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- /_/ /_/ |___/ /________/ /_/ /_/ /_/ |_| /_/ /________/
-
-
- - M O D E L E R & S H A D E R - for Atari TT030 and Falcon030
- Demo Versions
- _________________________________________________________________________
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - I M P O R T A N T -
-
- The contents of these archives is not public domain. These files are part
- of a special evaluation package. They have been designed to give you the
- chance to test InShape at your own leisure. We would appreciate it if you
- would give a copy of these archives (in their original unmodified form)
- to a friend or fellow user. It is however not permitted to offer these
- files in combination with any commercial service. Any questions regarding
- the distribution should be directed to Cybercube Research Ltd.
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - I N T R O D U C T I O N -
-
- This special demo version has been published to allow you to evaluate the
- InShape 3D Modeler/Shader and learn more about it's powerful feature set.
- We would recommend that you first install the program on your harddisk
- and then may try some of the examples listed below.
-
- The demo versions are limited to:
-
- 1) a maximum rendering/raytracing X-resolution of 320 pixels.
- 2) a maximum rendering/raytracing Y-resolution of 200 pixels.
- 3) any given scene may not consist of more than 1000 points.
-
- Aside from these restrictions, you may freely use all other functions and
- features of InShape. Should you require additional information or
- assistance, please contact us at the numbers and addresses listed below:
-
- Cybercube Research Limited
- 126 Grenadier Crescent
- Thornhill L4J 7V7
- Ontario Canada
-
- Tel.: (905) 882 0294 Monday-Friday, 10:00 AM to 4:00 PM EST
- Fax : (905) 886 3261
- BBS : (905) 882 5895
-
- GEnie: CYBERCUBE
- CRS-Online: Cybercube.Research
- InterNet/
- UseNet: cybercube.research@camrem.com
- or cybercube@genie.geis.com
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - V E R S I O N S -
-
- InShape INTRO 1.0 3D Modeler&Shader (DEMO) runs either on a the Atari
- TT030 or a Atari Falcon030 with at least 4 MB of RAM. Minimum screen
- resolution is 640x480 at 16 colors. If you intend to use this program on
- a Atari Falcon030, please make sure that your system is equipped with a
- FPU (floating point co-processor).
-
- InShape 1.02 3D Modeler&Shader (DEMO) runs either on a the Atari TT030 or
- a Atari Falcon030 with at least 4 MB of RAM. Minimum screen resolution is
- 640x480 at 16 colors. If you intend to use this program on a Atari
- Falcon030, please make sure that your system is equipped with a FPU.
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
-
- - I N S T A L L A T I O N -
-
-
- You need the following files to install the InShape demos:
-
- InShape INTRO 1.0
- =================
- IS_D100A.LZH contains all files of disk A
- IS_D100B.LZH contains all files of disk B
-
- InShape 1.02
- ============
- IS_D102A.LZH contains all files of disk A
- IS_D102B.LZH contains all files of disk B
-
- Please download the appropriate archives, decompress them place the
- decompressed files (maintaining exactly the same directory structure) on
- two 720 KB DD disks labelled 'A' and 'B'. Once you created your own
- copy of the InShape demo disks, please follow these directions:
-
- 1. Insert disk 'A' in drive A: and open the directory by double-clicking
- the drive A: icon.
-
- 2. Start the >INSTALL.PRG< program with a double-click.
-
- 3. A file selector box will appear. Please select the partition and path
- on your harddisk in which the InShape demo should be installed.
-
- 4. Exit the file selector box by clicking on the [ OK ] button. The
- program will then start some copying actions.
-
- 5. An alert box will be displayed and ask you to insert disk 'B' in
- drive A:. Insert the second disk and press >RETURN<
-
- 6. The file selector box reappears and asks you to enter the path to be
- used later to store the raytraced/rendered images from the InShape
- Shader.
-
- 7. Remove disk 'B' from your floppy disk drive and store both disks in a
- safe place.
-
- In the InShape folder you should now find the following files:
-
- INSHAPE.FNT - the InShape font
- INSHAPE.PRG - the main program
- IS_CONV.PRG - the InShape converter program
- IS_MODEL.APP - the InShape Modeler (program module)
- IS_MODEL.INF - the InShape Modeler configuration file
- IS_SHADE.APP - the InShape Shader (program module)
-
- and the following folders:
-
- SCENE - contains some predefined scenes
- OBJECT - contains some predefined objects
- TEMPLATE - contains the template data files
- PATH - contains the path data files
- SURFACE - contains surface map definitions
- IMAGE - contains images for image mapping
-
- To start the demo version of InShape, double-click the >INSHAPE.PRG<
- icon.
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - E X A M P L E 1 -
-
- 1) Start the >INSHAPE.PRG< program.
-
- 2) Click on the [OPEN] button in the first alert box.
-
- 3) A file selector box will appear. Please select the >ROBOT.ISC< file.
- The program will then load this file and enter the scene editor.
-
- 4) Select 'ANIMATION TEST' from the 'SHADER' menu or simply press F5.
- The program will now start to calculate 50 frames of the animation
- and store them in memory. The animation will be played back as soon
- as all frames have been calculated.
-
- 5) Press any key to repeat the animation. Press >ESC< to exit the
- animation preview mode.
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - E X A M P L E 2 -
-
-
- 1) Start the >INSHAPE.PRG< program.
-
- 2) Click on the [OPEN] button in the first alert box.
-
- 3) A file selector box will appear. Please select the >ABC.ISC< file.The
- program will then load this file and enter the scene editor.
-
- 4) Select 'SINGLE FRAME' from the 'SHADER' menu to render one frame of
- the scene. The program will perform a few calculations and then start
- to display the picture on a line-by-line basis. The program will use
- the pathname you entered under step 6 in the installation progress to
- store the raytraced/rendered image. The program will automatically
- name the file IS_00001.IIM. After the image has been completed, the
- program will return to the Modeler.
-
- 5) An alert box will appear again. Select [ CONTINUE ].
-
- 6) Exit the program by selecting 'QUIT' from the 'File' menu.
-
- 7) Start the >IS_CONV.PRG< propgram.
-
- 8) Click on the [ IIM... ] button under 'LOAD'.
-
- 9) In the file selector box, search for the IS_00001.IIM file (you can
- locate it in the path you specified under step 6 in the installation
- process).
-
- 10) Select the IS_00001.IIM file with a double-click. The converter
- will now load the image.
-
- 11) Click on the [ SHOW ] button.
-
- 12) Press the right mouse button.
-
- 13) Click on the [ TIFF... ] button under 'SAVE'.
-
- 14) Now save the file with the help of the file selector box under any
- new file name.
-
- 15) Exit the converter by clicking on the [ EXIT ] button.
-
- You can now import the saved TIFF image into other programs like
- GEM-View, Calamus SL, tms Cranach, Retouche, True-Paint, Chagall etc.)
-
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - E X A M P L E 3 -
-
- THE DANCING GOBLET
-
- A few words before we begin with this 'classic' tutorial: the steps
- outlined below have been chosen to demonstrate a wide number of features.
- There are certainly a number of shortcuts to get to the same results.
- This however, was not our objective.
-
- 1. Start InShape and select NEW from the FILE menu to clear the memory.
- Enter the object editor, then select TEMPL. to enter the template
- editor.
-
- 2. Set the SCALE to 2 cm and center the yellow box over the cross hairs.
- Press the left mouse button.
-
- 3. Select the GRID option (1st icon, 2nd row). Activate SNAP to GRID (2nd
- icon, 2nd row) as well.
-
- 4. Move the cursor into the work area. Position the mouse so that the X/Y
- position above the work area displays: Mouse X: 0.00 Y: -400.00. Click
- on the left mouse button.
-
- 5. Now move the cursor to these locations, again pressing the left mouse
- button at each position:
-
- X Y
-
- 260 -400
- 260 -380
- 20 -360
- 20 120
-
- 6. Select the ELLIPSE (icon with the compass & circle) tool and enter
- these values:
-
- X - Radius : 280
- Y - Radius : 260
- Angle begin: 0
- Angle end: 90
- Rotation : 90
- Points : 8 , then click on [ OK ]
-
- 7. Press the right mouse button and draw a yellow rubber-band box around
- these newly generated points. Release the mouse button and select
- INSIDE. There should now be eight yellow squares (active points) on
- your screen.
-
- 8. Click on the MODE icon (2nd icon in the 1st row, the one that
- currently shows the single filled circle [point mode]). Select the
- MOVE X/Y icon.
-
- 9. Position your cursor over the leftmost active (yellow) point of the
- selected points curve. Press the left mouse button and move the mouse
- a bit to the right and upwards until the readout above the working
- area says: Trnsl. X: 60 Y: 400. Release the mouse button. Deselect all
- active points by clicking on the DESELECT icon (1st icon, 4th row, the
- one with the three hollow circles).
-
- 10.Position your cursor at X: 40 Y:100. Press the right mouse button,
- open the rubber-band box and move the mouse towards the upper right
- hand corner of the display until all but the topmost point are within
- the yellow bounding box. Release the mouse button and select SMOOTH.
-
- 11.Open the ELLIPSE dialog and change the X - Radius to 260. Exit via
- [ OK ]. Again, select all newly generated points, place your cursor
- over the leftmost point and move all eight points until the readout
- displays: Trnsl. X: 40 Y:400.
-
- 12.Press and hold ALT and click on the leftmost and topmost of the yellow
- points, thus deactivating them. Draw a rubberbox around the remaining
- yellow points and select SMOOTH. Deselect all points with the DESELECT
- icon. Press and hold ALT and click on the point at X: 40 Y: 140. Now,
- drag this point so that it now lies at X: 0 Y: 140.
-
- 13.Click on the INFO icon. You should now have a total of 21 points.
-
- 14.Move the cursor over to the working area and press the right mouse
- button. A pop-up menu will appear. Select the icon that shows the
- single line.
-
- 15.Place your cursor over the point at X: 0 Y: -400. Click on the left
- mouse button. Move over to X: 260 Y: -400 and again, click on the left
- mouse button. You now connected the first two points. Proceed
- connecting the points at X: 260 Y:-380, X: 20 Y: -360 and X: 20 Y:
- 120. Next, keep connecting all the points on the outer curve of the
- goblet until you reach the point at X: 320 Y: 400. Now, connect all
- the points on the inside curve until you connected the last of the
- smooth points (circles) with the point at X: 0 Y: 140.
-
- 16.Select SAVE from the FILE menu and save your new template.
-
- 17.Next, select SPIN from the EXECUTE menu and click on [ OK ].
-
- 18.In the SURFACE dialog, click on the [LOAD] button. Now search for the
- \SURFACES\MINERAL\ path and load the DIAMOND.ISF file. Click on [ OK ]
- Back in the surface dialog, (after activating the selection the
- selection in the newer versions using the [>] button), click on the
- REFRACTION box and select >CRYSTAL<. Click on [ OK ].
-
- 19.The program returns to the object editor. Press F2, then place the
- mouse cursor at the lower border of the screen. Press the left mouse
- button and move your mouse upwards to encircle the object as closely
- as possible. Release the mouse button and the screen will be redrawn
- showing the object in full size.
-
- 20.Select the OBJECTS icon (1st icon, 2nd row), and rename the first
- object to 'Goblet'. Press OK and exit the dialog. Select the LAYERS
- icon (2nd icon, 2nd row) and enable the EDIT and DISPLAY boxes of the
- first layer.
-
- 21.Select the ACTIVATE ALL POINTS icon (1st icon, 4th row) to enable all
- points. Click on the TRANSLATE icon (2nd icon, 5th row) and enter the
- following values:
- X: 0
- Y: 445
- Z: 0, click on [ OK ].
- This will move the object along the Y - axis.
-
- 22.Select ROTATE icon (2nd icon, 6th row) and enter these values:
-
- Angle X: 0
- Angle Y: 0
- Angle Z: -10, then click on [OK].
-
- This will tilt the object 10 degrees to the left.
- Choose ALL from the DISPLAY menu to center the object on the screen.
-
- 23.Save your object (SAVE AS... in the FILE menu). Go to the scene
- editor. Click on the CAMERA icon and enter these values:
-
- Position X: 35
- Y: 500
- Z: -1390
-
- Point of view X: -65
- Y: 450
- Z: 0
-
- Up vector X: 0
- Y: 1
- Z: 0
-
- Horizontal angle: 70, and click on [ OK ].
-
- 24.Click inside the working area in the scene editor. The hierarchy
- window will be displayed. Place the mouse over the MAIN ROOT box and
- press the left mouse button. Select ADD. Now, use the right mouse
- button and click on the MAIN ROOT box again. A new dialog will appear.
- Under Light, select POINT and enter these values:
-
- X: 50
- Y: 1600
- Z: -50
- ...
- Radius: 0.3
-
- 25.Click on the [>] button. Enter 'Goblet' in the NAME box. Select SPOT
- as the new light type, then enter these values:
-
- X: 20
- Y: 1800
- Z: -10, next, click on [EXIT].
-
- 26.In the PREFERENCES dialog (1st icon, 2nd row), select a suitable image
- size (up to 320x200) and a quality factor you prefer. For quick
- results, select values like 80x80,TEST. Make sure to enable the CLOUDS
- checkbox and to set a valid path for the SHADER output files.
-
- 27.Next, select a surface definition for the floor. Click on the SURFACE
- icon (2nd icon, 3rd row). Choose LOAD and find & load the GRANITE.ISF
- file. Click inside the PATTERN box and change the direction to [Z].
- Exit via [ OK ]. Now, click inside the BUMP MAP box and select
- [DENTS], then [ OK ]. Set the REFLECTION parameter in both columns to:
- 40 and leave the surface dialog.
-
- 28.Save your scene with the SAVE AS... option in the FILE menu.
-
- 29.Select SINGLE FRAME from the SHADER menu and click on [ OK ] to start
- the raytracing process.
-
- 30.After InShape computed the image, use the InShape Converter to convert
- the picture and display it with such file and image viewers like
- GEM-View. Enjoy!
-
-
-
-
- . ._.
- ! . . !_. . . _. ._. ._.
- _________________ ! !\! ! !_! /_! !_/ !_. MODELER __________________
- ! ! ! ._/ ! ! ! ! ! !_. &SHADER
-
- - T I P S & T R I C K S -
-
-
- /// How to Zoom in & out in the object editor:
- ==============================================
-
- Move the mouse cursor to the lower border of the object window. Press the
- left mouse button while moving the mouse upwards. A yellow box will
- appear showing the new display size. Release the mouse button and the
- display will be redrawn using the new zoom level.
-
-
- /// How to change the point of view in the object editor:
- =========================================================
-
- Select 'Central' from the VIEW menu or press '8'. Now, hold the CNTRL key
- and press either the right or left mouse button to change the X-Y-Z
- angles on your screen. Release the keys again to initiate the redraw.
-
-
- /// How to select points, lines and planes:
- ===========================================
-
- Press and hold the right mouse button. A yellow 'rubber-band' box will
- appear. Position this box over the elements you want to activate/
- deactivate. Release the right mouse button. A new pop-up menu will appear
- giving you several choices to manipulate the current element selection.
-
-
- /// How to change between points, lines and plane mode:
- =======================================================
-
- In the object editor, simply click on the icon right beside the [i] icon
- (second icon, top row) and select the appropriate mode. Faces can be
- individually selected by entering the plane mode and then clicking inside
- the plane boundaries.
-
-
- /// How to change the view point & camera position in the scene editor:
- =======================================================================
-
- The parameter 'camera POSITION' and 'POINT OF VIEW' can be altered via
- the numeric keypad without the CAMERA dialog box. The information entered
- refers to the active >keyframe<. Step lengths of one, ten, one hundred
- and one thousand are possible.
-
- KEYS STEP LENGTH
-
- without any special keys ............. 1
- left SHIFT .......................... 10
- left SHIFT + CNTRL ................. 100
- left SHIFT + CNTRL + ALT .......... 1000
-
- Camera position
- KEY EFFECT
-
- ( ......................... reduce X
- ) ......................... increase X
- 7 ......................... reduce Y
- 8 ......................... increase Y
- 4 ......................... reduce Z
- 5 ......................... increase Z
-
- Point of View
- KEY EFFECT
-
- / ......................... reduce X
- * ......................... increase X
- 9 ......................... reduce Y
- - ......................... increase Y
- 6 ......................... reduce Z
- + ......................... increase Z
-
-
- /// How to abort the shader:
- ============================
-
- You can abort the rendering/raytracing process by simultaneously pressing
- these keys:
-
- CONTROL
- SHIFT - LEFT and SHIFT - RIGHT
- ALTERNATE
-
-
- /// Move and copy objects in the hierarchy window:
- ==================================================
-
- In the scene editor, open the hierarchy window by clicking inside the
- scene window. Press & hold SHIFT and then select an entry and move it to
- it's new place. Press & hold CONTROL and then select the entry you want
- to copy.
-
-
- /// Configuring the lights, manipulating objects:
- =================================================
-
- Open the hierarchy window, place the mouse cursor over the element you
- want to change the lighting conditions for, then press the right mouse
- button. A new menu will appear, allowing various light/ object
- manipulations.
-
-
- /// Selecting individual sections in the path editor, bezier control:
- =====================================================================
-
- Press either <- or -> to select the previous/next segment of the path.
- Press B to convert the line segment to a bezier curve segment.
-
-