home *** CD-ROM | disk | FTP | other *** search
- Raystart English Manual
-
-
-
- 1. Environment and Programm Configuration
-
- Congratulations on purchasing Raystart 1.1. Raystart is a new generation
- raytracer for an unbelievable price that will run on any Atari ST/STe/TT or
- even Falcon and raytrace images of any resolution with up to 24bit Colour.
-
- Since the release of the Falcon'030 Computer in January 1993, the Atari
- Market has been experiencing an explosion of new graphics programs. Raytracers
- such as P.O.V. became increasingly popular, however their interface was
- cryptic and scared off most of the regular user's who were so used to the
- standard GEM Interface, offered by Atari. Raystart complies completely to
- the Atari Standard of GEM-VDI. All the output is done via the GEM-VDI making
- it compatible with any Atari Computer System of the 16/32 bit Micro Generation.
-
- The fact that Raystart was written in a completely GEm oriented way means
- that the program has:
-
- 1.Resolution Independency
- 2.All output in GEM like windows
- 3.Interactive Screens via the dialog boxes.
- 4.Accessories can be activated
- 5.Easy, fast and intuitive work
-
- Raystart will also work on any monochrome monitor. All Dialogboxes are
- accessible either through the mouse or the quick-keyboard commands.
-
- We hope you enjoy Raystart as much as we have here at Lexicor Software.
-
- 2. Introduction
-
- RayStart is a raytracing-rendering program with numerous options and
- possibilities of creating a 3 Dimensional Object, as well as creating your
- own virtual world in your 3D Environment, very similar to the Environment
- of CHRONOS or XENOMORPH (PHOENIX U.S.A.) Object Renderer, also by Lexicor
- Software Corporation.
-
- 3 The Main Menu
-
- Once you have started the application RAYSTART.PRG after double clicking it
- or opening it on your desktop you should be getting the main menu of RayStart.
-
- The first window is the toolbox, this has all the necessary tools and options
- to manipulate your 3D Objects. Depending on which work mode you are in, the
- contents of that window change.
-
- The second window is were all the output is displayed and confirmed that have
- to do with the actions of the first window i.e. the second window displays
- the finished result of the actions done in the first window. If you are in
- the work mode then you can move the 3D Object in your virtual space. You then
- have the possibility of viewing the object from top, bottom or right. However
- if you wish to do so, you can also do a triple view and see the same object
- in all three views, the windows will then divide itself proportionally among
- the original display window.
-
- In the Camera Mode, the display window takes over the functions of a simulated
- Camera Lense, which you can view directly into the virtual space. The Camera
- can be moved, positioned and placed freely in the 3D Virtual Space, you can
- also set your zoom and your perspective view.
-
- In the Object Editor, the second display window assumes the role of a
- drawing template, similar to CAD-3D2 Studio or Cybersculpt. In this mode you
- can edit an existing 3D file, or you can create a new one from scratch. As
- mentioned before, the windows are written to comply with the GEM standard of
- Atari, and therefore can be moved around freely and resized (except when you
- are in the template mode, object editing!).
-
- To begin any actions in the toolbox window, you will first have to activate
- that window with a maus click. Then you can change all the parameter's via
- the buttons and the maus in the toolbox window. Since all commands can be
- also activated via keyboard, it is not necessarily required to activate the
- toolbox to change it's parameters.
-
- 4 To the Menus in general
-
- I will now quickly introduce each pull down menu and roughly explain it's
- function, a more detailed explanation shall follow during the course of this
- text.
-
- 1. Desk: On the left side, this is were the programm info is and the added
- accessories.
-
- 2. File: In the Menu for File there are only two selections. Choice "Auswahl"
- which when selected will open up a dialog box with a choice of what kind
- of files you wish to load or save into Raystart. The other selection is End
- which will exit the program, after a security check question.
-
- 3. Options: The Option-Menu will allow you to select between the various modes
- i.e. work mode or tool box. The way you determine the difference between the
- various modes is that by selection the options, buttons as well as parameters
- will change, some menus have their own menubars.
-
- After selecting the "Camera" Option you will get into the Camera-Mode, there
- you get into the all the parameter's to change your view.
-
- If you select the option "Light..." then a dialogbox will appear where you
- can define your light source(s). After that, you may want to select "Move Lamp"
- in order to move and position your light source.
-
- The menu "Colour" will open a dialogbox, where you can select the color's
- and change the palette's.
-
- With "Move Object" you will change into the positioning of objects, in which
- you can place your 3D Object anywhere in your 3D Plane.
-
- In the "Move Window" mode you can move your viewing window.
-
- Once you have selected the option "Turn Object" you will get in your toolbox
- window where all the parameter's will appear to change/modify your object eg.
- size, skaling, skew in any x/y/z direction etc.
-
- 4. Object: This is the menu where you can edit or create an object. There you
- may select an existing object, go into the object editor and to the status
- info.
-
- 5. Mode: You have the potion to select between 2 different types of Objectview
- i.e. display, while you are in the workmode. You can display them either as
- complete wireframe, or in the "hidden-line"-mode.
-
- 5 Object Control
-
- In order to work with an object you are required to activate it first. It is
- also recommendable to group various objects together into one entity so that
- you can work with all of them together in the same environment.
-
- All of that you can do in the Objectselection-dialogbox. This Dialogbox
- (See 5.1. and 5.2) will pop up the moment you click on the "Auswahl" or
- "Selection/Choice" in the Object menu.
-
- So how is it possible to display a group of objects for selection. To display
- a single object you have to simply click on it with the left mouse-button, the
- object associated name will then be inverted to black.
-
- The moment you press the button <OK> you will exit and the display window will
- immediately redraw the window in order to update it of it's view.
-
- If you wish to select an object and edit it, then you need to click on it
- with the right mouse button. The object will then appear inverted as well but
- in slanted text. These specific objects will then appear at the display
- window with a different colour altogether, which you can choose in the menu
- "Colours".
-
- Let's look at example 5.1. The object button is selected, this means that you
- are still in the Object-Mode where only single objects may be edited. In
- example 5.1 4 Objects are selected. The object "OB4" is marked extra with the
- right mouse button. Once you will exit this menu, you will see that 4 new
- objects have been created abd "OB2" is drawn in a different coloured wireframe.
-
- If you are in the "Spin Objects" then you can turn and spin your objects. All
- the new changes you will make, will only apply to the object that has been
- selected with the right mouse button that appears inverted and slanted and has
- a different colour. Now let's say you want to change i.e. spin all the other
- objects around "OB2". Simply go to the "Object Selection"-mode and click on
- the option <Gruppe> or <Group>. In the group mode you have all the same
- features as in the <Object>-mode, however now you can select and mark as many
- objects as you please.
-
- Note: Whatever you edited in work mode is preserved and different from whatever
- selection you have made in the group mode. That makes it possible for you
- to select and switch between the two modes and get differnt settings and
- selections.
-
- 6 The "Move Window" menu
-
- The moment you select the option "Move Window" in the menu bar you get a new
- selection of buttons and parameters (see 6.1).
-
- On the top of the left window there is an option called <Zoom>, which also
- has a bar with various scaling values.
-
- The function of this specific <Zoom> option is to make smaller or enlarge the
- viewing window that the object is currently in.
-
- Is <1> activated, then the objects will be displayed with a ratio of 1:1 world
- to the object.
-
- The numbers to the left of the <1> are the scaling factors in percentages. So
- if you select <50> then the object will only be half as large in the displayed
- window. These numbers left of the <1> have a scaling factor of:
-
- Percentage(%) * 10
-
- <40> would therefore mean that the object would be displayed 4 times larger
- than the original size. These selections can be made with the quick keys
- 1 through 9 via the keyboard.
-
- With the help of the 4 "Viewing"-buttons you may select your kind of view(s),
- similar to CADDS4X, ARIES or CAD3D2 Studio. You can choose to have a single
- view, but you can also choose to open up to 3 new sub-windows to make it
- possible to have 3 different views of the same object. Select the <Front>,
- <Top> and <Right>-button to create a redraw in any of the 3 possible views.
-
- Once you clicked on the <All>-button then all possible selected views will be
- displayed at once. The order is the same as in the single viewing box, this
- means that on the top left corner you get the front view, on the top right
- the top view and botton right the right view.
-
- By selecting the option "Bearbeite" i.e. "Work" <Object> or <Group>-buttons
- you are able to select between the two modes which is explained in chapter
- 5.
-
- The drawing window is, in the three axial coordinates (x,y,z) freely moveable,
- until you hit the limit which is 16,000 units in any of the three directions.
- The window will always be within the boundaries of your view, so that all the
- objects are clearly in front of the user. Example 6.2 will take you closer to
- the details of the organisation of the x,y and z axis.
-
- In the field "Window-Coordinates" the requires coordinates are displayed of
- the displayable drawing window. However the coordinates are always
- 7 Move that object
-
- 8 Scale object
-
- 9 The spin/turn object menu
-
- 10 Extrude Editor
-
- In the "Object" menubar you may select the option "Extrude", there you will
- enter Raystart's own built-in Extrude Editor, very similar to CAD-3D2 or
- Cybersculpt.
-
- You will be given a template in which you will draw your future 3D object on
- a 2D template.
-
- In the Extrude editor you can create your objects in the following ways:
- You have the option to draw the template with your mouse (mouse and click)
- which will then be given a certain depth and extruded.
-
- In order to begin a drawing, the drawing window will naturally have to be
- activated.
-
- Following rules have to be observed:
-
- 1. There must be a minimum of at least 3 points that do not lie on the same
- line.
-
- 2. The drawing has to be drawn clockwise i.e. right turn.
-
- 3. None of the lines are allowed to intersect with each others.
-
- An error message will come up if you forget to follow any of these vital
- points.
-
-
- 11 Rotate Editor
-
- 12 Function Editor
-
- 13 Analytical Object Editor
-
- 14 Editing of Objects in a Texteditor
-
- 15 Light Dialog
-
- 16 Move Lights
-
- 17 Colour
-
- The Colour Dialogbox can only be called up if at least 16 Colours are
- selectable.
-
- In the Colour Dialogbox you can change the colour palette and the colour
- pattern. These can be changed/selected in the big colour box which lies at
- the lower half of your screen. The actual colour to object dialog box is
- selectable via the Materials/Colour which is selectable via the Object Menu.
-
- In Monochrome mode, you have the option of 17 different grayscale models.
-
- 18 Material and Colours
-
- This dialogbox (see 18.1) will come up as soon as the "Material/Colour"
- option has been selected.
-
- 19 Textures
-
- To Change the Parameters for the textures you need to go into the Material's
- dialogbox by selecting the <tExtures>-button. Once you have selected that
- button you may edit the materials.
-
- The building/constructing of Material Designs always are done in the same
- principal:
-
- Starting from the object centre point of the to be textured object a 3 dimensional
- pattern is going to be calculated. This means that the object is in the
- 3 Dimensional texture pattern, that spreads itself over the whole plane.
-
- To change th colour of the general texture simply exchange the colour of the
- equivalent point within the 3D-pattern.
-
- There are only 2-colour patterns possible. The colour of the material is a part
- of the actual pattern. The second colour is the texture colour which you can
- select and change in exactly the same way you would do with the material colour.
-
- Once you are in the textures window, then simply click on a colour to select
- a texture for your texture. If you now change the the menu-selection via the
- materials button then you can see how the colour range will pop right back
- into the object.
-
- In the "Texture" box there is a wide selection of various texture grounds.
- Depending on which ground texture is used, in the lower box the functions
- and tools will change accordingly.
-
- In the middle box you can edit the random generation or sinewave distortion
- of the texture and turn it on or off. If you turn on texture distortion then
- the texture will basically be completely new and variable.
-
- Random generated distortion: Once you have selected the <Distortion>-button
- a random generated distortion is given to the texture. In order to reproduce
- that random-generated-distortion you can give the texture a "Start" parameter
- between 0 and 1 which will initialise the random generator with the same
- values as before.
-
- Artifical random generators have the advantage that if the start values are
- the same, the next "random" generated values will always be the same. This is
- because of the iterative definition of this specific random algorithm. By
- changing the beginning values you can change the way of the texture.
-
- With the <distortion> parameters you can change the strength of the distortion.
- The random number will simply be multiplied by the distortion value, therefore
- usually the <distortion> parameters should lie between 0 and 1.
-
- For values greater than 1 there can be no guarantee about how the texture will
- look like (i.e. it cannot be foreseen what pattern it will have) as the
- textures will then overlap. However that can still bring some interesting and
- for some even necessary effects. If you are using the rings texture as a
- ground texture and have a distortion value over 5, then you can get
- interference type patterns which will result in marble like patterns.
-
- Sinewave distortion: Select the <Sine>-button, if you wish to give the
- object a sine wave distortion to the object.
-
- The wave is going to be a 3 Dimensional wave, this means that if you were to
- place this function on say a cube or box, then you would get waves on that
- very box as your texture. Otherwise the sine wave will penetrate the object
- and it will look like rings, or plateau like patterns.
-
-
-
-
-
- 20 File Selector Dialog Box
-
- 21 The Camera Menu
-
- 22 The Camera Mode Dialog
-
- 23 Save/Load Picture file
-
- 24 Continue Ray-trace
-
- Once you have, for any reason or another, chosen to interrupt your Raytrace,
- could be for time reasons as your Computer will be taking up quite a bit of
- time to raytrace complex images, you can then choose to continue your
- interrupted calculation.
-
- 1. Interrupt your current Raytrace by selecting the "Q" - Key.
-
- 2. Save the picture parameters via the "Save File" option.
-
- 3. Save the picture file in the "Save Picture" options. If the file that
- you have created is a True Color File, then it will automatically save
- off in the "Tiffany"-Format (TIF) file.
-
- 4. Go into the "Main Menu" and call the "Select File" dialog box.
-
- 5. Save the Object-, Kamera-, Light- and Colour Data. Change the view only
- after you have saved off all the various parameters.
-
- In order to re-start your raytrace you will have to go through procedures 1-5
- exactly in the opposite way.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-