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- PHOENIX OBJECT RENDERER V2.00 DEMO
-
- This program is a disabled demo of Lexicor's Phoenix Object Renderer
- V2.00. The animation features of the program have been disabled, and any
- rendered images will be created with numerous blank horizontal bands
- through the image.
-
- Please see the included file PHNX_PR.TXT for an overview of Phoenix's
- features and ordering information.
-
- The following text is an excerpt from the Tutorial chapter of the
- Phoenix manual, and should help you explore through the demo many of the
- features Phoenix has to offer.
-
- Thank You for your interest.
-
-
-
-
-
- 4-4
-
-
- Tutorials
-
-
-
-
- This Chapter contains several tutorials which will demonstrate some of
- the most important features of Phoenix.
-
-
- Tutorial One - Configuration and Loading Objects
-
- In this first tutorial we will configure the graphics settings of
- Phoenix, and load and render a sample object.
-
- Configuration
-
- Run the Phoenix program so that Phoenix's Main Window is displayed and
- select the Configure item under the File menu. The Configuration Dialog
- allows you to change the graphics settings for your computer. Since
- different computer models have different graphics resolutions we must
- tell Phoenix how we want to view our image. We will only be concerned
- with two sections of the Configuration Dialog for now, Image Resolution
- and Preview Resolution. See Figure 4-1.
-
-
- Image Resolution
-
- The Image Resolution controls allow you to set the pixel resolution and
- number of colors for any images you render. You may pick from several
- default resolutions, or create images using customized settings. Right
- now we want to create an image we can view from within Phoenix so we
- will use one of the defaults.
-
- To select an Image Resolution you must click the mouse on the popup
- button immediately below the title Image Resolution. A popup menu will
- appear with several different default resolution settings. To select a
- resolution move the mouse over the resolution you wish to select (that
- line will be highlighted) and click the left mouse button. The newly
- selected resolution will be displayed in the popup button with the new
- settings displayed below.
-
- If you have a ST or STe you should select Spectrum 512 resolution. This
- creates images in the 512 color .SPC format. (NOTE: on Mega STe's your
- speed must be set to 8mhz to view Spectrum images. Spectrum images may
- not be viewable on machines with some accelerator boards.)
-
- If you have a TT030 you should select TT Low 320x480x256. This will
- create a 256 color GIF file.
-
- If you have a Falcon030 you should select one of the Falcon modes. If
- you are using your Falcon with a TV or SC1224/1435 monitor then select
- Falcon TV 320x200xTC. If you are using your Falcon with a VGA monitor
- then select Falcon VGA 320x240xTC. These selections will create a low
- resolution true color TGA file.
-
- If you are using an add-on graphics card then you should select Current.
- This will create an image using the same resolution and number of colors
- as the resolution your card is currently using. This will create a GIF
- or a TGA file, depending on the number of colors the card can
- simultaneously display.
-
- Preview Resolution
-
- The Preview Resolution setting determines how the image will be
- displayed by Phoenix as it is rendering. Clicking on the popup button
- will display a popup menu to select the Preview Resolution. Note that
- only the resolutions available on your computer may be selected.
-
- Select the Preview Resolution that corresponds to the Image Resolution
- you selected - i.e., if you choose Spectrum 512 then you should select
- Spectrum for the Preview Resolution. If you selected Current for the
- Image Resolution then select None. (The image will automatically be
- displayed in a window using the Current Resolution settings.)
-
- Click on the Exit button when you have finished setting the options.
-
- To finish the configuration select the Save CFG item under the File
- menu. This will save your configuration settings to disk so that you
- don't have to reset them every time you run Phoenix.
-
- Loading an Object
-
- We are now ready to load an object. We'll use Lex, a simple stick
- figure, for our examples. Select the Load RD1 item from the File menu
- and load the LEXMAN.RD1 file from the Graphics disk. This file contains
- several objects which make up Lex. As each object loads its name and
- status will be displayed. When the file has finished loading it will be
- displayed in the Camera View.
-
- Lex doesn't look like much, does he? We need to change our camera's
- position to get a better look at him. Phoenix defaults to the Orbital
- camera which always looks at the center of the 3D world. You can
- reposition the camera by rotating it around the 3D world using the
- Horizontal and Vert slider bars. Click twice on the left half of the
- Horizontal slider to change the Horizontal angle to -20°. The UPDATE
- indicator becomes highlighted to show that we've changed our camera
- position, but our view won't redraw yet - allowing us to make more
- changes. Increase the Vertical angle by clicking on the top half of the
- Vert slider so that it is at 50°. We'll also decrease the zoom
- (magnification) of our camera in the same manner so that the zoom is set
- to 140. When you've finished changing the settings click in the Camera
- View to redraw the objects from the new camera position. Now we can see
- the whole figure with the camera looking down from the top left as shown
- in Figure 4-2.
- Rendering the Scene
-
- Now its time to render Lex so we can see what he looks like in color.
- Select the Polygon shading from the Shading Choices popup in the Main
- Window. (The popup button is located on the right half of the window and
- will default to Phong.) Polygon shading is the fastest shading mode in
- Phoenix.
-
- Click on the Render Scene button to display the file selector for you to
- choose the name to save the image as. You may use any name you wish and
- Phoenix will automatically add on the extender for the type of image it
- will create: SPC, GIF or TGA. The Status Window will appear to show you
- how the rendering is progressing, and an approximation of the image will
- be displayed in the Image Window as it renders. When the image has
- finished rendering it will be saved and the Main Window will be
- displayed again.
-
- To view your image in the Preview Resolution you selected earlier click
- on the Preview Image button in the Main Window. Press the <space bar> to
- return to the Main Window.
-
-
- Tutorial 2 - Lights, Cameras and Smooth Shading
-
- Lets examine the image we just rendered in Tutorial One. Notice how the
- front and right side of Lex is alot brighter than the left. (Our left,
- not his!) This is because when we loaded Lex we also loaded a
- lightsource from the file. This is a Solar light located in the Top
- Right of the 3D world. Solar lights always shine towards the center of
- the 3D world.
-
-
-
- Scene Outline View
-
- We can look at the Scene Outline View in the upper right of the Main
- Window to see where this light is. This view gives us a overview of the
- entire 3D world and shows the location of the objects, lights and camera
- in the scene. Initially the TOP icon will be selected and the view is
- looking down from the Top of the 3D world. Any objects in the scene are
- displayed as red boxes. The camera's position is displayed as a black
- box and the black line shows the direction the camera is aimed. The
- black asterisk shows the position of our light. You can click on the
- FRONT or LEFT icon to view the world from different sides. Notice where
- our light is located and why Lex was illuminated the way he was.
-
- Clicking on the Camera icon will display the scene using bounding boxes
- from the current camera position. You can use this icon to confirm that
- the camera is positioned properly before updating the camera view.
-
- Adding Lights
-
- Lets add a Spotlight and focus it on Lex's head. Select the Lights item
- from the Attributes menu to enter the Lights Dialog (Figure 4-3). On the
- left is listed all the lights in our scene. Notice that there are
- actually two other Point lights in our scene besides our Solar light.
- These lights have been set to off though and thus aren't visible and
- don't cast any light in our scene. Lets turn our Solar light off also by
- clicking on the word on in the list. The light's setting will switch to
- off. The Solar lights position is shown on the right half of the dialog.
- Solar lights are positioned by angles just like the Orbital Camera from
- Tutorial One.
-
- To add our new light click on the ADD button and select Spotlight from
- the list of choices. The new light will be added at the top of the list
- and it will become selected (its name highlighted). Change the name of
- this light by clicking in the Name: text field and type in MY_SPOT. Next
- we'll set the position of this light. Spotlights can be placed anywhere
- in the 3D world and their position is described by a set of three
- coordinates. Enter the values <X:-3600,Y:-4400,Z:4500> in the position
- fields to place the light in the upper left corner of the 3D world.
-
- The next entrys are the Spotlight Angles. The Cone Angle controls how
- broad a radius of light the Spotlight casts. Change this setting to 10°
- for a tightly focused light. Change the Dropoff Angle to 2° to cause the
- spotlight to fade out slightly at the edges.
-
- Spotlights also have a direction which is defined by directional Heading
- and Pitch angles. Because we know we want it to point at Lex's head we
- can use a shortcut though. Click on the OBJ CENTER button next to the
- Heading entry. A list of all the objects in the scene will appear.
- Double click on the object head to aim the spotlight at that object.
- We'll also set the intensity for our spotlight. The intensity controls
- how bright the light is. We want to dim our light slightly, so click on
- the intensity value for our spotlight and enter a new value of 70.
-
- Before we leave the Light Dialog we also need to set the intensity of
- the Ambient light. This is a fill light which casts light evenly
- throughout the 3D world and will prevent the unlit portions of Lex from
- being completely black. Click on the Ambient Intensity value and enter a
- new value of 20. Then click on the EXIT button to return to the Main
- Window. Notice that MY_SPOT is shown as a black diamond in the Scene
- Outline View with a black line showing its direction.
- The Universal Camera
-
- Lets use one of the other Camera types now. Select the Cameras item from
- the Attributes menu to enter the Camera Viewpoint Dialog (Figure 4-4).
- This dialog shows the settings for each of Phoenix's Cameras. Click on
- the Universal Camera button to select it as our active camera. We could
- position the camera here just as we did with our spotlight, but we'll
- use the Main Window for that instead so just click on the OK button.
-
- The Universal Camera can be positioned and aimed anywhere in the 3D
- world so the Horizontal and Vert slider controls are missing from the
- Main Window now. This camera is positioned using the cursor keys and the
- Scene Outline View. Use the <up>, <down>, <left> and <right> cursor keys
- to move the camera's box around in the Scene Outline View. You can use
- the different View Icons to move the camera in all three dimensions.
- Position the camera so that it is in the Top Front Right of the 3D
- world.
-
- You can set the point the camera is looking at by holding the <control>
- key down while using the cursor keys. Position the focus point so that
- the camera is looking at Lex's neck. Don't forget to click the mouse in
- the Camera View to update the screen display to the camera's new
- position. Finally adjust the zoom setting up so your scene looks
- something like the one in Figure 4-5.
-
- Remember the first image we rendered of Lex? Objects like his head and
- chest looked like they were made up of many flat surfaces, giving them a
- faceted look. Change the Shading setting to Phong and render our new
- scene. If you are impatient to see the final results you can press the
- <space bar> while rendering to view the image in progress in the Preview
- Resolution. Press the <space bar> again to resume rendering. When the
- image finishes rendering view the image. Notice how his head and chest
- are now shaded so they look like curved surfaces. If you look closely at
- his head you'll also see a white area where the reflection of the light
- created a highlight. Also observe how the spotlight caused his head to
- be more brightly lit than the lower portions of his body.
-
- Lets save this scene so we can return to it later if we wish. Select the
- Save RD1 entry from the File menu and and enter the filename MYLEX.RD1
- to save the object as. Your current lighting and camera settings will be
- saved in the file along with the objects.
-
-
- Tutorial 3 - Textures
-
- If you've exited Phoenix or made other changes to your object since the
- last tutorial then reload MYLEX.RD1. This time we'll add some more color
- to Lex using one of Phoenix's more powerful features: Texture mapping.
-
-
- Select the Objects item from the Attributes menu to enter the Objects
- Dialog (Figure 4-6). All objects in the 3D world are displayed on the
- left half of the dialog. The object parameters for the currently
- selected object (highlighted in the list) are displayed on the right
- side of the dialog.
-
- Wood Texture
-
- First we'll apply a wood texture to Lex's shoulders. If the shoulder
- object is not already highlighted then select it by clicking on its name
- in the list. Next click on the Color Texture popup button to apply a
- texture to the selected object. (The popup button is initially labeled
- none indicating there is no texture applied to the object.) Select Wood
- from the popup menu to enter the Wood Grain Solid Texturing Editor
- (Figure 4-7). The shoulder object will appear in the Texture Alignment
- View along with several brown concentric circles. These circles
- represent the rings of wood grain and you should think of them as
- extending into the screen - as if you were looking down onto the center
- of a tree. The position of our shoulder object shows how the wood grain
- will eventually be placed on the object.
-
- Although we could use this texture as is, lets make a few changes to it.
- The first thing we'll do is increase the spacing between the rings.
- Increase the Scale to 220% by clicking on the double right arrow button
- in the S (scale) control. (The double arrow buttons increase and
- decrease a setting by 10 units while the single arrow buttons change a
- setting by 1 unit.) Notice that the Update button has been highlighted,
- indicating that the view needs to be updated. Click on this button to
- redraw the Texture Alignment View with the new setting. We can also
- change the orientation of the object within the wood. Using the HORIZ
- and VERT controls set the Horizontal angle to about 20° and the Vertical
- angle to around 60°, and update the Texture Alignment View. Note that
- this time we rotated the object instead of the wood grain. The object
- will still be in the same place when we go back to the main screen, but
- we've changed how the texture will be placed on the object. As a last
- step lets move the center of the grain rings. Press and hold the mouse
- button down on the small asterisk in the center of the rings. A small
- dotted box will appear which you can drag around in the view which shows
- where the new center of the grain rings will be. Drag it down to the
- lower left an inch or so. The rings will now redraw in their new
- location. Click on the EXIT button to return to the Objects Dialog. Note
- that the Color Texture popup button is now labeled Wood - indicating
- that the texture has been applied to that object.
-
- Marble Texture
-
- Now lets apply a marble texture to the Lbicep object. Select the object,
- click on the Color Texture popup button, and select Marble texture. The
- Marble Solid Texturing Editor (Figure 4-8) is very similar to the one
- for wood grain, however here the position of the veins of marble are
- indicated by vertical lines. The marble veins are much further apart
- than the rings of wood grain so we'll want to decrease the Scale to
- around 40% and increase the Horizontal angle to 50°.
-
- You can also view the positioning of the texture from the left side of
- the texture by clicking on the View popup button and selecting the side
- entry from the menu. In this case can't tell very much about the texture
- however because the marble veins lie in the same surface as the screen.
- One advantage of the Side view though is that you can use the VERT
- scroll arrows to spin the object. Increase the Side Vertical angle to
- 45° and then return to the Front view. Notice how this changed the
- orientation of the object. Click on the EXIT button to return to the
- Objects Dialog.
- Lets apply marble to the Rbicep object also, but we'll do things a
- little differently this time. Enter the Marble Solid Texturing Editor
- for this object and from the Front view set the Scale to 60% and the
- Vertical angle to 30°. Enter the Side view and set its Vertical angle to
- 17°. Now click the mouse in the white bar titled BASE on the right side
- of the screen. This lets you change the base (lightest) color of the
- marble by setting the individual red, green and blue values. Change the
- color so that red is 60, and both green and blue are at 100. Click on OK
- to return to the texture editor. Our marble will now be made up of
- shades of this color.
-
- We have two more settings to change before we're done: the Color and
- Grain Turbulence values. These settings determine how turbulent (varied)
- the changes in color and grain are. Lets set the Color value to 0.60 and
- the Grain value to 13.0, then exit back to the Objects Dialog.
-
- Image Mapping
-
- You can also wrap any image around an object. Lets "draw" a face onto
- Lex using an image created in Prism Paint. Select the head object and
- select Image Mapping for the Color Texture to enter the Image Mapping
- Editor (Figure 4-9). Notice that there are several mapping options which
- allow us to change how the image is mapped onto the object.
-
-
- Since Lex's head closely resembles a sphere we will pick the SPHERE
- option under S MAP and select S MAP NORMAL under O MAP. The Texture
- Alignment View contains a red circle which shows the position and size
- of the sphere we will fit the image onto. The left edge of the image
- will be placed against the dotted line on the front of the sphere and
- wrapped around (counterclockwise if viewed from the top) until the right
- side of the image touches its left side. The image will be shrunk at the
- top and bottom of the sphere so that it completely covers its surface.
- When the texture is applied using the options we have picked you can
- think of it as the surface of the sphere shrinking in until it wraps
- onto the surface of the object.
-
- You should check the scale value to make sure that the red circle
- totally encloses the head object (it doesn't hurt anything for the
- circle to be bigger). Our only problem now is that the edge where the
- left and right sides of the image meet is in the front of Lex's face.
- Increasing the Horizontal angle to 180° will reposition the texture so
- that the seam is on the back of Lex's head where we want it.
-
- The last step is to pick the image we want to use for his face. Click on
- the Filename button to display the Texture Directory which contains a
- list of all image maps in memory. Since we haven't loaded anything yet
- the list will be empty. Click on the LOAD button and select GIF image.
- The file we wish to use is called HEAD.GIF and is in the TEXTURES folder
- on the Graphics disk. Once the image has loaded its file name will be
- displayed in the Texture Directory. Double click on this name to use the
- texture. The filename will appear in the Filename button. Click on EXIT
- to return to the Objects Dialog.
-
- Before we go on we need to change the reflection values for the head as
- we don't want it to look shiny like a Christmas tree ball. We can do
- this by setting the Specular Percentage to 0%. This will prevent the
- lights from creating any reflections on the object.
-
- Color Spline Texture
-
- The final texture that Phoenix features isn't really a pre-defined
- texture at all, but rather a collection of several textures which may be
- modified and combined to create custom texture styles. It is beyond the
- scope of this tutorial to fully explore the use of the Color Spline
- Editor and the building of custom textures, but we will apply a
- previously defined texture included with Phoenix to Lex's body to give
- it a hollow mesh look.
-
- From the Objects Dialog select the body object and select Color Spline
- for the Color Texture to enter the Color Spline Texture Editor (Figure
- 4-10)
-
- To load a previously defined texture click on the Load Texture button
- and select the file PEEL.PTX from the TEXTURES\MISC folder on the
- Graphics disk. This file combines a Gradient texture with transparency
- to create an orange-peel type of effect on the object.
-
- We now need to scale the texture down so that it fits better on the
- object. Notice that there are several alignment controls in the bottom
- portion of the screen. Since Color Spline Textures can consist of
- several different texture layers these controls allow the allignment of
- the individual layers. In this instance however we want to align the
- entire texture so we should use the S (scale) control in the Texture
- Alignment View just like with the previous textures. Decrease the scale
- to 10%, then increase the Horizontal and Vertical angles to 20° each.
-
- After you've set the Texture scale and angles click on the EXIT button
- to return to the Objects Dialog. Since this Color Spline texture
- includes transparent areas where we'd like the back of the object to
- show through we need to set the object so that the back sides of its
- faces are also visible. Click on the popup button labeled One Sided
- Faces and select Two Sided Faces from the popup menu.
-
- Click on EXIT to return to the Main Window and render your scene. Make
- sure that the PHONG Shading Choice is selected as textures will only
- work in the Phong and Phong w/ Shadows modes.
-
- The different textures certainly make our object more interesting, don't
- they? You should save your object as an RD1 file now and then experiment
- some more by changing the texture values and positions and seeing what
- effect they have. Reload the object we textured when you're ready to go
- to the next tutorial.
-
-
- Tutorial 4 - Positioning
-
- Lex still looks awfully stiff and lifeless. We can help him out alot by
- posing him in a more realistic position. Select the Positioning item
- from the Attributes menu to enter the Positioning Screen which allows
- you to graphically reposition and resize objects, lights and cameras.
- See Figure 4-11. The screen is divided into two halves: the Positioning
- View on the left and the Toolbox on the right. The Positioning View is
- initially set to display the entire 3D world from the Front view.
-
- Click on the ZOOM tool to enter zoom mode. When the mouse is moved into
- the Positioning View it will change shape into a magnifying glass. Drag
- a box around Lex to zoom in for a closer look at him. You can now use
- the scroll bars to pan around the 3D world. If you zoomed in too close
- you can click on the + or FULL VIEW buttons to expand the scene.
-
- To reposition an object you must first select it. This is done by
- dragging a box over the object while holding the <ctrl> key down. The
- selected objects will be re-drawn in red. <ctrl>-dragging a new box will
- deselect the current objects and select a new set. Holding the <shift>
- key down while <ctrl>-dragging will leave the previous objects selected
- when selecting a new group. <ctrl><shift><alt>-drag can be used to
- deselect only a few objects out of a group. You can also select
- individual objects by name using the OBJECT button in the Select section
- of the Toolbox.
-
- To pose Lex first select the ROTATE tool to rotate objects. Then select
- the POINTER button under the Rotate/Scale Center options. This lets you
- rotate the objects around any position you select with the mouse. Now
- select all three objects in his right arm by <ctrl>-dragging a box
- around them. Make sure only these three objects are selected. Move the
- mouse pointer so its center is over the joint between the upper arm and
- his shoulder. This is the point we will rotate the arm about. Holding
- the mouse button down will cause a dotted box to be drawn around the
- selected objects. Moving the mouse right or left will rotate the outline
- to show where the new position of the objects will be. Rotate the arm so
- it is angled outward and then release the mouse button. The objects will
- be drawn in their new positions. Now select just the hand and forearm
- and do the same rotation around the elbow. Select the hand only and
- repeat the rotation around the wrist.
-
- We've now moved his arm so it looks like he is reaching outward. To make
- him reach forward also select all three objects in the arm again. Now
- switch to the Top view and rotate about the shoulder again so the arm is
- reaching forward. Repeat the process of selecting the other parts of the
- arm and rotating them. Use this method to re-position the rest of his
- body in a realistic position.
-
- Although we don't need them right now, notice that along with ROTATE
- there are also tools for resizing and dragging objects. You are also not
- limited to just positioning objects. Clicking on the SHOW CAMERAS and
- SHOW LIGHTS buttons will display their positions also. These may be
- selected and positioned just like an object.
-
- When you've finished positioning Lex click on EXIT to return to the main
- screen.
-
-
-
-
- Tutorial 5 - Bump Textures and Shadows
-
- In this tutorial we'll give Lex some special powers - like casting his
- own shadow, and the ability to walk on water!
-
- Merging Objects
-
- Lets add an additional object to our scene using the mrge file option.
- Select the Merge RD1 item under the File menu and load the file
- BOARD.RD1 from the Graphics disk. Return to the Positioning Screen and
- use the V-DRAG tool to move the board object up or down so Lex's feet
- are just touching it. (Or you could select all the objects in Lex and
- move him instead.)
-
- Surface Textures
-
- Now we'll turn our board object into water using one of Phoenix's
- Surface Textures. Surface Textures adjust the way light hits an object -
- making it appear as if it has an uneven surface.
-
- Enter the Objects Dialog and select the board object. Click on the
- Surface Texture popup button and select Ripples to enter the Ripples
- Texture Editor. (Figure 4-12)
-
- Because our board object is so large we'll need to increase the scale of
- the texture. Increase the scale control to 1000%. (The easiest way to do
- this is to click on the scale value in the center of the control - a
- text entry box will popup to enter the new value in.) Adjusting the
- scale control affects the width of the texture - how close together each
- feature on the texture is. To adjust the simulated hight of the texture
- you must use the Surface Magnitude value. Type in a new value of 300 for
- this field, then return to the Main Window.
-
- Rendering With Shadows
-
- In the last step of this tutorial we'll create an image with shadows. It
- won't be anything you'd want to put on your Christmas cards next year,
- but it will demonstrate the process well enough.
-
- Go back to the Lights Dialog and turn our Solar light back on. To get a
- good effect you'll want to turn its intensity down to 60. You should
- also increase the Vertical angle of the light to 50°.
-
- Return to the Main Window. Now we want to reposition our Universal
- Camera using cursor keys so it is in the far Top Front Left corner of
- the 3D space. Next center the focus point on the hip object using the
- cursor keys or the OBJ CENTER option in the Cameras Dialog. Adjust the
- zoom setting so that Lex is completely visible in the Camera View.
-
- Select the Phong w/ Shadows Shading mode and render the scene. After you
- have selected the image's filename Phoenix will begin a shadow pre-
- processing phase where it examines the scene to determine which object
- faces can cast and receive shadows. The pre-processing will be performed
- once for every light in the scene (six times for each Point light). In
- our case it will pre-process our Solar light and our Spotlight. When the
- pre-processing phase has completed rendering will begin as in the other
- Shading modes.
-
-
-
- This concludes our set of introductory tutorials. You should now
- understand enough of Phoenix to start creating and rendering your own
- scenes. You really should read the rest of this manual however as there
- are many other features that we did not have room to cover here.
-
-