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- Times New Roman
- Tutorial 5: Working With Images
- Completion time 40 minutes
- tNImage resources, also referred to as "bit maps", are used in Renderize Live EZ
- *2Las view backgrounds and as texture maps in the definition of materials. The
- *2Opreceding tutorial lessons have explored the use of images in these ways. This
- *2Htutorial investigates some of the ways that images can be manipulated to
- *2$enhance their value in your project.
- *A!In this tutorial, you will learn:
- +<A;How to combine images with colors in the Material Designer;
- *A%How to use the Image Designer window;
- *A-How to change an image to create a new image;
- *A$How to save new images to disk file;
- *A/How to load, save and convert image file types;
- *A)How to save and view viewport renderings.
- Let's start with a new project.
- Restart Renderize Live EZ.
- *A9Load project "tutor5.eye" from the \SIMPLY3D\EYESEZ\TUTOR
- directory.
- *A?Drag and drop the view "topview" from the View Resource Palette
- into the View Well.
- *A#Set "Test:1" on the Render Toolbox.
- Select the
- " button to quick-render the image.
- Combining Colors and Textures
- +xd=Load the material "marble" from the Material Resource Palette
- into the Material Designer.
- tOWhen you look at the material "marble" in the Material Designer you'll see that
- *2Ithe image resource "marble" is in the Color Texture Well, and the "Matte"
- *2Mcolor is white. Using a color other than white will serve to tint the marble
- *2Mtexture. With this additive color tinting it is quite easy to fabricate many
- *21different types of materials from a single image.
- *A>Let's render this material onto an object to see how it looks.
- +xBBDrag the object "Top" from the Object Resource Palette and drop it
- *2$into the Material Designer viewport.
- Tutorial 5: Working with Images
- Times New Roman
- JFigure 52. Test-render objects by dropping them into the Material Designer
- viewport.
- +Now let's change the color of the material.
- +xB'Set the "Matte" color to a vivid green.
- *ADClick in the viewport of the Material Designer to re-render it using
- *2 the updated material definition.
- *A-Save Material "marble" and confirm "Replace".
- *A&Minimize the Material Designer window.
- KWhen tinting a Color Texture it is important to note that the colors of the
- *2Nimages in the Texture Well will combine with the color in the Color Well in an
- *2Padditive process. The degree of color saturation in an image will determine the
- *2Nextent to which a color will be tinted. Light areas of the image will be more
- affected than dark areas.
- Select the
- - button on the Command Bar to open the Render
- Toolbox.
- Select the
- % button to perform a quick-rendering.
- Editing Images
- *cKIn Renderize Live EZ you can also perform image processing and manipulation
- *2Nprocedures to tranform images or create entirely new images. These procedures
- *2+are performed in the Image Designer window.
- *ADThe Image Designer window is opened like any other Resource Designer
- *2Mwindow: you can drag the resource and drop it into the Edit Well or select on
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- Tutorial 5: Working with Images
- Times New Roman
- tJthe resource with the right mouse button to get a pop-down menu from which
- you select the Edit command.
- Select the
- 4 button on the Resource Manager to display the Image
- Resource Palette.
- *A7Load the image "marble" into the Image Designer window.
- tBThe Image Designer window opens with "marble" as the current image
- *2Kresource. The different image processing commands are displayed across the
- *2Itop: as you pass your pointer over each of these buttons, a more detailed
- *2Idescription of the command appears in the Title Bar of the Image Designer
- *2Ewindow. When you choose a command, the area to the left of the Image
- *2KDesigner viewport updates to display the interface for the execution of the
- selected operation.
- )Modifying a Texture by Modifying an Image
- Select the
- 2 button to invert the colors in the current image.
- tINotice that the area beside the viewport now displays an "Execute invert"
- button.
- Select "Execute Invert".
- tINote the change to the image as it appears in the viewport. Our original
- *2Mmarble image was black and white, mostly black. When we used it as the Color
- *2PTexture for the Material "marble" and tinted it green, only the white areas were
- *2Otinted. By inverting the colors of the image, more areas are now white, so the
- *2Qimage will be more affected by the tinting process. This change will allow for a
- more colorful marble.
- *A7To re-render with this change we must save the changes.
- +xB1Change the name of the loaded image to "marble1".
- *A=Select "Save" from the Image Designer window to save this new
- image resource.
- tNJust as with the "Save" button on all the Resource Designer windows, selecting
- *2M"Save" here updates the resource icon in the Image Designer, and in the Image
- *2+Resource Palette on the Project Designer.
- Close the Image Designer.
- *A9Re-open the Material Designer with the material "marble".
- tRThe material "marble" is just as we last left it, with the original image "marble"
- *2Las the Color Texture. Let's update this material definition using the image
- *2:resource "marble1" as a Color Texture instead of "marble".
- +xB@Drag and drop "marble1" from the Image Resource Palette into the
- *2'Material Designer's Color Texture Well.
- Tutorial 5: Working with Images
- Times New Roman
- (Save the material and confirm "Replace".
- Close the Material Designer.
- Select the
- button at "Test:1".
- Saving Images to Disk
- *cFUnlike other resources, images exist independent of projects, and must
- *2Ltherefore be written to disk file. The image resource that we just created,
- *2O"marble1", has been saved as a resource in the current project, but it does not
- *2Pyet exist as an image file on disk. Let's save this new image resource to disk.
- +xB?Drag and drop the image "marble1" into the Edit Well to re-open
- the Image Designer.
- *A?From the "File" pop-down menu at the top of the Image Designer,
- select "Write Image As".
- OFigure 53. Image Resources, unlike other resources, must be saved to disk file.
- NThe File Browser opens with "*.tga" in the "Filename" type-in: this indicates
- *2Rthe default file type (this default can be changed using the Options, Preferences
- *2Hcommand on the Menu Bar). The file extension added to the resource name
- *2S(.tga, .tif, .bmp, etc.) determines the file format of the image saved to disk. If
- *2Nyou do not enter a filename extension, Renderize Live EZ will use the filename
- *2Kextension that is currently displayed in the "Save as file type" type-in.
- +xB&Set the path to SIMPLY3D\EYESEZ\TUTOR.
- *A#Type in the filename "marble1.tga".
- Press "OK" on the File Browser.
- DNow a window appears prompting us to set the desired color depth and
- *2Jcompression for the image we are saving. The settings that appear here by
- *2Ldefault are determined using the Options, Preferences command on the Project
- *2IDesigner window. We'll just accept the default settings, which should be
- 24-bit, compressed.
- Press "OK" to save the image.
- PNote: Because an image resource is saved in a file independent of the project in
- *2Swhich it is used, it is quite possible to have one image that is used as a resource
- *2Lin several different projects. When you modify an image, think twice before
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- Tutorial 5: Working with Images
- Times New Roman
- tMsaving over the original image as many projects could rely on that image. If
- *2Mthis is the case, be sure to save the image resource using a unique filename.
- /Image File Extensions and Image File Conversion
- *cJRenderize Live EZ supports the reading and writing of different image file
- formats, including
- tga, raw, tif, bmp, gif
- , and
- . The filename extension
- tN(and thus the image file format) is determined automatically by Renderize Live
- *2MEZ, or can be designated by appending the desired format's extension onto the
- *22filename during a "Write Image As..." procedure.
- *ANFor example, if we want to save our modified marble image as a "tif" file, all
- *2Qwe need to do is use the "Write Image As..." selection and add the .tif extension
- to the filename in the browser.
- +xB;Select "Write Image As..." from the Image Designer's "File"
- pop-down menu.
- *AGSelect the destination of the file by supplying the path of your choice
- (ie. SIMPLY3D\EYESEZ\TUTOR).
- *A/In the "Filename" type-in, enter "marble1.tif".
- Select "OK".
- Select the "8-bit" option.
- Select "OK" to save the image.
- t(You have now saved a 256 color TIF file.
- *ANConverting image file formats is as simple as loading one type of image format
- *2Rand saving it out to another. If you fail to supply an extension or don't enter a
- *2Evalid filename extension when saving an image, Renderize Live EZ will
- *2Kappend the extension that is currently displayed in the "Save file as type"
- type-in on the File Browser.
- (Loading and Saving Images from the Image
- Designer
- *cOYou've seen that writing images to disk requires the use of the Image Designer.
- *2JYou may also use the Image Designer to load images. Earlier we loaded the
- *2Mimage "marble" into the Image Designer by way of the Edit Well in the Project
- *2MDesigner. We can also load images directly into the Image Designer using the
- *27"Read Image..." selection on the "Files" pop-down menu.
- +xB<Select "Read Image..." from the "File" pop-down of the Image
- *2 Designer.
- *A&Set the path to SIMPLY3D\EYESEZ\TUTOR.
- Tutorial 5: Working with Images
- Times New Roman
- AClick on the "List files of type" button in the File Browser, and
- *2&select "*.raw" from the pop-down list.
- OThe Files List updates to display all those files in the current directory that
- *2%include the filename extension "raw".
- +xBADouble click on "fish.raw" from the file list to load that image.
- KNot only does this image appear in the Image Designer ready for processing,
- *2'but also in the Image Resource Palette.
- Exploring Image Processing
- *cOAn image may need to be re-colored or resized to be of use as a texture map for
- *2Pa particular material; or it may be that a final high resolution rendering needs
- *2Oto be cropped or brightened to fit a particular need. The Image Designer allows
- *2Ius to modify images in any number of ways to better fit a particular use.
- *AFEach of the command buttons at the top of the Image Designer invokes a
- *2Mdifferent set of tools which will appear beside the viewport. Let's explore.
- Select the
- % button to re-size the current image.
- This command resizes an image.
- +xB)Set the "Aspect Ratio" pop-down to "Any".
- *A7Click in the "X Res" type-in and set a value of "1000".
- *A6Click in the "Y Res" type-in and set a value of "280".
- *A:Select the "Fast" button (if it is not already depressed).
- Select "Execute Resize".
- MThe image is resized disproportionally, and since the new image is of greater
- *2Lsize on the x axis than the Image Designer's viewport a scroll bar under the
- viewport is activated.
- +xBBSelect on the Scroll bar below the viewport to pan the image right
- *2 and left.
- Now let's crop the image.
- Choose the
- ." button to crop the current image.
- DDGww
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- .Select "Any" from the "Aspect Ratio" pop-down.
- *A@With the pointer in the Image Designer viewport, select the left
- *2Dmouse button to drag a bounding box around the fish, starting at the
- *2Gback of the tail. The head of the fish will not be in the viewport, so
- *2Bdrag the bounding box as far toward the head as is possible. When
- *2Ayou near the right side of the viewport release the mouse button.
- *2EUse the viewport scroll bar to scroll the head of the fish into view.
- *2ANow place the cursor over the bottom-right corner of the bounding
- Tutorial 5: Working with Images
- Times New Roman
- >box and select with the right mouse button. This will pick the
- *2@bounding box back up so it can be stretched further right. When
- *2Bthe fish is completely in the box, release the right mouse button.
- Select "Execute Crop".
- t2The viewport updates to display the cropped image.
- Select the
- $ button to mirror the current image.
- wwpww
- #Select "Direction" to "left/right".
- Select "Execute Mirror".
- t3The image in the viewport is flipped on the Y axis.
- Select the
- ' button to posterize the current image.
- 2Select "8 colors" from the "# of Colors" pop-down.
- *A4Select "Primary" from the "Color Palette" pop-down.
- Select "Execute Posterize"
- tSThis gives an interesting artistic effect, but let's suppose that we don't like it.
- +xB&Select "Undo" from the Image Designer.
- :Figure 54. Undo your most recent changes with this button.
- tKUndo is a single step undo. If you select it again, it will undo the undo.
- *ALNote that you are always able to get back to the image as it was last saved.
- Select "Revert".
- NFigure 55. Reset the image to the state it existed the last time you saved it.
- tPThe original image "fish" returns. If you had selected the "Save" button in the
- *2HImage Designer at any time during the preceding processing, the "Revert"
- *2Hbutton would have reverted to this new updated image. Let's experiment.
- Select the
- % button to create a monochrome image.
- wwp""
- Select any "Color Scale".
- Select "Execute Monochrome".
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- Tutorial 5: Working with Images
- Times New Roman
- %The image is displayed in monochrome.
- +xB(Change the name of "fish" to "fishtest".
- *AATo make the changes current, select "Save" on the Image Designer.
- FNotice how the icon in the Current Resource Well updates accordingly.
- Now select "Revert".
- OSince the Image Designer reverts to that which was last saved, there is nothing
- to revert to.
- Editing Background Images
- *cFRenderize Live EZ automatically re-sizes all images used as background
- *2Mimages in renderings to fit the 4:3 aspect ratio of the 640x480 pixel Project
- *2KDesigner viewport. This will result in disproportionate x and y sizing for
- *2'images of aspect ratios other than 4x3.
- *ALThe Image Designer's "Crop" feature can be used to produce a 4x3 image. With
- *2Pthis crop feature we can crop the best 4x3 area of the original image and use it
- for the background.
- *A;We'll crop a 4x3 area from the monochrome image "fishtest".
- Select the
- " button to crop the current image.
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- Set "Aspect Ratio" to "4x3".
- *ACUsing the left mouse button, drag a cropping box closely around the
- fish.
- LNotice that as you drag the pointer, the rectangle expands in a proportional
- *2Lmanner, preserving the 4x3 aspect ratio. Once you have dragged the cropping
- *2Lbox you can move the entire cropping box by pointing to a corner of the box,
- *2Mholding down the Shift key, and dragging the left mouse button. You may want
- *2;to try this, as it can help you to crop a more select area.
- Select "Execute Crop".
- *A$Select "Save" and confirm "Replace".
- ONow "fishtest" is of the same aspect ratio as the viewport (4x3) so it won't be
- *2)distorted when used as a view background.
- Close the Image Designer.
- 6Now we'll add fishtest to the background of "topview".
- +xB:Drag and drop the image "fishtest" into the View Well over
- *2@"topview". This is the quick way to add a background image to a
- view.
- Tutorial 5: Working with Images
- Times New Roman
- CFigure 56. Dropping an image into the View Well adds it as the view
- background.
- An information window
- )G/ open informing you that the image being placed
- tTinto the background is not of the required aspect ratio. If you look closely you'll
- *2Psee that the image is only off by a slight degree. This is due to the degree of
- *2Naccuracy in the cropping box. What is experienced is a slight discrepancy due
- *2Mto decimal roundoff. We can ignore this window. Select the OK button and it
- will be dismissed.
- Select the
- 1 button on the Render Toolbox to quick-render the
- view.
- tLNotice how the background image appears somewhat pixilated. "fishtest" is a
- *2Msmaller image that has been scaled up to 640x480 to fit the resolution of the
- *2Oviewport. If we were to do a high resolution rendering, 1280x960 for instance,
- *2A"fishtest" would be blown-up even more and look even more jagged.
- *AKThere is a better way to scale images for backgrounds. Let's use the Image
- *2FDesigner to scale "fishtest" to 640x480 and use a smoothing algorithm.
- Saving Test Renderings
- *cRBefore resizing this image, let's save the current screen rendering in the Project
- *2LDesigner viewport so we can compare it to the rendering that we are about to
- perform.
- Select the
- 1 button on the Render Toolbox to save the current
- (viewport rendering as an image resource.
- tLThe rendering currently displayed in the viewport is saved into memory as an
- *2Pimage and is represented by a image resource icon titled "test1". The next time
- *2Myou press this button to save a test rendering, it will be named "test2": the
- *2Knumbers will increase sequentially for each new test image. In this manner
- *2Hmany images can be quickly produced and compared from screen renderings.
- *A9Now let's resize "fishtest" and re-render the view again.
- +xBDDrag and drop the image "fishtest" into the Edit Well to re-open the
- Image Designer.
- Choose the
- $ button to resize the current image.
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- Tutorial 5: Working with Images
- Times New Roman
- Set the Aspect Ratio to "4x3".
- *ACSet the X Resolution to 640: the Y Resolution will automatically be
- *25set to 480 to preserve the selected 4x3 aspect ratio.
- Select the "Smooth" button.
- Select "Execute Resize".
- LThis resizing method enables us to take advantage of the smoothing algorithm
- *2!activated by the "Smooth" button.
- +xB$Select "Save" and confirm "Replace".
- Close the Image Designer.
- Select the
- button at "Test:1".
- INow let's investigate the degree of improvement between the two different
- *2!versions of the background image.
- +xB8Drag and drop image resource "Test1" into the Edit Well.
- IWhen the Image Designer opens, compare the earlier rendering "Test1" with
- *2Kthe new rendering in the Project Designer. You'll need to move or close the
- *2;Image Designer window to see the Project Designer viewport.
- Saving Test Images to Disk
- *cITest images are treated as any other image in the Image Resource Palette.
- +xB6Select "Write Image As" from the "File" pop-down menu.
- *A&Set the path to SIMPLY3D\EYESEZ\TUTOR.
- *A;Type in the filename "test1.raw", and select OK on the File
- Browser.
- *A9Select the 32-bit option and press "OK" to save the file.
- MA 32-bit image does not contain more colors than a 24-bit image. Instead, it
- *2Lincludes an alpha channel that can be used to drop out portions of the image
- *2Mwhen overlaying it on top of another image. When you generate a rendering in
- *2ERenderize Live EZ, an alpha channel is automatically defined over the
- background area of the image.
- *AKThe use of alpha channel mattes inside of Renderize Live EZ is described in
- Tutorial 8.
- Tutorial 5: Working with Images
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- Visual Software, Inc.
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