- - Select Freeform -> Modify -> Subdivide.
- - Define the subdivision factor and select OK.
-
- Mesh subdivision works in a similar way. All the curves on the mesh are
- subdivided. Mesh subdivision always affects the whole mesh.
-
- - PAGE 84 -
-
- BENDING FUNCTIONS
- In addition to conventional modification functions such as move, rotate
- or size, Real 3D contains a large set of nonlinear functions for bending
- objects. These functions are intended for modifying curves and meshes
- rather than primitives, because bending often distorts primitives to
- badly.
- There are 24 different bending variations availabale: That's four
- different bending functions combined with six different bending mode
- combinations. All the bending functions on the Freeform -> Bend menu first
- require a line called the bending axis. This defines the bending interval.
- The following picture illustrates the differences between the bending
- functions:
-
- (Picture "PIC85")
-
- On the picture, the arrow on the left is the bending axis, and the
- straight cylinder is the original object. The small arrow defines the
- amount of bending. For the sake of clarity the four left mousebutton
- clocks needed to define the modification are numbered from 1 to 4.
- Local bending affects only the points of the object that are inside the
- bending interval, whereas global bending affects every point. End point
- bending bends the object so that the start point of the bending axis is
- not affected at all, but the amount of bending grows the further along
- the bending axis you go.
-
- For example, to bend a small curve into a tube:
- - Activate the tube mesh.
- - Select freeform -> Bend -> Global (use the default modes Bend & Move
- and 2D)
-
- - PAGE 85 -
-
- - Draw a line in the middle of the tube along its length: the length and
- position of the line defines the area where the bending affects the
- object.
- - Grab the object by clicking with the left mouse button.
- - Move the mouse in the direction you want to bend the object.
- - When the result is OK, hit the left button again.
-
- The Bending modes menu contains two sets of bending options. If the option
- Bend & Move is activated, all the points under modification are moved an
- equal amount in the bending direction regardless of their distance from
- the bending axis. If the option Bend & Size is selected, bending becomes
- multiplicative: That is, the further the point lies from the bending
- axis the more it will be moved. The following picture demonstrates this:
-
- (Picture "PIC86")
-
- When using the Bend & Size mode, the distance of the bending axis from the
- object is very important. For example in the picture above the bending
- axis was positioned precisely along the left edge of the cylinder and
- therefore that edge of the object remained unchanged after the
- modification. Also the distance from the point which you grab to the
- bending axis is important the greater the distance, the more accurate the
- control you have.
- On the other hand, if the point where you grab lies on the axis itself
- moving the pointer even a bit produced a dramatic change in the shape.
-
- - PAGE 86 -
-
- The second set of bending options defines how the points distance from the
- bending axis in a direction perpendicular to the plane that the bending
- axis was defined in is taken into account in the modification. If the 2D
- option is selected, then the bending effects the object to the same degree
- regardless of its depth in the screen. The 3D option effects the points of
- the object in the direction perpendicular to the bending axis in precisely
- the same way as in the direction of the bending axis. When using the 3D
- option the position of the cursor defines the middle point of the bending
- area in the depth direction. Finally, the Radial option directs the
- modification radially away from the bending axis. This example picture
- will give you a better idea of what all this means...
-
- (Picture "PIC87")
-
- - PAGE 87 -
-
- 8 ANIMATIONS
- ------------
-
- INTRODUCTION
- In this chapter we will look at the animation interface of the software.
- The first four sections give information on the easy to use animation
- functions of the program, which you will find sufficient for most
- purposes. The section on exposing and de-exposing contains more detailed
- information on Real 3D animations. It is possible to use most of the
- animation functions without knowing about exposing and de-exposing, but
- advanced users who want to have a through knowledge of the animation
- system should read it. The rest of the sections contain general
- information on other animation features. We call a database from which
- images can be rendered an animation. In Real 3D an animation consists of
- a sequence of frames where each frame may have its own objects, observer
- and aim point positions. Animations can be thought of as the basic data
- structure of Real 3D, because if you create a scene in the editor you are
- in fact creating a one frame animation. Consiquently, when you save an
- animation, you save the objects in the scene, the editor settings, the
- palette, the rendering options etc...
- When you start working on an animation with more than one frame, you will
- find three new gadgets at the right end of the instruction window.
-
- << (X) >>
- Rewind Expose Wind
-
- With the wind and rewind gadgets you can move to any frame. You will find
- the same gadgets in the wireframe screen and the rendering control window.
- The expose gadget is explained later in this chapter.
- When creating an animation, the first step is to create a screen to be
- animated. The scene should be finished as possible before animating
- because it is usually easier to edit one single frame than a sequence of
- frames.
- When the scene is ready, the next step is to define the camera settings.
- The best way to do this is to use the wireframe mode functions, which
- control the observer (or the camera) and the aim point positions and the
- screen setting (or the focal length of the camera). In the wireframe mode
- it is easy to find a good viewing angle for the scene and record the
- position with the REC gadget. If you are going to animate the observer,
- you can easily include the position of the observer you have defined in
- the wireframe mode in its orbid. When the scene is this ready, it is
- finally time to animate the objects in the scene. Real 3D supports several
- animation techniques, which are described in the following sections of
- this chapter.
-
- - PAGE 88 -
-
- THE FIRST ANIMATION
- Let us practise the whole animating procedure with the following example,
- in which we will animate the scene by moving the observer around it.
-
- - Create a simple scene in the editor. For example, a rectangle with a
- sphere and a cube above it.
- - Choose Projects -> Animation -> Size
- - Type 50 when the program asks for the size of the animation.
- - Go into the wireframe mode by selecting Modes -> Wireframe.
- - Find a suitablr viewing angle for the scene using the wireframe
- controls.
- - Activate the AR (continous recording) gadget.
- - Grab the position gadget and slowly start to move the camera around the
- scene. All the changes in the camera position are recorded.
- - When the frame counter displays 49, release the position gadget.
- - Deactivate the AR gadget.
- - Activate the PLAY gadget. This shows a continous preview of the
- animation.
- - Stop the playpack by clicking the PLAY gadget again and wind the
- animation to the beginning using the gadget marked <<.
- - Select the SOLID gadget and you will enter the rendering control screen.
- - Type a name in the name field for the file name that the images
- generated for the animation will be saved as. For example df0:myscene.
- - Set the rendering resolution and the other settings to suit you.
- - Switch off the SINGLE operation, so that the whole sequence of pictures
- will be produced automatically.
- - Put an empty, formatted disk on which you want to save the animation in
- the disk drive and click on RENDER.
-
- Depending on the complexity of the scene and the frame count, rendering
- will take from several minutes to several hours.
-
- NOTE: Because the rendered pictures will be packed to save space when
- saved to disk the size of the animation that fits on a disk varies. If
- the frames contain large surfaces of the same color upto a hundred
- pictures can be saved on one disk. In the worst cases, not even ten
- pictures will fit on one disk. When a disk becomes full, Real 3D interrups
- rendering and prompts you to put a new disk in the disk drive.
- When Real 3D saves the rendered frames, it adds an index to the file name
- given in the name field. This index shows the number of the frame in the
- animation. Thus the name of the first frame of our example animation will
- be myscene0, the second frame will be named myscene1, and so on.
-
- - PAGE 89 -
-
- To show a rendered animation:
- - Open one of the pictures of the animation by moving the mouse pointer on
- to its icon and doubleclicking the left mouse button.
-
- This activates the default tool of the picture - the Display program. It
- shows the pictures directly from the disk and therefore it is not fast.
- There are, of course, other faster methods of showing the animation, which
- are described in the sections which deal with the Delta software and the
- Realplay program.
-
-
- ANIMATING OBJECTS WITH THE ORBIT FUNCTION
- Free form motions are propably the most important way of animating
- objects. If you want to define a smoothly curved orbit for an object:
- - Activate the object.
- - Select Projects -> Animation -> Orbit.
- - Now you can draw a path of several consecutive line segments by clicking
- the mouse in the desired places. These line segments define the orbit or
- path that the object will follow in the animation.
- - Use the right mouse button to stop the orbit definition.
- - Real 3D asks for the number of frames over which the defined motion
- happens. Give the number of the first frame and the last frame, and
- click on OK.
-
- Real 3D will firstly increase the animation size necessary, so that the
- number of frames defined will be included in the animation. Then the
- program calculates a smooth spline curve from the first point of the path
- to the end point of the path. Althought the line segments form sharp
- angles, the spline curve defines a nice, smooth motion for the object.
- The path is smoothened so that the start point of the path and the end
- point of the path are included in the resulting orbit: the other points
- of the path are not necessarily included. Instead the orbid goes through
- the middle points of all the line segments, and the edge points or control
- points of the spline curve act as magnets which attract the orbit towards
- them.
- The orbit does not directly define the absolute positions for the animated
- object: The distance of the object in the first frame of the orbit from
- the first point of the orbit itself does not change throughout the
- animation. This sounds complicated but in practice it means that the
- object need only have the correct position before the orbit function is
- applied.
- You can accelerate the motion by defining long line segments, whereas
- shorter segments slow down the object. For example, if you want a
- motionless object to accelerate slowly click twice on the first point of
- the path. And of course, if you want an object to move directly from one
- point to another point, just draw one straight line between the points.
-
- - PAGE 90 -
-
- The example above shows the easy way to define orbits. However, this orbit
- can only be drawn in two dimensions, and editing the orbit afterwards is
- difficult. The accuracy required for complicated motions can be obtained
- using predefined curves for orbit definitions. Real 3D offers versatile
- curve editing features, which are all available for orbit manipulation
- when using the method described in the following example:
- - Go to the first frame of the orbit.
- - Create a curve, which defines the desired orbit, using the free form
- curve tools (create the curve immediately under the root level of the
- hierarchy).
- - Use the Show spline function to ensure that the smoothened orbit is
- suitable. If not, edit the curve some more.
- - Select the object to be animated and move it to its initial position.
- - Select Projects -> Animation -> Orbit.
- - Hit the '*' key and select the curve using the selection window. The
- path definition is taken from the curve you created.
- - Define the frame interval and click OK.
- - Preview the animation using the Projects -> Animation -> Play function.
- If the orbit is not yet good enough, edit the curve and use the orbit
- function again.
-
- It is recommended that the curves for motion definitions are created in
- the root level of the hierarchy, so that the orbits themselves are not
- animated by a mistake. Never but the curve in the hierarchy of the object
- to be animated - that is unless you want to see curves flying around your
- animation. It is a good idea to create an abject 'orbits' under the root
- and place all the objects in this hierarchy. Then it is possible to make
- the whole collection of orbits invisible if necessary. Another good idea
- is to name the orbit curves. For example 'ballorbit' would be a suitable
- name for the motion curve of a bouncing ball.
- When creating looping animations with the orbit function, use the 'C' key
- to close the path or use the predefined closed curve.
-
-
- THE ROTATE FUNCTION
- If you want an object to rotate, do the following:
- - Activate the object.
- - Select Projects -> Animation -> Rotation.
- - Click the mouse at the center of the desired rotation.
- - Real 3D asks for the rotation angle and the frame interval. An angle of
- 360 degrees produces one revolution. Naturally you can give an angle of
- 720 degrees which would give you two revolutions or any other angle you
- desire. Also define the first and the last frame during which the
- rotation occurs.
- - Click OK.
-
- - PAGE 91 -
-
- As with the orbit function, the animation will automatically be enlarged
- if necessary, and the rotation is created throughout the given frame
- interval.
-
- NOTE: The rotation movement does not replace any other movements that have
- already been applied to the object, so that combinations of different
- movements are possible. Therefore, if you have defined a rotation that
- does not suit you and you want to redefine it, you cannot just set a new
- rotation because these ywo rotations would be combined probably producing
- an unwanted result. The right way to do this is to first remove the object
- to its initial location in the first frame of the rotation. Then de-expose
- the object in the rest of the frames and after that use the rotation
- function again.
-
-
- THE DIRECTION FUNCTION
- The directoin function changes the direction that an object points in with
- regard to the direction of motion. The following example demonstrates this
- feature:
- - Make a simple model of a car and rotate it so that it points in the
- direction that you are initially going to move it.
- - Use the Orbit function to give the car a wiggly, curved path to move
- down. Now, when the car moves around the curvesin its orbit, it will
- move sideways or even backward.
- - To direct the car along its path, select the menu Project -> Animation
- -> Direction. Define the frame interval to be from 0 to the last fram
- and select OK.
-
- Note that you must initialize the direction of the object yourself,
- because the program cannot guess what part of the object should point
- ahead. The direction modification is additive that is, it does not replace
- earlier rotations of the object. This means that you can supply this
- function only once to an orbit, therefore you must prepare the orbit
- completely before using the direction function.
- Note also that the object is never turned upside down when directing it.
- For example, if the direction of the object changes a full 80 degrees it
- is impossible for Real 3D to decide whether you mean to turn it
- horizontally or vertically. In such cases the function will always select
- the horizontal turn. Here is a practical way to describe the proble:
- The function is more suitable for directing carn than aeroplanes.
-
-
- EXPOSING AND DE-EXPOSING
- A Real 3D animation consists of a sequence of frames. When you move to a
- new frame the selection window displays the hierarchical structure of the
- objects shown in the frame. In each frame, the objects can be devided
- into two classes, which are called exposed and de-exposed objects. Exposed
- objects are usually the ones that have been animated. Whereas de-exposed
- objects are motionless. More precisely an object is exposed in a
-
- - PAGE 92 -
-
- certain frame if the frame contains a 'private' copy of object, so that
- any animation effect modifying the object is stored in that frame.
- Object exposure is a hierarchical property: If an object is exposed, all
- its subobjects are exposed, too. The operation, which makes a private
- copy of an object for a frame, is called exposing, and removing that
- copy is called de exposing.
-
- If an object is not exposed in a frame, the frame uses the object in the
- first preceding frame where the object has been exposed. For example,
- if an object is exposed only in the first frame of the animation, any
- modification effects that object in every frame of the animation,
- regardless of the frame in which the modification was made. On the other
- hand, if an object is exposed in every frame, then the modification will
- effect only the object in that frame. In this case, global modifications
- to the object must be made individually in each frame (macro techniques
- can be used as described later). This way of representing animations has
- a couple of significant advantages. First of all, memory is spared,
- since motionless objects are stored only once. Furthermore, creating cel
- animations becomes easier, since the previous state of an object can be
- used as a good starting point for editing. This is done by exposing the
- object when entering a new frame.
-
- You can find out if an object is exposed by activating the object and
- clicking one of the projection windows with the left button. If the
- object is exposed, the instruction window displays the message
- '<n>(X)Object', whereas de exposure is indicated by the message
- '<n>()Object'. An object can be exposed in the current frame using the
- '(X)' gadget on the right hand edge of the instruction window. Most
- animation functions (orbit, rotate, macros) expose objects automatically
- when modifying them, so the user does not have to do it frame by frame.
- The function for de-exposing is the Projects -> Animation -> De-expose
- function.
-
- The next figure shows an animation consisting of six frames:
-
- 1 2 3 4 5 6
- ()root ()root ()root ()root ()root ()root
- (X)Obj ()Obj ()Obj (X)Obj ()Obj (X)Obj
-
- It shows that you have exposed the object. Obj in the first and the
- fourth frame so that:
- - The frames 1 - 3 share the same data from Obj which is stored in
- frame 1.
- - The frames 4 and 5 share the same data from Obj which is stored in
- frame 4.
- - The data for Obj in frame 6 is for that frame only.
-
- - PAGE 93 -
-
- This means that if you modify the object Obj in frame 2, you will at the
- same time modify it in all those frames that share the same data - frames
- 1 and 3. On the contrary, modifications that are performed to the object
- in frame 6, effect only that frame. Usually the root level should not be
- exposed, because this makes it easy to add objects to a single frame in
- an animation: If a new object is created in a de-exposed hierarchy level,
- it is visible in every frame of the animation. De-exposing can be used to
- initialize the state of an object in an animation, for example to remove
- an unwanted motion component.
-
- OTHER ANIMATION FUNCTIONS
- The menu Projects -> Animation contains several useful functions for
- animation handling.
-
- To resize an animation:
- - Choose Projects -> Animation -> Size.
- - Enter the new size for the animation.
-
- If you increase its size, new frames will be added to the end of the
- animation. If you decrease the size, some frames will be removed from the
- end of the animation. Note that if you add frames to the animation, the
- new frames are identical to the last frame.
-
- To delete the animation you created:
- - Choose Projects -> Animation -> Delete.
- - Confirm the deleteion by selecting OK.
-
- NOTE: The function Projects -> Animation -> Delete is the same as the new
- project function: it resets everything except the curent material
- library, which is kept in memory.
-
- To save the animation to file 'testanimation' on drive df0:
- - Choose Projects -> Animation -> Save.
- - Enter the name of the animation 'df0:testanimation' and choose OK.
-
- To load an animation:
- - Choose Projects -> Animation -> Load.
- - Enter the name of the animation to load, 'df0:testanimation', and
- choose OK.
- - Now Real 3D asks if the new animation should replace the current
- animation (replace), should be concatenated to the end of the current
- animation (concatenate), or should be joined to the current animation
- frame by frame (join). If the last alternative is selected, the
- joining will be started from the current frame and the settings (e.g.
- the color palette) of the original animation will be preserved.
- Choose the alternative that suits you.
-
- - PAGE 94 -
-
- When you want to insert new frames at a certain point in the animation:
- - Move to the frame after which you want to add the new frames.
- - Choose Projects -> Animation -> Insert.
- - Give the number of frames to insert.
-
- If you want to remove frames from a certain point in the animation:
- - Move to the first frame to be removed.
- - Choose Projects -> Animation -> Remove.
- - Give the number of frames to remove.
-
- If you want to remove the exposure of some frames:
- - Move to the first frame in question.
- - Choose Projects -> Animations -> De-expose.
- - Define how many frames you want to expose starting from the current
- frame, click OK.
-
- NOTE: You cannot remove the exposure of an object in the first frame.
-
- To move to a new frame:
- - Select Projects -> Animation -> Goto frame.
- - Type the index number of the desired frame and click OK.
-
- Also the editor contains an animation preview function:
-
- - If you have the visible grid turned on, turn it off using 'G' key.
- - Select Projects -> Animation -> Play or hit the 'P' key.
- - The animation is played once. You can cancel the playback using the
- 'Esc' key.
-
-
- ANIMATING WITH MACROS
- You can create an animation using the Macro feature in the following way:
- - Create an object.
- - Go to the wireframe model and find a suitable viewing angle and
- distance, click REC and return to the editor.
- - Resize the animation to 100 frames with the menu Projects 0> Anumation
- -> Size.
- - Choose Projects -> Macro -> Define.
- - Execute appropriate modifications which define what happens between
- two consecutive frames. You could for example move the object slightly.
- - Choose Project -> Macro -> End.
- - Make sure that the part of the object that is to be modified is the
- active one, and choose Projects -> Macro -> Execute.
- - Set Frames = 100, Startcount = 0, Increcment = 1 and click OK.
-
- - PAGE 95 -
-
- The macro function then advances the animation, beginning with the frame
- being edited and manipulated the given number of frames as it goes. Each
- frame of the animation is modified by the macro and the number of
- modification cycles is incremented as the next frame is entered. The
- modifications are executed to those parts of the object that correspond
- to the current object in the frame being edited when the peration was
- activated. If a frame is not exposed, it will automatically be xposed
- before any modifications take place. All this should result in the
- desired animation effect.
-
- Note that if the picture count is greater than the number of frame, the
- remaining modifications have no effect.
-
- The previous description says that the macro is executed on the
- counterpart of the active effect in each frame. The identification of
- the object to be modified is based on the object name. Therefore,
- identical object names in the same hierarchy level can cause problems,
- because the animation function always select the first object having
- the correct name.
-
- The precise meanings of the three fields in the macro device are the
- following:
- - The frame field determines how many consecutive frames are modified by
- the macro, starting from the current frame.
- - Startcount defines how many times the first frame is modified by the
- macro.
- - Increment tells Real 3D how many more modifications per frame to do as
- the frames advance.
-
- If increment is zero, the effect of macro modifications does not
- accumulate with each frame: the number of modification cycles per frame
- does not increase and the frames will not be exposed automatically.
-
- Let's suppose that you execute a macro containing a little shift upwards,
- to an animation. Increment = 0: the object will be shifted the same
- amount upward in each frame, whereas with the increment greater than
- zero the object would have an upward movement when animated. Macro
- modifications with the increments value zero can be used to edit several
- frames at a time. For example, if you want to change the material of an
- object already animated from shiny to mirror you can use the following
- technique:
- - Move to the first frame.
- - Activate the object.
- - Select Macro -> Define.
- - Select Modify -> Hierachy -> Material and select the material 'mirror'
- from the material list (it is assumed that the standard materials are
- loaded).
- - Select Macro -> End.
-
- - PAGE 96 -
-
- - Select Macro -> Execute and give Frames = number of the frames in the
- animation, Startcount = 1 and Increment = 0.
- - Click OK.
-
- Note that using the meterial function directly would change the material
- in the current frame only.
-
- The macro method offers the most general way of doing animations in Real
- 3D: a macro can include whatever modifications you like. Nevertheless,
- this generality means that the user has to define quite a number of
- things when creating an animation and therefore the macro method can be
- somewhat laborious. In fact, defining a macro including several steps is
- very similar to writing a small computer program.
-
-
- ANIMATING THE OBSERVER AND THE AIM POINT.
- It has already been mentioned that the observer can be animated using
- wireframe functions. Although this method is easy, the results tends to
- be inaccurate. If you create the objects observer and aim point in the
- hierarchy using the menus Creation -> Observer and Creation -> Aim point
- you can animate them in a similar manner to other objects.
- For example, you can create a scene where the observer is located in the
- hierarchy of the car, and the aim point is located in the hierarchy of
- an aeroplane. When you animate the car and the plane, you get an
- animation where the camera moves along inside the car while tracking the
- moving plane.
- Even if you do not want to animate the observer or the aim point, it may
- be useful to have these objects in the hierarchy, because then it is
- possible to control their positions in the editor too, instead of just in
- the wireframe mode.
- If you group the objects observer and the aim point under one object
- 'camera', you can animate them together. For example you can initialize
- the camera direction, then draw a free from orbit for it and finally
- direct the camera using the Animation -> Direction Function. This creates
- a nice 'spacelight' type effect.
-
-
- CREATING BIG ANIMATIONS
- When you create large animations, it may be necessary to produce the
- animation in several parts. Then you must take into consideration the
- picture indexing convention mentioned before. Also, the automatic scaling
- of light source intensities will be carried out using the first frame of
- the animation, so it might be necessary to place the same frame at the
- beginning of each of the animations.
- You should not change the color palette between rendering separate parts
- of an animation althought the colors of the object will remain the same,
- the solid modeler may come to
-
- - PAGE 97 -
-
- different solutions when it produces HAM pictures. This will cause
- unpleasant fluctuations in the picture when the entire animation is
- played. One fact to keep in mind is that if you use a macro, it is best
- to modify all parts of the animation at the same time because the current
- version of Real 3D does not support macro saving and loading
- Sometimes much memory can be saved using simple tricks. For example, if
- you are going to render an animation of a spinning logotype using the
- lampless rendering method, do not spin the logotype: spin the camera
- around the logotype, instead of rotating the logotype. Then the observer
- is the only moving component of the scene, and as it is a simple object
- it does not require much memory.
-
- - PAGE 98 -
-
- 9 PRACTICAL INTEGRATED FUNCTIONS
- --------------------------------
-
- THE DISPLAY
- The projection windows of Real 3D can be thought of as holes through
- which the user can see space. Changing the scale changes the size of
- these holes. When these holes are large, the user will see a large
- portion of the space, and when the holes are small, tiny details of
- the objects can be seen accurately. As if you were looking at the same
- scenery on a map at different scales.
-
- To change the scale:
- - If you intend to enlarge the object on the screen, choose the operation
- Settings -> Display -> Scale in.
- - Then move the mouse pointer to that part of the screen you want to
- enlarge. When you press the left mouse button, you can draw a rectangle
- on the screen. The region inside the rectangle will be enlarged so that
- it takes up the whole screen.
-
- You can reduce the size of an object by choosing the operation Settings
- -> Display -> Scale out. Then you can define a rectangle that will, after
- reduction, contain that part of the space that is visible on the screen
- when the operation was initiated. These operations can produce at
- maximum, a hundredfold magnification or reduction of the screen.
- A quick way to change the scale is to use the '-' and '+' keys.
-
- When Real 3D is started, all projection windows are positioned so that
- when you the origin (0,0,0) of space is located at the center point of
- the window. Using the Pan operation you can change the position of the
- windows in the space, so that you can observe in detail an object that
- is on the edge of the space.
-
- To move a projection window in space:
- - Choose menu Settings -> Display -> Pan.
- - Grab an object and move it to any place you want. Instead of moving the
- object, Real 3D moves the window so that the object will show in a
- different part of the window. The new position of the window's center
- will be shown in the instruction window.
-
- The autofocus function offers a fast way to pan and scale the display
- around the active object:
- - Activate the desired object.
- - Select Settings -> Display -> Autofocus or hit the '>' key.
-
- The display will be centered around the actibe object and the active
- object will be magnified to fill the display. If you want to reset the
- scales and the position of the windows to the default values:
- - Choose Settings -> Display -> Reset or hit the 'o' key.
-
- - PAGE 99 -
-
- DISPLAY REDRAWING MODES
- Even though it may be possible to fit several thousands of basic objects
- into a main memory of 9 megabytes, modification calculation and display
- updating probably takes so much time that working interactively becomes
- impossible. Real 3D includes many methods with which these kind of
- problems can be reduced considerably. These methods are described in the
- next two sections.
- You can speed up screen updates by choosing Settings -> Drawmode ->
- Reduced. Then the program updates only the active projection window and
- you can, when necessary, redraw the whole screen using the Extras ->
- Redraw operation. This does nor make calculations much faster, but since
- only one window of all three is redrawn, drawing takes only one third of
- the normal time.
- If the previous technique is not fast enough, select Settings -> Drawmode
- -> None. Then the program does no automatic updating at all. When the
- display gets to confused, select Extras -> Redraw or hit the return key.
- Extras -> Drawmode -> Normal turns the default automatic updating on.
-
- If you have selected draw mode Reduced or None, object modifications are
- also affected. When you try to modify a complex enough object, Real 3D
- automatically creates a simpler representation for the object. This
- simpler image, consisting of boxes that cover the object that are fast
- enough to rotate, move, etc. A small drawback is that at the beginning of
- any modification it takes some time to create a new representation, so
- some patience is needed.
-
- NOTE: If you select draw mode None and go to the wireframe model, the
- simplified drawing method is used also there (the RBOX function).
- NOTE: Decreasing the screen depth to two will usually make display
- updating remarkably faster.
-
- THE VISIBLE RANGE OF THE OBJECT
- Often it is unnecessary to draw an object to the screen other than the
- object you are creating. For example, if you are creating a rocking
- chair inside a house, drawing the house all the time is no use. The
- house should be drawn only when the rocking chair is ready and can be
- positioned in the living room. Usually, only a portion of the object, as
- small as possible, should be kept visible, so that the screen update is
- fast.
- The visible range of an object can be defined in relation to the active
- object. You have three levels of visible range:
- - All. The whole project is drawn to the screen regardless of which
- object is active.
- - Parent. Only objects that are in the same hierarchical level as the
- active object, or, if the active object is a primitive, objects the
- are on the same levels as the object to which the
-
- - PAGE 100 -
-
- active object belongs, are drawn.
- - Current. Onlyt the active object, or, if the active object is a
- primitive, the object to which the active object belongs, is drawn.
-
- Real 3D automatically takes care of updating the screen and determines
- which objects will be drawn depending on which object is active at a
- given time. Likewise, the screen will not be updated if user actions do
- not require it.
- If you want only the active object to be drawn on the screen:
- - Choose Settings -> Drawlevel -> Current.
-
- From then on only the active object is drawn.
-
- MEASURING METHODS
- You have three methods of measuring:
- - Absolute measuring
- - Relative measuring
- - A combination of absolute and relative measuring
-
- When the absolute measuring method is used, the program continually
- displays absolute coordinates. With relative measuring the program
- displays coordinates that are relative to the cursor. If you use the
- combination of absolute and relative measuring, the program displays
- absolute coordinates until the user chooses a creation or modification
- operation. From then on the program displays relative coordinates to
- show the size of the object created or the magnitude of the modification.
- The measuring method can be chosen from menu Settings -> Coordinates.
-
- THE GRID
- The grid function of Real 3D rounds the mouse coordinates to a desired
- grid. You can activate a grid using the menu Settings -> Grid, which
- displays the follwing requester:
-
- - PAGE 101 -
-
- (Picture "PIC102,104,105,106")
-
- The four top rows are for fast grid selections. You can redefine their
- contents by clicking one of the rows, and then writing the desired grid
- values to the X, Y and Z fields below the four rows and selecting OK.
- Next time you enter the function, the new values are available. You can
- also define directly an arbitrary grid by typing the desired measurements
- to the X, Y and Z gadgets and selecting OK.
- The gid can be made visible by activating the VISIBLE gadget. The value
- on the right side of the gadget defines how densely the visible grid is
- drawn; for example, if the value is 2, then every second grid position is
- drawn.
- The grid visibilty can be quickly changed using the 'G' key. The number
- keys '1' - '9' can be used to set a grid from 10 to 90, and the key '0'
- removes the grid.
-
- INFO
- You can use the info operation to get information about objects and to
- modify this information when necessary:
- - An object can be made invisible in the editor.
- - An object can be made infinite by removing the so called standard
- limits from it.
- - An object can be made hollow.
- - The covers, i.e. the surfaces at its ends, can be removed from a hollow
- object.
- - An object can be made invisible in the solid model.
- - A mesh can be smoothened in the solid model.
-
- In addition to these, the type, color and material of the object is
- shown, as well. The color signal values can be also changed using this
- function. The device allows you to define greater values than 15, which
- is the maximum color value in the Amiga color system. You can use this
- feature to obtain very bright objects, light sources etc.
-
- - PAGE 102 -
-
- (Picture "PIC103")
-
- To make a cone visible:
- - Select the cone.
- - Choose Extras -> Info.
- - Set the INVISIBLE field on.
- - Choose OK.
-
- After this the cone is invisible in the editor, but you can still confirm
- its existence in the selection window.
-
- To make a cylinder into a thin walled tube:
- - Select the cylinder.
- - Choose Extras -> Info.
- - Set the HOLLOW and UNCOVERED fields on.
- - Choose OK.
-
- NOTE: If the object is not hollow, you cannot remove its covers.
- When the covers are removed from a cube, the covers are removed so that
- you can look through the cube in the projection window in which the cube
- was created.
-
- The UNCOVERED and INFINITE fields of the info operation affect only
- primitives. Conversely, you can make any complex object hollow.
-
- The INVISIBLE function is needed when, for example, the outcome of a
- logical operation is given a new, more descriptive wireframe
- representation. Also, all unwanted details, like slight roundings of
- the edges of a cube, should be made invisible to make the editor faster.
-
- - PAGE 103 -
-
- The SCENE gadget makes an object invisible in the first phase of ray
- tracing. This means that you cannot see the object directly, but you can
- see its shadows, reflections etc. This may sound a bit strange bu consider
- the following problem: a shiny, golden logotype moving in black space
- looks good but unfortunately black space produces no reflections at all!
- The solution is to create an environment, which creates rich reflections
- in the logotype. However, you do not want to be able to see the
- environment directly, so make the environment invisible using the SCENE
- function.
-
- The SMOOTH gadget controls the smoothing of polygon meshes in solid model
- renering.
-
- One gadget has not been explained yet: What is the purpose of the
- INFINITE gadget? We will take a closer look at it in the next section.
-
- STANDARD LIMITS
- Primitives, by their ultimate naturea, are volumes that are associated
- with information like: The properties of the material they are
- constructed from, location and direction information, and the wireframe
- representation. A set of surfaces determines the volume of a primitive.
- Only a few of these surfaces can be defined a definite volume in space on
- their own. These surfaces are the sphere and the ellipsoid, which is
- really just a stretched sphere. All other surfaces limit an infinite
- volume of space that would be very difficult to represent in the editor
- using wireframes. For this reason, all the other primitives are defined
- by more than one surface. For example, a cylinder is a volume bounded by
- a cylindrical surface and two plane surfaces for the ends.
-
- (Picture "PIC102,104,105,106")
-
- - PAGE 104 -
-
- These surfaces that limit primitives, for example a cylinder, are called
- standard limits. These limits can be removed so that three dimensional
- primitives are infinitely long, apart frome plane primitives which
- become infinitely wide.
-
- To create an infinitely long cylinder:
- - Create a cylinder.
- - Choose menu Extras -> Info.
- - Set the INFINITE field on and choose OK.
-
- If you look at the object in the solid model, you will notice that it is
- infinitely long. To limit its length reset the INFINITE field so that the
- object matches its wireframe. The standard limits are removed most often to
- give the desired effect when logical operations are used. For example, if
- you want to bore holes through a cylinder using another cylinder, it is
- often wise to remove standard limits from the cylinder being used as a
- drill.
- By this way, the cylinders can be created of equal length, which makes
- the wireframe representation more realistic. If you don't do this, and
- the drilling cylinder is the exactly the same length as the cylinder to
- be drilled, there maybe a thin membranes left at the ends of the latter
- cylinder. Because the thickness of these membranes is of about the same
- magnitude as precision of Real 3D's calculations, they will be visible at
- some regions and invisible at others. Another thing to note is that
- removing unnecesary limits also makes solid model rendering of objects
- faster.
-
- (Picture "PIC102,104,105,106")
-
- NOTE: Removing limits from spheres or objects modified from spheres has
- no effect, since such objects do not have any standard limits.
-
- The standard limits may play some role in shortening the rendering time
- when the objects are complex and many logical operations have been
- executed on them. In the following cases the standard limits can be
- removed to make the rendering time shorter:
-
- - PAGE 105 -
-
- - If, after an operation has been applied to an object, the standard
- limit does not limit any part of the resulting object.
- - If lengthening a primitive that is used as a tool does not have any
- effect on the result of the operation.
-
- If you have, for example, made bevels at the ends of a polyhedron by
- cutting it with a plane surface, Real 3D does not check whether the
- standard limit is still needed. If a standard limit does not delimit the
- primitive at all, it may be removed. Standard limits are automatically
- removed from plane primitives (polygons, disks, and ellipsoids) when they
- are used in operations, unless they are used as targets and are also
- hollow. In this case they act as two dimensional surfaces.
-
- (Picture "PIC102,104,105,106")
-
- If you, wanted to, for example, cut holes through a board, they can be
- cut with an infinitely long tool. In other words, the standard limits of
- the tool can be removed before cuting the holes. Also, the standard
- limits may have to be removed to get the desired results. For example,
- if we want to make a groove in a long cylinder using a hyperboloid, it
- can be done with the AND operation as in the following picture.
-
- ATTRIBUTES
- The user can modify some default attributes of the primitives, like the
- names and depths.
-
- To change the default depth of a cube:
- - Choose menu Settings -> Attributes.
- - Use the slider to find a cube.
-
- - PAGE 106 -
-
- - Move the mouse pointer on the DEPTH field and press the left mouse
- button.
- - Give a new default depth value when Real 3D prompts for it, and choose
- OK.
- - If you don't want to change any of the other default values, choose
- SAVE or OK depending on whether you want the change to be permanent
- or not.
-
- If you now create a cube primitive, it will be of the given default
- depth. If you want all the cubes you have created to be hollow:
- - Choose Settings -> Attributes.
- - Move the slider to the position 'cube'.
- - Move the mouse pointer over the FLAGS field and press the left mouse
- button.
- - Real 3D will now bring up the Info Requester, which you learned about
- in the section on 'info'. Set the HOLLOW field and choose OK.
- - If you don't want to change any other settings, choose either OK or
- SAVE.
-
- From now on all cubes you create are hollow. You can verify this using
- the Info function. You can also change the names of the primitives to a
- different language e.g. Finnish. If you want Real 3D to ask for the
- depths of new primitives instead of using the default depth, set the
- CUSTOM DEPTH field. The Attributes data structure is also used to store
- the default directory paths of object, animation and material input.
-
- CALCULATING OBJECTS' PRICES
- When needed Real 3D can be used to calculate the production cost of an
- object. The data structures contained in the program can be used to
- represent, the material and labor costs of an object for example
-
- +-----------+
- | Axe ($10) |
- +-----------+
-
- +--------------+ +-------------+
- | Handle ($15) | | Blade ($20) |
- +--------------+ +-------------+
-
- (Manufacturing expenses of an axe.)
-
- As the manufacturing expense of the handle is 15, the blade 20 and the
- assembly of the handle and the blade is 10, the total manufacturing
- cost is 45.
-
- - PAGE 107 -
-
- To set a price for an object:
- - Select an object.
- - Choose Extras -> Costs -> Set Price.
- - Give the price when Real 3D asks for it.
-
- To look how much an object created by you will cost:
- - Select the appropriate object.
- - Choose menu Extras -> Costs -> Look Price. Now Real 3D shows the price
- in the instruction window.
-
- NOTE: If a larger object is concerned, you can use the Set Price function
- to look at what the cost is of a particular manufacturing phase. The Look
- Price function always calculates the price of the whole object.
-
- THE MEMORY MANAGEMENT FUNCTIONS OF THE EDITOR
- The Extras menu contains some functions which may be helpful when
- meeting memory problems. If the program does not execute a selected
- function, but gives a message 'NOT ENOUGH MEMORY', it is recommended that
- the scene is saved before further action is taken. Running the system for
- long periods with insufficient memory may reveal new programming errors,
- which will often lead to a system crash.
-
- The function Extras -> Avail mem displays the amount of free chip and
- fast memory.
-
- The function Extras -> Close WBench tries to close the workbench screen.
- If the workbench is in hires-non-interlace mode, this saves 40 kilobytes
- more memory. The close function will not succeed if other programs are
- using the screen. Therefore, close all other windows and programs before
- attempting to use the function. The Workbench closing option is saved to
- the Realpref file when you exit the program. You can open the Workbench
- again using the Extras -> Open WBench function. Sometimes the amount of
- free memory may get so low that the user interface of the software cannot
- run properly: Some menus will not open or selecting a function may not
- have any effect. If the editor is functional enough for deleting a part
- of the scene, this situation can be recovered, but sometimes deletion may
- not be possible. The function Extras -> Get memory is intended for such
- problematic situations. The function executes the following actions:
- - Tries to close the Workbench.
- - Puts the editor screen into non-interlace-NTSC-non-overlapping mode
- with a screen depth of 2.
- - Clears the undo buffer.
-
- - PAGE 108 -
-
- These actions usually give enough memory to recover the lack of memory.
- If you cannot open the Extras menu, hit the '$'key instead.
- Deactivating the undo feature using the 'Extras -> Undo on' menu usually
- helps with a lot of memory problems.
-
- NOTE: If your scene causes memory problems in the editor, it is almost
- certain that you will not be able to render images of it in the solid
- model anyway.
-
- THE UNDO FUNCTION
- The undo function of the editor can be used to restore the situation as
- it was before the latest action in the current animation frame.
- To use this feature:
- - Select Extras -> Undo or hit the 'U' key.
- - If you select the function again, you get the original situation.
-
- Note that the undo buffer contains only the current frame. Therefore,
- you canoot undo functions effecting several frames at a time, such as
- the Animation -> Delete function. You can deactivate the undo feature
- using the 'Extras -> Undo on' function. This saves memory and speeds
- up the editor slightly.
-
- - PAGE 109 -
-
- 10 ADDITIONAL INTEGRATED SOFTWARE IN THE REAL 3D
- ------------------------------------------------
-
- DISPLAY
- This program can be used to view IFF pictures. When the solid modeler
- saves a picture, it makes Real:Display the default tool program. So, when
- you open the picture's icon, Display will start automatically and show
- the picture. This program can also show a series of pictures. If the
- directory from which you want to show the picture also contains pictures
- of the same name indexed with 0, 1, 2 etc. the program starts to show
- them in turn.
- When using the command line interpreter, the command has the form:
- Real:Display picture n1 n2
- Where n2 is the time to show a single picture (excluding the time to load
- the picture), and if a series of pictures is concerned, n2 indicates how
- many times these pictures are to be shown. If a single picture is
- concerned and the parameter n1 has not been given, the picture will be
- shown until the left mouse button is pressed or a key is hit.
- The program can also show 24 bit targa images created with Real 3D by
- converting them into HAM mode.
-
- DELTA CONVERT
- With this program you can convert a series of IFF pictures into a new
- file, in which the pictures only the differences between consecutive
- pictures are stored. If the pictures are similar, they can be fitted into
- a very small space. Above all, this method of displaying the pictures in
- succession is much more rapid than using the Display program described
- before. Usually the speed is between 10 to 25 pictures a second, which
- makes the animation appear continuous. All pictures must use the same
- palette and display mode.
-
- Suppose we want to convert ten pictures such as DF0:pic0 - pic9 to a
- Deltafile. The following example illustrates the program's use:
- - Start the program either by double clicking on its icon or by using
- the CLI (you can give the parameters in the usual manner).
- - First the program asks which optimization mode to use. If you select
- Small delta, as small a deltafile as possible is produced. If you
- choose Fast delta, the program outputs a bigger deltafile, which can
- be show somewhat faster. The option Anim5 produces a standard Anim5
- format file, which gives the best compression but which is not as
- flexible or as fast as the Real 3D delta format. Choose for example
- Fast delta.
- - Give a unique name to save the animation by, when the program prompts
- for it and choose OK.
- - Give the name of the first picture to be converted when the program
- prompts for 'Picture:'. Write df0:pic and then choose OK.
- - Define the start index as 0 and click OK.
- - Define the last index as 9 and click OK.
-
- - PAGE 110 -
-
- - After the program has processed all the pictures with the given name
- and the given index range, it asks for more pictures. If you have more
- pictures that belong to the animation, define a new name and a new
- index interval. These are then appended to the animation. On the other
- had, if all pictures have been processed, choose ALL DONE.
-
- The Delta convert program saves the delta data for both directions. That
- is, if chnages from Picture1 to Picture2 are saved, then changes from
- Picture2 to Picture1 are saved too. This allows for much more flexible
- animation representation, but requires more space. Therefore, the delta
- data method comes into its own only if a part, say less than 2/3
- of the whole display, is changing in the animation.
- Because of the principle used for organising all the Amiga's display
- information in main memory, stable picture areas, particularly in
- horizontal chunks, can be utilized effectively.
- Whereas, vertical areas are of less importance.
- For example, if the top quarter of the display in an animation does not
- change, then the animation is certainly much faster to play and requires
- one quarter less disk space than an animation involving changes of the
- whole display. If instead, the stable quarter is on the left side of the
- display, then the animation may be just as slow and as large as any whole
- display animation.
-
- Note that when the animation is shown, the pictures are synchronized to
- the display's refresh cycle. In PAL system, the refresh rate is 50 Hz,
- and therefore possible animation rates are 50 pictures per second, 50/2
- (that's 25) pictures per seconds, 50/3 pictures per second, 50/4 per
- second and so on. The differences between these rates are very
- significant, and usually only the first three rates are fast enough to
- produce an impression of continuity.
- Anyway, even 50/4, which equals 12.5 pictures per second may suffice if
- the differences between consecutive pictures are small.
- It should be noted that the Real 3D delta format used is not a standard
- format in any way. Instead, one must use IFF pictures as a link between
- various programs.
-
- DELTAPLAY
- With this program you can display the files created by Deltaconvert.
- Deltaplay is also the default tool program of such files, hence a delta
- animation is shown simple by double clicking the icon of a delta file.
- The show ends when you hit 'q' followed by 'return'. The whole file is
- read into memory before the animation is shown, therefore the size of
- the animation is restricted by the amount of free RAM. All memory, not
- only CHIP memory, can be utilized. So if you have 3 megabytes of RAM,
- you can show quite large animations with your Amiga. If the animation
- is too big to fit into memory, Deltaplay shows as much of it as possible.
-
- - PAGE 111 -
-
- You can also specify a control file as a parameter for Deltaplay. This
- enables you to represent the same picture material in an infinite number
- of ways. The control file is a text file, which can contain the
- following commands:
-
- COMMAND EXPLANATION
- <n> Shows next <n> pictures
- E <n> Shows previous <n> pictures
- D <n> Delay <n>/50 seconds
- T <n> Delay <n>/50 seconds in every picture
- S Shows the animation backwards to the first picture
- E Shows the animation to the last picture
- Q Quit
- H Quit, but leave the last picture on the display
- R Removes a picture left by a previous delta animation
-
- It is also possible to add comments to a control file, which may be
- necessary when doing long control files. Deltaplay ignores all the
- characters after the semicolon on any line. The following example script
- demonstrates how to create a show several minutes long from an animation
- of 50 pictures:
-
- DELTAPLAY CONTROL FILE
- F 49 Show the animation from the first to the last picture
- D 100 Shows the last picture for button seconds
- B 10 Go back 10 pictures
- D 50 Delay one second
- E Play from the 40th to the last picture
- S Show the animation backwards from the last to the first
- picture
- T 50 Animation speed 1 frame per second from now on
- B 100 Shows the animation 2 times backwards
- D 50 T 0 A small pause and maximum animation speed again
- B 1 The previous picture
- D 50 F 2000 Shows the animation many times
- E And once again to the end
- Q Then quit!
-
- - PAGE 112 -
-
- You can use this script from the CLI by the command:
- Deltaplay <animation> <script>
-
- Or from the workbench by giving both the animation and the script as a
- parameter to Deltaplay by selecting all the icons needed with the 'SHIFT'
- key pressed. If no script is defined, the animation is shown as a loop.
- You can also control animations directly from the keyboard with the
- previous commands by typing the desired sequence and hitting return.
-
- H and R commands are used to concatenate several animations together, and
- in this way to create more complex animations. For example, if the
- animation is to big to fit into memory, you can create two deltafiles.
- You can also create a continuation to an animation. sometimes it is best
- to create an animation of several sub animations, which can be controlled
- with their own scripts. A good example of this is an animation in which
- we first approach the target (part 1), then we orbit it for a while
- (part 2), and then we depart from the scene (part 3).
- This animation, consisting of three deltafiles, can be shown with the
- following CLI script, which we shall put in a text file called
- 'mainscript':
-
- Deltaplay part1 script1
- Deltaplay part2 script2
- Deltaplay part3 script3
-
- The three Deltaplay command scripts could be:
- script1: E H
- script2: R E F1 E F1 E F1 H
- script3: R E Q
-
- Now the animation can be started with the CLI command 'Execute
- mainscript'. The control script 1 leaves the last picture on display,
- the first command of the script 2 removes it then starting to show the
- second part. The second part also leaves its last picture on the display,
- and the third script removes this picture.
- Note, that the last script ends on the command Q instead of H. Otherwise,
- when the animation ends, the memory required by the display would be
- left reserved. In other words, every script ending in the H command
- must be followed by another script starting with the R command, and the
- last script must not end with an H command.
-
- NOTE: The window Deltaplay opens is its input window. Keep it active,
- then you can control the program. You can activate it during animation
- show by pressing the left Amiga and 'n' keys to make the Workbench
- display somewhat visible, and then by clicking in the window with the
- left mouse button.
-
- - PAGE 113 -
-
- DELTA TO IFF
- This program can be used to produce the original IFF pictures from a
- Real 3D delta file. The program is used in the following way:
- - Start the program by clicking on its icon.
- - Give the name of the delta animation from which the pictures are to be
- extracted, and click OK.
- - Give the name with which the pictures should be saved. Remember to add
- a suitable DOS path to the name. The name will be have an index added
- to it when the pictures are saved.
- - Define the index of the first picture to be extracted (the first
- picture of an animation has the index 0) and click OK.
- - When enough pictures have been extracted, you can stop the program by
- clicking the close window gadget in the, top left corner of the window.
-
- Usually, a delta file is a much more convenient way to store an animation
- than original IFF pictures. AmigaDOS is slow in handling large
- directories, and if you open a Workbench drawer containing 200 IFF
- pictures, then Workbench takes quite a time to load the icon data.
- Instead, one delta file icon is easy to handle and since you get the
- original IFF pictures back if necessary, you can delete the original
- pictures after creating the delta file.
-
- REALPLAY
- Realplay gives another way of showing animations. Instead of delta data,
- it can show an animation directly using IFF pictures. To obtain the speed
- required, Realplay reads pictures into the memory and processes them
- there before showing the animation.
- Realplay is equally fast at showing animations as Deltaplay when changes
- between pictures are big. If an animation is to be shown continuously,
- without picture swapping from disk, this may require quite a lot of
- memory. One non interlaced HAM picture in a PAL system requires at least
- 60 Kb, and an Amiga with 3 megabytes of RAM can show only about 40
- pictures continuously.
- Nevertheless, you do not have to worry about the memory requirements when
- creating animations. If there is not enough memory to show the animation
- continuously, Realplay shows it in parts as long as possible. When one
- part is shown, a new set of pictures is loaded into the memory so that
- the animation can continue. Realplay requires a script file which defines
- the pictures and the way the pictures are shown. You can run Realplay
- from CLI with the command Realplay <scriptname> or from the Workbench in
- the usual way.
-
- - PAGE 114 -
-
- The script file is a text file with the following format:
- picturename
- picturename
- pic 5-19
- ...
- picturename
- command lines
-
- In the beginning of the file is a list of the pictures, one name per row.
- If you have several pictures with the same name and different indexes,
- you can define the index range by giving the first and last index
- separated by the character '-'. After the names there must be one empty
- line as a separator. The rest of the file contains command lines,
- consisting of the same commands as described in the context of
- Deltaplay. If no commands are present, then the animation is shown in
- the usual looping manner. In addition to Deltaplay commands, there are
- some extra commands you can use with Realplay. Automatic picture swapping
- can be controlled with a 'P' command (play). When this command is
- encountered, all the previous commands are executed immediately. In this
- way you can control the breakpoints caused by insufficient memory and put
- them in suitable places for the animation.
- Realplay does not use the deltaplay 'r' and 'h' commands for joining
- animations together, because it automatically shows animation in several
- parts when necessary. Pictures in the control script are indexed
- internally starting from zero. You can jump to any picture in an
- animation simply by giving the number of the picture. For example, the
- command 'O' shows the first picture in the animation.
- Furthermore, you can put any CLI executable commands in the scripts.
- These commands must be separated with double quotes from other commands.
- For example, the script:
-
- Picture A
- ...
- Picture F
-
- F5 "Display another pic 5" B5
- shows the first 6 pictures of an animation, then displays a picture
- called "another pic" for 5 seconds, and then continues showing the
- animation by showing the first 6 pictures in reversed order. The script
- does not end on the Q command and therefore these actions are repeated
- until the user breaks the scripts execution from the keyboard: just as
- with Deltaplay, you can control Realplay from the keyboard.
- It is possible to use Realplay to show IFF pictures directly without
- any ASCII script. If you give a picture to Realplay as a parameter,
- either from the Workbench using icon se-
-
- - PAGE 115 -
-
- lection or from the CLI with the command 'Realplay <picturename>',
- Realplay shows the picture until you hit 'q' and 'return' keys.
- Furthermore, if the program detects that there is an indexed sequence
- of pictures in the directory, it shows them all just as Display does,
- only much faster.
- One advantage of Realplay is that pictures need not be of the same
- display mode, and they can have different color palettes. The only
- requirement is that they are in the IFF format. Realplay allows direct
- jumps to any picture, whereas Deltaplay connot do this. One drawback
- is that loading packed IFF pictures takes much time, whereas delta
- animations are loaded five or ten times faster.
-
- NOTE: The window Realplay opens is its input window. Keep it active so
- that you can control the program. You can activate it during an animation
- show by pressing the left Amiga and 'n' keys simultaneously to make the
- Workbench display somewhat visible, and then by clicking in the window
- with the left mouse button.
-
- BLON AND BLOFF
- These two tiny programs in the Util directory are useful if you want to
- create a video representation which includes several animations and
- pictures. The Blon command creates a black, two colour screen in front
- of the display, and Bloff removes it. Usually it is not desirable that
- the Workbench screen becomes visible between the parts of the show, a
- pure black display is a much better alternative.
-
- The following CLI script illustrates how to use these commands when
- creating picture and animation shows:
- Run Real:Util/Blon
- Real:Display Pictures/Pic0
- Real:Deltaplay Animations/DeltaAnim script
- Real:Display Pictures/Infopic
- Real:Realplay Animations/Anim2 script2
- ...
- Real:Util/Bloff
-
- SCULPT TO REAL
- A small utility program SculptToReal converts Sculpt scene files to Real
- 3D animation files. The current version converts only object shape
- definitions. It is possible to create one point-editable primitive or
- several individual triangles, each having its own attributes such as
- color and material. In the latter case the output file requires much
- more space than when using single primitive conversion.
-
- - PAGE 116 -
-
- 11 MENU DESCRIPTION
- -------------------
-
- PROJECTS
-
- OBJECTS -
-
- Create
- Craetes so called logical objects in the hierarchy level below the
- current object. Objects are used to bind primitives or other objects
- into logical entities.
-
- Create root
- Creates a logical object above the root. Creating a new root is necessary
- when, for example, an object is loaded from disk into the same
- hierarchical level as the current root.
-
- Load
- Load an object into the active hierarchy.
-
- Save
- Save the active object.
-
-
- ANIMATION -
-
- Delete
- Deletes an animation. In other words, the size of the animation is set to
- one and the display is reset. This can be considered as a 'new project'
- function.
-
- De-expose
- Removes exposure of the current object from a given amount of frames,
- starting from the current frame.
-
- Direction
- Directs the active object along its animation path during its motion for
- the given number of frames.
-
- Goto frame
- Inputs the index number of a frame, and moves to that frame.
-
- Insert
- Inserts frames after the current frame.
-
- - PAGE 117 -
-
- Load
- Loads an animation into memory. The old animation can be replaced with
- the new one, the animations can be concatenated (appended) or the
- animations can be joined frame by frame.
-
- Play
- Shows the animation in the main projection windows.
-
- Orbit
- Allows the user to define a freeform spline orbit for the active object.
- The frame interval during which the motion occurs can be defined. This
- function enlarges the animation automatically if necessary.
-
- Remove
- Removes frames starting from the current frame.
-
- Rotation
- Rotates the active object around a given point by a given angle. The
- frame interval during which the rotation occurs can be defined. The
- animation size is increased if necessary.
-
- Save
- Saves the animation with a name given by the user.
-
- Size
- Changes the size of an animation. If the animation is made longer, the
- new frames are appended at the end of the animation. If the animation
- is made shorter, frames will be removed from the end.
-
-
- MATERIALS -
-
- Create
- Create and add a new material to the list of materials.
-
- Modify
- This function is used to modify the properties of an existing material.
-
- Delete
- Deletes a material that is picked from the materials list. The material
- of all objects already made of this material will be changed to the
- default material. Also, deletion of all materials is possible.
-
- - PAGE 118 -
-
- Load
- Loads a list of materials, and either appends it to the end of the
- current list, or replaces the old list.
-
- Save
- Saves the current material list with a name given by the user.
-
-
- MACRO -
-
- Define
- Removes any old macro definition from memory and starts defining a
- new one. The current object is copied to the memory so that it can
- later be restored.
-
- End
- Terminates macro definition. The current frame is restored to the
- state in which it was when Macro -> Define was selected.
-
- Execute
- Executes operations stored in the current macro.
-
-
- SCREEN
- Sets the desired display mode and the number of colors used. The
- selected mode is used both in the editor and the wireframe model.
-
-
- EXIT
- Program termination.
-
-
- CREATION -
-
- PRIMITIVES
- You can create basic objects, i.e. primitives.
-
- TOOLS -
-
- Circular tube
- This tool is used to create a tube that has a circular cross section
- and slighty rounded bends.
-
- - PAGE 119 -
-
- Conical tube
- Creates a tube with rounded joints and changing radius. Includes
- also a smoothing subdivision option.
-
- Fence
- Produces a sequence of rectangles.
-
- Lathe
- The lathe tool is used to create objects consisting of several
- primitives.
-
- Lathe2
- This lathe tool creates smooth shape rotational objects.
-
- Pixeltool
- Reads a small brush and replaces each pixel (except ones the same color
- as the background) with a given 3D object. Also, the size of the output
- can be defined.
-
- Pixeltool2
- This tool creates a free form surface using the brightness of a picture
- as height information.
-
- Polygon
- Creates a free form polygon.
-
- Polyhedron
- Creates a free form extruded polygon.
-
- Rectangular tube
- This tool is used to create a tube that has a rectangular cross section
- and slighty rounded bends.
-
-
- LAMP
- Creates a lamp to a user specified location. A lamp is a primitive that
- radiates light of its own color to its surroundings.
-
-
- OBSERVER
- Creates an observer (camera) in the hierarchy tree.
-
-
- AIM POINT
- Creates an aim point to the hierarchy.
-
- - PAGE 120 -
-
- FREE FORM
-
- CREATE CURVE -
-
- Curve
- Creates a free form curve.
-
- Circular curve
- Creates a circular curve.
-
- Spiral
- Creates a spiral.
-
- Parallel
- Creates a curve parallel to another curve.
-
-
- MODIFY -
-
- Break
- Opens a closed curve/mesh or breaks it into two pieces.
- Close
- Closes a curve/mesh.
- Concatenate
- Concatenates two curves.
-
- Remap
- Changes the number of points of a curve/mesh.
-
- Remove points
- Removes active points from a curve or a selected curve from a mesh.
-
- Show spline
- Shows the smoothened shape of a curve/mesh.
-
- Smoothen
- Smoothens the shape of a curve/mesh.
-
- Subdivide
- Subdivides the intervals between points of a curve/mesh. It is possible
- to subdivide only one interval in a curve by activating the end points
- of the interval.
-
- - PAGE 121 -
-
- BUILD -
-
- Coplanar sweep
- Creates a mesh by sweeping a curve along another curve.
-
- Join
- Joins two section curves to form a mesh. Also two meshes, or a curve and
- a mesh can be joined.
-
- Orthogonal sweep
- Creates a mesh by sweeping and rotating a curve along another curve.
-
- Rotation
- Creates a mesh by spinning a curve around an axis.
-
- Swing
- Creates a mesh by spinning a curve around an axis and by scaling the
- radius using another curve.
-
-
- BENDING MODES -
-
- Bend & Move
- With this mode selected, the movement of a point being bent does not
- depend on the distance of it from the bending axis.
-
- Bend & Size
- With this mode selected, the movement of a point is dependent on the
- distance from the point to the bending axis.
-
- Radial
- This mode directs the effect of the bending functions radially away from
- the bending axis.
-
- 2D
- With this mode selected, the effect of the bending functions is
- independent of the depth coordinate.
-
- 3D
- The depth direction and the bending axis direction are treated similarly
- in the bending functions.
-
- - PAGE 122 -
-
- BEND -
-
- End point
- This function can be used to bend an object from its end.
-
- Global
- This function bends the object everywhere.
-
- Local
- This function bends the active object only inside the given interval.
-
- Linear
- Linear bending is a skew transformation.
-
-
- POINT EDITING -
-
- Select
- Activates more points on the active object.
-
- Select new
- Activate a new set of points.
-
- Deselect
- Deactivates points from the current object.
-
- Deselect all
- Deactivate all selected points.
-
- Show points
- Shows the points on the active object.
-
-
- MODIFY
-
- HIERARCHY -
-
- Move
- This function is used to move an object to another place in space.
-
- - PAGE 123 -
-
- Move to
- Moves the active object to a spatial position given by the user. The
- position of the object is determined by its offset point.
-
- Stretch
- Stretches an object.
-
- Size
- This function changes the size of an object.
-
- Rotate
- An object can be rotated in space.
-
- Mirror
- Mirrors an object in a user given reflection axis.
-
- Extend
- This function can be used to stretch an object in a particular direction.
- For example, it can be used to lengthen objects.
-
- Explode
- This function is used to explode an object comprising of several
- primitives.
-
- Copy
- Duplicates the active object.
-
- Rename
- This function can be used to change the names of objects.
-
- Locate
- You can move the active object to a new location in the hierarchy tree.
-
- Delete
- Deletes the active object.
-
- Color
- Changes the color of the active object to the current color.
-
- Material
- This function can be used to change the material of the active object.
-
- - PAGE 124 -
-
- Painting
- You can use this function to change the location, size and direction of
- the texture of the active object.
-
-
- WILDCARD -
-
- The modification operations are done on certain objects based on their
- properties. The user can define properties that an object must comply
- with to be selected by the operations. If no conditions are given, all
- objects under the current object will be operated.
-
- Replace
- Replaces all objects in the active object that satisfy the user given
- conditions, with an object selected by the user. The replacing object
- is positioned to its place using the offset point.
-
- Color
- Changes the color of all objects that satisfy the usergiven conditions to
- the current color.
-
- Delete
- Deletes from the active object all objects that satisfy the user given
- conditions.
-
- Macro
- Executes the operations included in the current macro to all objects in
- the current object satisfying the given conditions.
-
-
- OPERATIONS -
-
- These operations are executed with two objects. One of the objects is
- always the active object, its volume is changed as a result of the
- operation. The volume of the other object, the so called tool, does not
- change, so it can be used to operate on several objects when needed.
-
- AND
- Executes the Boolean operation AND (intersection) between two volumes.
-
- EOR
- Executes the EXCLUSIVE OR operation between the volumes of two objects.
-
- - PAGE 125 -
-
- AND NOT
- Executes the AND operation between two volumes, where the volume of the
- tool is inverted.
-
- AND with paint
- Executes the AND operation between two volumes, The tools 'with paint'
- also effect the surface of the target object.
-
- AND NOT with paint
- Executes the AND operation between two volumes, where the 'with paint'
- volume of the tool is inverted. Also, the cut surface of the active
- object gets the properties of the tool's surface.
-
- DIVIDE
- Divides the active object into two parts along the surface of the tool.
- This operation results in two separate objects.
-
-
- COLOR
-
- The menu includes 6 default colors. Any objects that are created will be
- of the last selected color. Each color is defined as three components
- (R, G, B), each of which can have one of sixteen intensity values. The
- intensities of the components can be changed using the Palette function.
-
-
- SETTINGS
-
- DISPLAY -
-
- Scale in
- Changes the display scale. The operation defines a region to be
- magnified.
-
- Scale out
- Changes the display scale. The screen is shrunk to the size of the
- defined region.
-
- Pan
- This function is used to change the locations of the projection windows
- in space, so that other parts of the space can be seen through them.
-
- - PAGE 126 -
-
- Autofoucs
- Centers and scales the display around the active object.
-
- Reset
- Reinitializes the display scale and window locations to their original
- values.
-
-
- DRAWMODES -
-
- Normal
- All windows are updated automatically whenever necessary.
-
- Reduced
- This function is used to select whether only the active projection window
- or all three projection windows are updated. When needed, the whole
- screen can be updated manually using the Extras -> Redraw function.
-
- None
- No automatic display redrawing occurs.
-
-
- DRAWLEVEL -
-
- All
- When the windows are updated, the scene is drawn starting from the root
- object.
-
- Parent
- When the windows are updated, the object is drawn starting from the
- parent object of the active object.
-
- Current
- Only the active object, or if the active object is a primitive, the
- parent object of the current object is drawn to the screen.
-
-
- COORDINATES -
-
- Absolute
- Absolute measuring. Real 3D continually displays absolute coordinates.
-
- - PAGE 127 -
-
- Relative
- Real 3D displays coordinates that are relative to the most recently
- selected point.
-
- Abs & Rel
- The combination of the absolute and relative measuring. The program
- displays absolute coordinates until the user chooses a creation or
- modification operation, when the program displays relative coordinates
- to show the size of the object created or the magnitude of the
- modification.
-
- None
- No coordinates at all.
-
-
- ATTRIBUTES
- This function is used for changing default information concerning
- primitives, like names and depths.
-
-
- ALIGNMENT
- This function is used to define the so called alignment vector. The
- vector is used when copying and loading objects. When copying, the object
- is positioned in a location defined by the vector as an offset from the
- original object. When objects are loaded from disk, they are positioned
- so that their offset points are located at the most recently selected
- point in space. After loading the selected point is moved by the size
- of the vector. This can be utilized when loading characters from a font
- directory.
-
-
- GRID
- This function is used to set the unit length. The coordinates of the
- objects will be rounded to be an exact multiple of the unit length. Each
- of the coordinate directions can have its own unit length. The defaults
- are one hundredth in all directions. The Grid device has four instant
- selection fields. Their values can be set using the three fields at the
- lower part of the device and then choosing OK. Also the grid visibility
- can be defined.
-
- - PAGE 128 -
-
- EXTRAS
-
- REDRAW
- Updates the editor windows.
-
- INFO
- You can look at and change some properties of the objects.
-
- COSTS -
-
- Set price
- With this function you can attach expenses to an object corresponding to
- that hierarchical level.
-
- Look price
- Calculates the price of an object as defined by the set price settings.
-
- AVAIL MEM
-
- Shows the amount of available memory.
-
- GET MEMORY
- Recovers a serious memory lack situation.
-
- REPRESENTATION -
-
- Add wire
- This function attaches a new wireframe to an object that is not a
- primitive and that does not yet have a wireframe representation.
- Wireframes are usually added to objects that have been operated on,
- since the old wireframe no longer represents the new object. After the
- new wireframe has been added, subobjects of the object can be made
- invisible so that the only representation of the object in the editor
- will be the new wireframe.
-
- Delete wire
- This function deletes the additional wireframe of an object.
-
- Move point
- This function is for moving single points of the wireframe that have been
- added with the Add wire function.
-
- - PAGE 129 -
-
- Obscure
- Hides points from the wireframe of the active object.
-
- Draw wire
- With this function it is possible to define a single curve wireframe.
-
- Rethink
- Automatic wireframe modification for boolean operations.
-
- Offset
- With this function you can change the offset point of an object. The
- offset is used, for example, to position objects when they are loaded
- or replaced.
-
-
- CLOSE WBENCH
- Tries to close the workbench screen and activates 'no workbench'
- option, which is saved when you exit the program.
-
-
- OPEN WBENCH
- Tries to open the workbench screen, and disables the 'no workbench'
- option.
-
-
- NO ICONS
- If this option is selected, no icon data is created for the outputted
- date. The file Realpref contains the current state for this icon data
- option.
-
- UNDO ON
- This function can be used to activate/deactivate the undo feature.
-
- UNDO
- Restores the situation before the last action was executed in the
- current frame.
-
- - PAGE 130 -
-
- MODES
-
- WIREFRAME
- With this function you can watch the object's wireframe in realtime. The
- model is also used to define values that are to be used in the solid
- model.
-
- SOLID
- The solid model, which renders shaded images.
-
-
- THE CONTROL MENU OF THE RENDERING SCREEN
-
- CNCAEL
- You can use this function to terminate rendering and return to the
- control screen of the solid model.
-
- EXIT
- When the picture is finished, this function returns to the control
- screen.
-
- SCREEN TO BACK
- Puts the Real 3D screen behind other screens.
-
- SAVE
- Saves the picture to disk.
-
- PRINT
- This function is used to make a hard copy of the picture. Printing is
- carried out using the preference settings of the Workbench. Requires
- SYS:utilities/graphicdump and C:run to be available.
-
- SET BOX
- The box function is made for making the time consuming rendering process
- faster. Using the Set box function you can define a rectangular region
- to be rendered.
-
- BOX OFF
- Cancels rendering. If a box definition is on, it is removed. This
- function does not return to the control screen whereas cancel
- function does.
-
- FILL BOX
- Renders the defined box, or, if no box is defined, the whole picture.
-
- - PAGE 131 -
-
- KEYBOARD SUPPORT
- ----------------
-
- For an experienced user, the keyboard offers a much faster way to control
- the program than menu selection. In Real 3D, the most common functions
- can be activated from the keyboard. The keyboard codes for editor
- functions are given in the following list:
-
- KEY FUNCTION
- a Rotate
- s Size
- d Delete
- f Color
- g Stretch
- h Mirror
- j Explode
- k Move to
- l Locate
- x Extend
- c Copy
- v Painting
- b Material
- n Rename
- m Move
- + Scale in
- - Scale out
- . Pan
- > Autofocus
- O Reset display to default settings
- return redraw display
- 1 - 9 Grid 10 - 90
- 0 No grid
- G Visible/invisible grid
- L Load animation
- S Save animation
- D Delete animation
-
- - PAGE 132 -
-
- F Goto frame
- P Play animation
- U Undo function
- i Info-function
- ! Rethink-function
- r Repeat last menu selection
- ( Define macro
- ) End macro
- e Execute macro once to the active object
- $ Out of memory recovery
- Esc Break current function execution
- Space Primitive selection based on the mouse click near the primitive
- p Selects the parent of the current object
- w Wireframe model
- q Solid model
-
- Note that the top row of alphabetical keys contains 'general' functions,
- wheras the two lower alphabetical key rows contain only the modification
- functions which appear on the menu Modify -> Hierarchy.
- Also in wireframe mode one key is active: the 'f' key hides/shows the
- control panel.
-
- - PAGE 133 -
-
- GLOSSARY
- --------
-
- ALIGNMENT
- A line segment that defines how much to move the cursor of the editor
- when any objects is being copied or loaded.
-
- ANIMATION
- This concept is both a Real 3D data structure and the output of the data,
- namely a collection of pictures to be shown rapidly in succession.
-
- BRILLIANCY
- A property of materials which defines how 'parallel' the surface of the
- material reflects and refracts the light.
-
- BUMP MAPPING
- A method with which it is possible to imitate rough, bumpy wavy etc.
- surfaces.
-
- DELTA ANIMATION
- A method in which only the differences between successive pictures are
- stored. This produces both a smaller data size and a higher frame rate.
-
- DITHERING
- New colors can be created by mixing the existing colors in adjacent
- pixels; this is called dithering.
-
- EXPOSE
- An action which attaches a private copy of an object to a frame. If you
- De-expose an object, you can tell the program that the frame does not
- need its own object description, it can use one from the earlier frames
- instead.
-
- FRAME
- The data structure containing the info.
-
- HL-SHADE
- One shading technique in Real 3D, especially suitable for nonpure colors.
-
- MACRO
- A collection of several Real 3D functions.
-
- MAPPING
- A rule which tells how to find a counterpart for each member of a set
- from another set. As a precise mathematical concept, mapping is a
- function. For example, every point in the
-
- - PAGE 134 -
-
- surface of an object can be mapped to the set of the pigels of a picture,
- and this relation can be used to color the surface.
-
- MATERIALS
- A collection of object properties in Real 3D. These properties define
- what happens when a light ray hits an object made of the material.
-
- MODEL
- An abstract description of a real world phenomenon.
-
- OBJECT
- In Real 3D, basic forms and their collections are called objects.
-
- OBJECT HIERARCHY
- A tree structure describing how objects are organzied to logical
- hierarchy groups, which in turn forms new groups.
-
- OBJECT ORIENTED
- In Real 3D, you can modify an object with a modification function, no
- matter what the substructure of the object is.
-
- OFFSET POINT
- This point which is attached to every object in Real 3D; can be used for
- accurate positioning of the object.
-
- OPERATIONS (BOOLEAN LOGICAL)
- The technique which allows the user to cut something away, from an object
- using another object.
-
- OVERSCAN
- Display mode which allows extra large picture sizes hiding the display
- borders.
-
- PICTURE
- The difference between the frame and picture concepts is that a frame
- contains information for producing a picture, and picture is the Real 3D
- output of a frame.
-
- PIXEL GRAPHICS
- This is the principle of creating graphics by using a space consisting of
- a finite number of elements, such as squares or pixels in a two
- dimensional plane.
-
- - PAGE 135 -
-
- POLYGON
- The surface of an object can be represented approximately using
- representation only triangles which cover the object. The advantage of
- this method is generality, and it is suitable for representing free form
- objects.
-
- PRIMITIVE
- A basic object of Real 3D, for example a cone.
-
- PROJECTION
- A rule which tells how to find counterpart for each member of a set from
- another set. As a precise material concept, projection is a function.
-
- RAY TRACING
- A method which generates a picture of an object by following the light
- rays from the observers' eye through every pixel in the screen. If a
- light ray hits an object, reflections and other things that decide the
- color of the pixel in question can be calculated according to the laws
- of physics. Therefore this technique produces very realistic pictures.
-
- RENDERING
- Producing a picture according to the information contained in an
- abstract model.
-
- SOLID MODEL
- A principle to represent three dimensional objects as volumes
- containing matter.
-
- SPLINE
- A method to create a new curve by adding a few curves together. In
- three dimensions, a new surface can be created by adding several surfaces
- together. Usually in computer graphics this means that the curves/
- surfaces are joined smoothly.
-
- TEXTURE
- A picture which is used to paint the surface of an object.
-
- TRANSPARENCY
- A property of materials that defines how light penetrates the material.
-
- VECTOR
- A mathematical object, which includes two things: direction and lenght.
- In three dimensions, these two can be defined with a coordinate triple
- (x, y, z).
-
- - PAGE 136 -
-
- VECTOR GRAPHICS
- A principle to represent an object using a model, which includes graphics
- vectors. This model is practically resolution independent, which means
- that it is possible to create increasingly large magnifications of the
- details of the object without sacrificing accuracy.
- Real 3D uses vector graphics.
-
- WIREFRAME MODEL
- A principle to represent the shape of an object using an adequate number
- of points in the surface of the object and connecting these points with
- lines in a suitable way.
-
- - PAGE 137 -
-
- INDEX
- -----
-
- A
- Active Points 81 Avail mem 129
- Add wire 129
- Aimpoint creation 120 B
- Aimpoint position 41 Background 46
- Alignment 128, 134 baselight 46
- AND Operations 65, 125 Bend & Move 86, 122
- AND NOT Operations 64, 126 Bend & Size 86, 122
- AND with paint Operations 126 Bending functions 85, 122
- AND NOT with paint Operations 126 Bending Modes 86, 122
- Angle/mapping 60 - 2D 87, 122
- Animating - 3D 87, 122
- - Aim Point 97 - Radial 85, 123
- - Macros 95 - Bend 85, 123
- - Observer 97 - Local 85, 123
- Animation 117, 134 - Global 85, 123
- - Delete 94, 117 - Linear 85, 123
- - Delta 134 Blon and Bloff 116
- - De-expose 117 Boolean operations 4, 65, 125
- - Direction 117 Box 46
- - Goto frame 117 - Fill 131
- - Insert 95, 117 - Off 46, 131
- - Remove 118 - Set 131
- - Load 94, 118 Break 83, 121
- - Orbit 90, 118 Brightness 46, 56
- - Play 118 Brightess of light the 36
- - Preview 92 Brilliancy 55, 134
- - Resize 94 Build 122
- - Rotation 118 Building Free Form Objects 77
- - Save 94, 118 Bump height 56
- - Show 90 Bump mapping 6, 59, 134
- - Size 94, 118
- Animation support 6 C
- Animating textures 6 Calculating the objects' prices 107
- Anti-aliasing 7, 47 Cancel gadget 38, 60, 131
- AR 42 Change
- Aspect ratio 25, 38, 51 - Color 26, 37
- Attributes 19, 106, 128 - Name 19
- Autofocus 99, 127 - Scale 99
- Autolight option 49 Circular tube creation 31, 119
-
- - PAGE 138 -
-
- Clear 43 - Polygon 120
- CLI script: 113, 116 - Polyhedron 32, 120
- Clip mapping 6, 58 - Conical Tube 33, 120
- Close 80, 121 - Lathe2 120
- Close function 82, 121 - Pixeltool2 120
- Close WBench 130 - Lamp 120
- Color 37, 126 Curved Surfaces 4, 79
- - Change 37 Curve Creating 79, 80, 121
- - Mapping 59 Custom Depth 107
- - Wildcard 125
- Colors 37
- Command explanation 112, 113 D
- Command frame 51 Decreasing 90
- Concatenate 121 De-exposing 89
- Conical tube tool 33, 120 De-expose animation 117
- Control menu 131 Delete
- - Solid 46, 126 - Animation 94, 117
- - Wireframe 41 - Material 118
- Coordinates - Object 25
- - Absolute 127 - Point 83
- - Relative 128 - Wildcard 125
- - Abs & Rel 128 - Wire 129
- - None 128 Delta animation 108
- Coplanar sweep 78, 122 Deltaconvert 110
- Copy 124 Deltaplay 111, 112, 113
- Costs 108, 129 Delta To IFF 114
- Creating Delpth Screen 38
- - Big Animations 97 Depth Recursion 47. 106
- - Curves 75, 82, 121 Define Macro 28, 119
- - Materials 118 Device input 17
- - Objects 117 Direction 92
- - Root 117 Direction Animation 117
- Creation Display the 25, 99, 110
- - Primitives 119 Display modes 6, 38, 125
- - Tools 119 Display Redrawing Modes 100
- - Lathe 30, 120 Distance 42
- - Rectangular tube 120 Dither options 49
- - Circular tube 31, 119 Dithering 7, 134
- - Fence 32, 120 Divide operation 66, 126
- - Pixeltool 34, 120 Drawlevel 127
-
- - PAGE 139 -
-
- - All 127 Frame command 51
- - Parent 127 Free form modeling 75
- - Current 127 Free form objects building 77
- Drawmode 127 Free form
- - Normal 127 - Create 121
- - Reduced 127 - Curve 121
- - None 127 - Spiral 121
- - Parallel 121
- Function
- E - Bending 85
- Editing Point 75, 123 - Close 82
- Editor 11, 13, 43, 51 - Direction 92
- End Macro 119 - Invisible 103
- End point 123 - Key 132
- Eor operation 66, 125 - Macro 7
- Execute Macro 119 - Memory management 108
- Exit 119, 131 - Rotate 91
- Explode 124 - Smoothen 104
- Expose 88, 134 - Undo 109, 130
- Exposing 92
- Exposure Remove 95
- Extend 124 G
- Gadget
- - Cancel 38, 60, 131
- F - Infinite 104
- Fast mode 48 - Scene 104
- Fast rendering 7 Get memory 129
- Features 4 Global bending 85, 123
- Fence tool 32, 120 Glossary 134
- File requester 27 Go to frame animation 117
- Fill box 131 Gradient mapping 59
- Flip 59 Greayscale options 49
- Fog effects 5 Grid the 101, 102, 128
- Forward 42, 88
- Frame 43, 134
- - Insert new 95 H
- - Move to 95 Hardware requirements 8
- - Remove 95 Height Width and 47
- Frame buffer support 52 Hierarchical 4, 19, 22
-
- - PAGE 140 -
-
- Hl-shade options 50, 134 Linear bending 85, 123
- Hollow 103 Load
- - Animation 94, 118
- - Materials 63, 119
- I - Object 27, 117
- Iff-24 option 51 Local bending 85, 123
- Increment 29, 33 Locate 124
- Index 57 Logical operations 65
- - Picture 57 - And (ab) 65
- - Texture 57 - And not (ab) 65
- Infinite 103, 105 - Divide (ab+ab) 66
- Info 102, 129 - Eor (ab+ab) 66
- - Device 103 - Obsecure-function 99
- Input device 17 Look price 129
- Insert animation 117
- Insert new frames 95
- Installation of the software 8 M
- Interlace 25, 37, 38 Macro 28, 134
- Interlace options 49 - Animation 95
- Invisible 103 - Define 28, 119
- Invisible function 103 - Device 29, 96
- - End 119
- - Execute 29, 119
- J - Modifications 29
- Join function 80, 81, 122 Macro function 7
- Mapping 134
- - Angle 60
- K - Bump 6, 59, 134
- Keyboard support 132 - Clip 6, 58
- Key functions 132 - Color 59
- - Cylinder 58
- - Flip 59
- L - Gradient 59
- Lamp creation 120 - No 0-col 58
- Lampless mode 48 - Parallel 58
- Lathe 30, 31, 120 - Special 6, 59
- Lathe2 33, 120 - Spherical 58
- Light - Spiral 58
- - Speed of 35 - Textures 5, 57, 62
- - Sources 6, 35, 36
-
- - PAGE 141 -
-
- - Tile 59 Mouse The 13
- Material functions 62 Move 15, 20, 123
- Materials 5, 54, 134 Move to 124
- - Create 118 Move to frame 95
- - Modify 118
- - Delete 63, 118
- - Load 63, 119 N
- - Requester 55 Name 46, 55
- - Properties of 5 No 0-col/Mapping 58
- - Save 63, 118 No icons 130
- - Select 57, 61 Normal mode 48
- - Show 57 NTSC 25, 38
- Measuring methods 101
- Memory management functions 108
- - Avail 129 O
- - Get 129 Object 14, 15, 135
- Menu description 14, 117 Object hierarchy 16, 135
- Meshes 77 Object oriented construction 4
- - Join 81 Objects
- Mirror 124 - Create 117
- Mode - Free form 77
- - Display 7 - Load 27, 117
- - Display Redrawing 100 - Modifying 24, 25
- - Fast 48 - Saving 27, 117
- - Lampless 48 Obscure 70
- - Normal 48 Observer 97, 120
- - Outline 49 Offset 130
- - Shadowless 48 Offset point 135
- Modes Open
- - Bending 122 - Curve 83
- - Solid 131 - Mesh 83
- - Wireframe 131 Open WBench 130
- Medeling Free form 75 Operations 5, 125, 135
- Modify 20, 123 - AND 65, 125
- Modifying - AND NOT 65, 126
- - Curves 82 - AND with paint 126
- - Hierarchy 22 - AND NOT with paint 126
- - Materials 135 - Boolean 5, 65, 135
- - Meshes 77, 82 - Divide 66, 126
- - Objects 24 - Eor 66, 125
-
- - PAGE 142 -
-
- - Logical 65, 67 - Show 123
- Options - Remove 121
- - Autolight 49 Polygon 136
- - Dither 49 - Tool 32, 120
- - Greyscale 49 Polyhedron tool 32, 120
- - Hl-shade 50 Position
- - Iff-24 51 - Aimpoint 41
- - Interlace 49 Position-gadget 41
- - Overscan 49 Preface 2
- - Savemem 50 Preview Animation 95
- - Single 49 Price
- - Targa 50 - Calculating 107
- - Unshaded 63 - Look 129
- Orbit - Set 129
- - Animation 90, 118 Primitives 24, 119, 136
- Orthogonal sweep 78, 122 Print 131
- Outline mode 49 Program modules 4
- Overlight 47 Projection 136
- Overscan 135 Projects 117
- - Options 49 Properties of surface 5, 104
- Properties of materials 5
-
- P
- Painting 62 R
- - Modify 125 Radial bending mode 122
- Palette 37 Ratio Aspect 25, 38, 51
- Pan 126 Ray Tracing 4, 136
- Parallel 58 Rbox 43
- - Free Form 121 Realplay 114
- Picture 56, 135 Record 42
- Pixel tools 34, 120 Rectangular tube creation 120
- Pixeltool2 creation 120 Recursion depth 47
- Play 43 Redraw 129
- Play animation 118 Remap function 121
- Point Remove
- - Delete 83 - Animation 118
- - Deselect 123 - Exposure 95
- - Editing 75, 123 - Frames 95
- - Select 76, 123 - Points 121
- - Select new 123 Rename 17, 124
-
- - PAGE 143 -
-
- Render 51 Setting the grid 102
- Rendering Fast 7 Shadowless mode 48
- Rendering 136 Show
- - Techniques 6 - Animation 90
- Replace wildcard 26 - Material 57
- Representation 129 - Points 123
- Reset 127 - Spline 121
- Resize animation 94 - Texture 57
- Resolution 47 Single option 49
- Rethink 130 Size 124
- Rewind 42, 88 - Animation 94, 118
- Root 16 - Window 25, 38
- - Create 117 Smooth 60, 82, 104
- Rotation-function 91, 124 Smoothen function 121
- Rotation Animation 117 Smoothly curved surfaces 4
- Software installation 8
- Solid 43
- S Solid model 4, 45, 136
- Save 42, 131 Solid mode 131
- - Animation 94, 117 Sources
- - Materials 119 - Light 6, 35
- Savemem options 50 - Brightness of light the 36
- Saving objects 27, 117 Special mapping 6, 59
- Scale Change the 99 Special tools 30
- Scale in 126 Specular brightness 56
- Scale out 126 Specularity 56
- Scene-gadget the 104 Speed 4
- Screen the 37, 42 Speed of light 56
- Screen to back 131 Spherical 58
- Screen depth 25, 38 Spiral 58
- Script file 113, 115 - Free form 121
- Sculpt To Real 116 Spline 136
- Select 57 - Function show 121
- Selection Start count 29, 96
- - Materials 61 Standard limits 104
- - Window 16 Starting the program 9
- Selecting points 76 Stretch 124
- Set box 131 Subdivide 84, 121
- Set price 108, 129 Support
- Settings 126 - Animation 6
-
- - PAGE 144 -
-
- - Frame buffer 52 - Tube 31, 119, 120
- - Keyboard 132 Transparency 55, 136
- Surface 104 True solid modeling 4
- Sweep Tube tools 31
- - Coplanar 78, 122 Turbidity 56
- - Orthogonal 78, 122
- Swing 122
- Swinging 79 U/V
- Uncovered 103
- Undo on 130
- T Undo function the 109, 130
- Targa options 50 Unshaded 60, 63
- Tile 59 Vector graphics 137
- Texture Visible range the 100
- - Bump 59
- - Clip 58
- - Color 59 W
- - Flip 59 WBench close/open 130
- - Gradient 59 Wildcard 125
- - No 0 col 58 - Color 125
- - Special 60 - Delete 125
- - Tile 59 - Macro 125
- Textures 136 - Replace 125
- - Animated 6 Width and height 47
- - Index 57 Wind 88
- - Mapping 5, 57, 61 Window
- - Picture 57 - Editor 11
- - Select 57 - Selection 16
- - Show 57 - Size 25, 38
- Tools Windows the 10
- - Circular tube 119 Wire 51
- - Conical tube 33, 120 - Add 129
- - Creation 119 - Delete 129
- - Fence 32, 120 - Draw 130
- - Lathe 120 Wireframe mode 131
- - Lathe2 33, 120 Wireframe model 41, 44, 137
- - Pixel 34, 120
- - Polygon 32, 120
- - Polyhedron 32, 120
- - Special 30
-
- - PAGE 145 -
-
- *************************************************************************
- THIS IS THE README FILE ON THE DISK !!!!
- *************************************************************************
-
- Real 3D V 1.4
- -------------
-
- Thank you for purchasing Real 3D, the fastest and most impressive ray
- tracing software in the Amiga market.
-
- This file contains information about the new features not described in
- the manual.
-
-
- 24 Bit Real 3D supports 24 bit IFF ILBM texture maps.
- Textures
-
- Anti- The solid model screen menu bar contains one new function
- aliasing for antialiasing control. If the Prefs->No background
- antialiasing function is activated, antialiasing is not done
- with the background color. This special feature is usually
- needed when the computer generated image is genlocked with
- a video background.
-
- Note that animations created with earlier Real 3D versions
- may have this special anti-aliasing function active when
- loaded.
- Therefore, before rendering old animations check the state of
- this feature from the solid model screen menus.
-
-
- Info/ The new NOREFLECT - gadget can be used to speed up rendering,
- NOREFLECT when the scene contains many reflecting objects. If this
- object flag is set, then the object is not considered in the
- reflection calculations. More precisely, NOREFLECT objects
- may reflect but they are not reflected; they are not visible
- in reflections.
- A good example is a scene, where a golden, shiny logotype is
- floating above a chequered floor. If the logo has NOREFLECT
- property, then it reflects the floor, but the parts of the
- logo do not reflect each other. This is probably acceptable,
- because rendering speed may be even 10 times higher than with
- normal reflection calculations.
-
-
- Morphing The program contains two additional functions for key frame
- And Key animating: Morphing and Key framing. Morphing calculates the
- Framing frames between defined key frames by interpolating the shape
- of individual primitives. Free form primitives (polygon
- meshes) are interpolated pointwise, whereas other primitives
- are interpolated using their local coordinate systems.
- Morphing requires each key frame definition of the morphed
- object to have equally many points.
-
- For example, it is possible to morph between a small sphere
- and a big ellipsoid, but not between a sphere and a cube.
-
- To create an animation with morphing:
- - Create for example a polygon mesh.
- - Define the animation size (e.g. 50 frames).
- - Go to the frame 25 and expose the mesh in that frame.
- - Modify the mesh. You can use conventional linear modifi-
- cations such as stretch or rotate, but a polygon mesh may be
- point edited or bended as well. Do not use remap or any other
- modification, which changes the point count of the primitive.
- You may also create a new primitive with equally many points,
- expose it, delete the original one and rename the new one
- with the original name.
- - Define the next key frame in a similar way.
- - When all the desired key frames are defined, make sure that
- the mesh is active and select Projects->Animation->Morphing.
- - Define the frame interval during which the morphing happens,
- for example from the first frame to the last one.
- - Define the curvature parameter. The default value 5 produces
- quite smooth and nice interpolation between the key frames.
- Value 0 gives linear interpolation with rapid direction
- changes in key frames. Large values such as 15 produce
- 'exaggerated' point paths, even additional loops.
- - Click OK and wait until calculations are ready.
-
- The previous example shows, that key frames are defined
- using object exposing and only the current object is morphed.
- The morphing function searches all the frames inside the
- given frame interval and takes the frames in which the
- current object is exposed as key frames. After morphing, the
- current object is exposed in all the frames contained in the
- given frame interval.
- Therefore, if you want to morph again with different
- parameters, you must de-expose the frames which should not
- be used as key frames first.
-
- The actual key framing function does not interpolate
- individual points, only local coordinate systems. Therefore,
- it does not interpolate point editing and bending effects,
- only conventional linear modifications. It also works
- hierarchically if possible, producing correct tweening with
- complex animation hierarchies.
-
- Key framing function can be used in a similar way as the
- morphing function. For example, to animate a logo just define
- key frames by exposing, define logo position and orientation
- in the key frames an use the function. Nevertheless,
- hierarchical animations require some additional preparations
- which are described in the following example.
-
- To animate a robot arm:
- - Create the arm hierarchically. For example, the hand should
- be a subobject of the arm, and a finger should be a subobject
- of the hand.
- - To ensure that the program can find correct local
- coordinate systems, add a 3D wireframe to each hierarchical
- object level. For example, create an aim point, which has
- crosslike wireframe and add it to the object using Extras ->
- Representaton -> Add wire function. If you put these
- additional wireframes to the middle of the joints of the arm,
- they act as useful reference points, too.
- - Define the animation size, expose the arm in the desired
- key frames and modify the arm in the key frames.
- - Activate the arm, select Projects->Animation->Key framing
- and define the frame interval and the curvature.
- - Select OK and wait until key framing is done.
-
- Keyboard Two new functions can be activated from keyboard: 'Alt'-'s'
- Shortcuts jumps to the first frame of the animation and 'Alt'-'e' to
- the last frame.
-
- Attributes The two files Attributes and Realpref, which contain object
- & Realpref names, screen modes, the editor palette and other such
- information, are now combined in a single file RealEnv.
-
-
- PDrawToReal Util-drawer contains a program which converts Professional
- Draw clip and outline font files to Real 3D format.
- Professional Draw is a two dimensional vector drawing program
- from Gold Disk Inc. The conversion program creates Real 3D
- curve objects; with the flexible free form tools of Real 3D
- it is easy to create 3D objects from curve data. The
- converter offers easy to use method for high quality 3D
- font and logotype creation.
-
- Use the converter in the following way:
- - Start the program.
- - Define point density for output curves. The higher the
- density is, the smoother and better quality you get, but
- memory requirements grow respectively. The default value 3
- is sufficient for most cases.
- - Select a clip or outline font file.
- - Define the name for the Real 3D file. Now the converter
- produces and saves a Real 3D animation file.
- - You can continue by selecting a new clip file or exit the
- program by selecting CANCEL.
-
-
- Sculpt- Point-editable polygonal surfaces created by SculptToReal
- ToReal conversion program can be smoothed using Phong shading.
- Smoothing can be activated using Info/SMOOTH flag.
-
-
- Deltaplay The Deltaplay animation player contains some new commands for
- background sound control. With these commands it is possible
- to control the Bars&Pipes Professional program of Blue Ribbon
- Soundworks Ltd. The commands are:
-
- V <n> sound on at n/50 seconds (or n/60 seconds in NTSC)
- V start the sound from beginning
- X sound off
- Y try to synchronize sound with animation frame rate
- Z sound synchronization off
-
- When using the commands, Bars&Pipes Professional must be
- running with Real 3D accessory. The accessory can be found
- from the disk 'Real2'; it is not copied to hard disk in hard
- disk installation.
-
- The same accessory also works with JAM!, a new interactive
- composition system from Blue Ribbon SoundWorks Ltd.
-
-
- If you are going to use the software from floppy disk instead of hard
- disk, copy the first disk, 'Real1', and rename it as 'Real'. After that,
- you can use the copy as a Real 3D work disk, which contains most material
- needed for using the sofware.
-
- *************************************************************************
-
- CREDITS:
-
- DOX WRITTEN BY: DIRTYBUSH / DUAL CREW
-
- PICS DIGITIZED BY: D.E.M.
-
-
- +----------------[ D U A L C R E W BOARDS WORLDWIDE: ]---------------+
- | |
- | GURU'S DREAM NODE 1 - 14.4 KBPS - 1 GB - +46 - 8 - 363425 (WHQ) |
- | GURU'S DREAM NODE 2 - 14.4 KBPS - - +46 - 8 - 368169 |
- | GURU'S DREAM NODE 3 - 14.4 KBPS - SOON - +46 - 8 - 369205 |
- | GURU'S DREAM NODE 4 - 14.4 KBPS - 2 GB - +46 - 8 - 369225 |
- | SYSOP: SNUSKBUSKE (DIRTYBUSH) |
- | |
- | EASTERN FRONT - 14.4 KBPS - 105 MB - +358 - 28 - 22834 |
- | SYSOP: HAKA |
- | |
- +-----------------------------------------------------[©1991 DUAL CREW]-+
-
-