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- Times New Roman
- The Image Designer
- KThe Image Designer is used to process bitmap images. Images are created by
- *2KRenderize Live EZ during the execution of a Final Render command, or loaded
- *2Minto Renderize Live EZ as resources for material texture definitions and view
- backgrounds.
- Image File Characteristics
- *cJRenderize Live EZ can load or save images in any one of the following file
- formats:
- %8 or 24-bit Microsoft Windows bitmap
- , 8-bit CompuServe graphic interchange format
- JPEG-compressed file format.
- 8 or 32-bit Sun raster file
- "32-bit Renderize Live image format
- #Silicon Graphics image file format.
- !16, 24 or 32-bit Targa image file
- ) 8, 24 or 32-bit Tagged image file format
- t5Images may be displayed on your graphics card with a
- color depth
- of 8-bits
- tM(256 colors). However, these images may actually exist with a color depth of
- *2P24-bits (16.7 million colors). When this is the case, any image operations that
- *2Myou perform may be displayed in 8-bits, but the manipulation will be executed
- for the 24-bit image.
- *B%Images can be stored in any size, or
- resolution
- . Resolution is defined as the
- tMamount of horizontal and vertical pixels that make up the image. An image of
- *2J1000x800 pixels has 1000 pixels horizontally and 800 pixels vertically.
- *AMAfter manipulating an image, you can save that image as a project resource by
- selecting the
- )S6 command at the upper-left area of the Image Designer.
- tKHowever, the image is not saved to disk until you save that image using the
- Write Image
- Write Image As...
- command from the
- pop-down menu of
- the Image Designer.
- *AMUnlike other project resources, image files exist completely independent of a
- *2Nproject file. When a project contains images, the project "eye" file contains
- *2Ginformation that references these images. Therefore when you modify an
- *2Qimage to use in one project, the image will appear modified in all other projects
- *2Icontaining that image, unless you save that image out to a new name after
- modifying it.
- The Image Designer
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- !The Image Operations Command Area
- *cCThe Image Operations Command Area, located to the left of the Image
- *2NDesigner viewport, displays the interfaces for image modification operations.
- *2OThe interface that appears in this area depends on the button selected from the
- *2KImage Operations Command Bar that runs across the top of the Image Designer
- *2Kwindow. When you select an image operation, any buttons, dials and sliders
- *2Jused to define and execute that operation are displayed in this area. The
- *2Qspecific operations for each image operation are discussed later in this chapter.
- The Viewport
- *cIThe Image Designer includes a 640x480 pixel viewport in which the current
- *2Oimage is displayed. If the resolution of an image is larger than the viewport,
- *2Nthe viewport displays the upper-left portion of the image. Using the viewport
- *2Kslider bars beside and below the viewport, you can scroll down and right to
- *2!view other portions of the image.
- *ABWhen you execute commands to modify an image, the effects of those
- *26commands are displayed on the image in the viewport.
- The Sample Color Well
- *cNThe Sample Color Well is located below the viewport. A color from the current
- *2Kimage in the viewport can be chosen for display in the Sample Color Well by
- *2Gplacing the pointer in the viewport, holding down the Shift key on your
- *2Pkeyboard, and selecting the left mouse button (if you have a 3-button mouse, the
- *2Lmiddle mouse button will execute this operation): the color displayed in the
- *2NSample Color Well changes to match the color of the individual pixel under the
- *2Hcursor. A dynamic description of pixel color in terms of RGB and HSV is
- *20displayed to the right of the Sample Color Well.
- Reading and Writing Images
- *cDImages can be read into Renderize Live EZ using the File, Load Image
- *2Gcommand on the Project Designer. In addition, images can be loaded and
- saved using the
- File
- )O&pop-down menu in the Image Designer.
- Reading an Image
- Select the
- Read Image
- command under the
- pop-down menu, and a Load
- NBrowser appears. Use this browser to indicate the image type that you wish to
- The Image Designer
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- tQload, the directory where the image is located, and the name of the desired file.
- *2GThe use of the Load Browser is described in full in the "Using the File
- *28Browser" section of the Project Designer Window chapter.
- Writing an Image
- *PIThere are two commands under the File pop-down menu that are used to save
- an image: the
- Write Image
- and
- Write Image As...
- commands. Note that you
- t3must save an image as a project resource using the
- command on the
- t<Image Designer before you can write that image to disk file.
- *ALUse the Write Image command to save the current image to disk file under the
- *2Ifilename that it was last saved under. Use the Write Image As command to
- *2Isave the modified image under a new name. When you select this command a
- *2LSave Browser appears, and you can assign an image name by selecting from the
- *2OFile List or by typing in a name. The file type that is saved is determined by
- *2Ithe filename extension that you type in. If you don't specify a filename
- *2Rextension the image is saved according to the currently selected file type. After
- *2Hyou select the OK button, another menu will appear to prompt you for the
- *23desired color depth and compression, if applicable.
- *APNote that the default image file type, color depth and compression settings that
- *2Kappear when you save an image can be changed using the Options, Preferences
- *27command on the Menu Bar of the Project Designer window.
- &Copying Images to and from the Windows
- *K Clipboard
- *cGImages can be copied to and from other Windows applications through the
- *2DWindows Clipboard. Renderize Live EZ copies only device-independent
- *2Jbitmaps into the Clipboard, and similarly, accepts only device-independent
- bitmaps from the Clipboard.
- Edit, Copy
- 9 command in the Menu Bar of the Image Designer copies the
- tJcurrent image resource, including that image's color map, into the Windows
- *2PClipboard. Note that regardless of the actual color depth of the original image
- *2Nresource (8 bit, 16 bit or 24 bit), the color depth of the image copied to the
- *2>Clipboard will depend on the color depth of your display card.
- Edit, Paste
- 7 command on the Menu Bar of the Image Designer copies a
- tKbitmap from the windows Clipboard into the Image Designer in Renderize Live
- *2,EZ, and makes that bitmap an image resource.
- The Image Designer
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- )Manipulating Images: The Image Operations
- Commands
- *cJEach of the image manipulation commands are described below. However, the
- *2Nbest way to learn the effect that each of these commands has on an image is to
- *2Hexecute the commands and see their results visually. Image manipulation
- *2Jcommands may take some time to execute, depending on the size of the image
- file being manipulated.
- *AJRemember that none of the image operations you execute are saved until you
- press the
- )S@ button at the upper-left of the Image Designer. And even then,
- Qthese changes are not saved to disk until you select the File, Save or File, Save
- *29As commands on the Menu Bar of the Image Designer window.
- +Bm3Executing Image Operations Over a Part of the Image
- MMany of the operations discussed below can be executed over the entire image,
- *2Lor over only a portion of that image. To perform an image operation over an
- *2Earea of an image as opposed to over the entire image, you must draw a
- *2Ebounding box. To do so, move the pointer over the image in the Image
- *2KDesigner viewport and press the left mouse button to define a corner of the
- *2Lbounding box. Now with the left mouse button depressed, drag the pointer to
- *2Hexpand and define a rectangle. Release the mouse button to complete the
- *2Mrectangle. The rectangle can now be moved to another location by pointing to
- *2Mthe lower-right corner of the bounding box, holding down the Shift key on the
- *2Ikeyboard, and pressing the left mouse button (use the middle mouse button
- *2Pinstead, if you have a 3-button mouse), or it can be re-sized by pointing to the
- *2Klower-right corner of the bounding box and pressing the right mouse button.
- *AAThe following image operations can be executed in a bounding box:
- *2IContrast/Gamma, Brighten, Saturate, Hue, Blur, Focus, Normalize, Recolor,
- *21Posterize, Monochrome, Invert, Mirror and Emboss.
- *ANTo reset the area affected by a command so that it is executed over the entire
- image, press the
- < button on the far right side of the Image Designer to reset
- +the bounding box to cover the entire image.
- The Contrast/Gamma Operation
- wwpwp
- wwpwp
- wpwpw
- GMake an image lighter or darker by adjusting the contrast of the image.
- *2GContrast can be altered for all of the colors of the image together, or
- *2@independently for the red, green and blue elements of the image.
- Linked
- E button is enabled by default, meaning contrast is altered for all of
- Cthe colors of the image together. When this is the case, a single
- Contrast
- dial
- Oappears. A contrast value of 1.0 is the default value for the image. Reducing
- The Image Designer
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- tKcontrast below 1.0 will make the image brighter; raising contrast above 1.0
- darkens the image.
- Enable the
- R/G/B
- )t= button to alter the contrast of each of the color components
- tMindependently. When this button is enabled, three dials appear; one each for
- *2Gthe red, green and blue elements of the image. Values are dialed in as
- *2!described in the paragraph above.
- *B5After setting the desired contrast values, press the
- Execute Contrast
- button to
- tKmodify the image according to your changes. The image in the viewport will
- *2-update to display the effect of your changes.
- The Brighten Operation
- tPAdjust the brightness of an image by increasing or decreasing the color value of
- *2Teach pixel by a constant factor. Brightness can be altered for all of the colors of
- *2Pthe image together, or independently for the red, green and blue elements of the
- image.
- Linked
- D button is enabled by default, meaning brightness is altered for all
- tFof the colors of the image together. When this is the case, a single
- Brighten
- tKdial appears. A value of 1.0 is the default value for the image. Reducing
- *2Obrightness below 1.0 will make the image darker; raising it above 1.0 brightens
- the image.
- Enable the
- R/G/B
- )t4 button to alter the brightness of each of the color
- tKcomponents independently. When this button is enabled, three dials appear;
- *2None each for the red, green and blue elements of the image. Values are dialed
- *2'in as described in the paragraph above.
- *B,After setting the desired values, press the
- Execute Brightness
- button to modify
- tNthe image according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Saturate Operation
- wwpwwp
- wwpwwpw
- tGAdjust the saturation of an image by increasing or decreasing the color
- *38saturation of each pixel by a constant factor. Use the
- Saturate
- dial to change
- tLthe saturation number: values above 1.0 increase the color saturation of the
- *2Gimage, making it appear more vivid; values below 1.0 reduce saturation,
- *2+making the image appear more monochromatic.
- *B+After setting the desired value, press the
- Execute Saturate
- button to modify the
- tJimage according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Image Designer
- Times New Roman
- The Hue Operation
- pwpwp
- GAdjust the hue of an image by changing the color hue of each pixel by a
- constant value. Use the
- Hue dial
- ) to change the hue of the image among the
- +three primary colors (red, green and blue).
- *B+After setting the desired value, press the
- Execute Hue
- button to modify the
- Jimage according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Blur Operation
- 4Blur an image: make it appear "fuzzier". Press the
- Execute Blur
- button to
- Pmodify the image. The image in the viewport will update to display the effect of
- your changes.
- The Focus Operation
- 5Focus an image: make it appear "sharper". Press the
- Execute Focus
- button to
- Pmodify the image. The image in the viewport will update to display the effect of
- your changes.
- The Resize Operation
- NResize an image in terms of the number of horizontal and vertical pixels. The
- *2Phorizontal and vertical dimensions can be resized independently, therefore, this
- *2Ocommand can change the aspect ratio (the height to width ratio) of the image as
- *2Nit resizes it. Since none of the image is discarded and nothing can be added,
- *2>changing the aspect ratio of an image will distort that image.
- Use the
- X Res
- and
- Y Res
- )k6 type-ins to enter the desired image size. The values
- Pthat initially appear indicate the current number of pixels horizontally (X Res)
- *2Rand vertically (Y Res). If no aspect ratio has been specified (select "Any" using
- Aspect Ratio
- 9 pop-down menu described below), then the X Res and Y Res
- Jvalues can be typed in independently. However, if an aspect ratio is set,
- *2Gmodifying the X Res will automatically update the Y Res to maintain the
- *2;horizontal-to-vertical aspect ratio that has been selected.
- *BHTo select the desired aspect ratio for the resized image, select on the
- Aspect
- Ratio
- )aE pop-down menu. Use "Any" when you want to manipulate the horizontal
- Land vertical resolutions of an image independently; use "Same" to resize the
- *2Mimage without changing its aspect ratio. Otherwise, select one of the ratios
- *2Qlisted here, and the system will automatically maintain the selected aspect ratio
- *2(when you type in new X or Y resolutions.
- and
- Smooth
- 8buttons are mutually exclusive selections that determine
- Khow the image is resized. If Smooth is enabled, the resizing process takes
- *2Plonger, but the quality of the image is better. However, the image is "smoothed
- The Image Designer
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- tSout" during resizing, so some detail may be lost. If Fast is enabled, the resizing
- *2Oprocess is quicker, and the resulting image is sharper. However, the sharpness
- *2Eof the image may reveal limitations inherent in the resizing process.
- *B+After setting the desired value, press the
- Execute Resize
- button to modify the
- tJimage according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Crop Operation
- DDGww
- DHwwtGw
- wwDGw
- pwwtD
- DDHww
- wxDww
- DGwxDGw
- DwxDGw
- DGtDGw
- tNCrop an image: define a rectangle on the image, and discard everything outside
- *2Nthe rectangle. Use crop to isolate an "area of interest" on an image from the
- rest of the image.
- *AJTo crop an image, you need to define a rectangular area on the image to be
- *2Icropped. Move the pointer into the viewport, position the pointer at the
- *2Nlocation where you wish the crop rectangle to begin, then press the left mouse
- *2Nbutton to fix that corner. Holding the mouse button down, drag the pointer to
- *2Nexpand the rectangular and define a crop area. Release the button to complete
- *2Ithe bounding box. Press the left mouse button again to redefine the box.
- *AOOnce a rectangle is defined it can be moved. Point to a spot on the rectangular
- *2Kbounding box, then hold down the Shift key and press the left mouse button:
- *2Mnow as you drag the pointer, the bounding box moves accordingly. Release the
- *2 mouse button to place the box.
- *AQThe rectangle can also be re-sized. Point to the right edge of the bounding box,
- *2Lpress the right mouse button and drag the pointer to resize the bounding box
- *2Nalong the horizontal dimension. Point to the bottom edge of the bounding box,
- *2Lpress the right mouse button and drag the pointer to resize the bounding box
- *2Nalong the vertical dimension. Point to the lower right corner or the bounding
- *2Mbox, press the right mouse button and drag the pointer to resize the bounding
- *2/box horizontally and vertically simultaneously.
- *B0After defining the desired crop area, press the
- Execute Crop
- button to modify
- tNthe image according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Normalize Operation
- tKNormalize the brightness over an image. Using Normalize, you can select an
- *2Harea of the image, and adjust the brightness of the rest of the image to
- *2Nnormalize it against the area you selected. This command is especially useful
- *2Lin normalizing the brightness of images to be used as texture swatches, such
- *2Jthat when the image texture is repeated, there is no blatant difference in
- *22brightness where the texture ends and is repeated.
- *AITo select a rectangular area to normalize from, move the pointer into the
- *2Kviewport, position the pointer at the location where you wish the normalize
- *2Qrectangle to begin, then press the left mouse button to fix that corner. Holding
- The Image Designer
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- Lthe mouse button down, drag the pointer to expand the rectangular and define
- *2Pan area. Release the button to complete the bounding box. Press the left mouse
- *2!button again to redefine the box.
- *AOOnce a rectangle is defined it can be moved. Point to a spot on the rectangular
- *2Kbounding box, then hold down the Shift key and press the left mouse button:
- *2Mnow as you drag the pointer, the bounding box moves accordingly. Release the
- *2 mouse button to place the box.
- *AQThe rectangle can also be re-sized. Point to the right edge of the bounding box,
- *2Mpress the right mouse button and drag the pointer to resize the box along the
- *2Nhorizontal dimension. Point to the bottom edge of the bounding box, press the
- *2Lright mouse button and drag the pointer to resize the box along the vertical
- *2Pdimension. Point to the lower right corner or the bounding box, press the right
- *2Omouse button and drag the pointer to resize the box horizontally and vertically
- simultaneously.
- )NF dial allows you to determine the degree of normalization. The higher
- Qthe number that is dialed in here, the stronger the normalization effect will be.
- *B+After defining the desired area, press the
- Execute Normalize
- button to modify
- Nthe image according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Recolor Operation
- wwp""
- .Change the hue of a set of colors in an image.
- The Recolor command allows
- Hyou to "swap out" one set of colors with another set of colors. Use the
- *2Gpop-down button in this image operation to indicate whether you wish to
- *3!perform the Recolor operation by
- or by
- )k Intensity
- #The Recolor command set includes a
- Source
- Color Well and
- Destination
- Color
- NWell. The color displayed in the Source Well is the color that is going to be
- *2Kaltered. To choose a Source color from the image in the viewport, move the
- *2Opointer to the place in the image where you wish to select a Source color, then
- *2Phold down the Shift key and press the left mouse button: the color at this point
- *2Lis displayed in the Sample Color Well at the bottom-left corner of the Image
- *2MDesigner. Now you can drag this color from the Sample Color Well and drop it
- into the Source Well.
- *ALThe color in the Destination Well is the color that the Source color will be
- *30changed to. Select the desired color using the
- Color Slider Bar
- that appears
- Ion this command set. As you slide the color bar slider, the color in the
- *2LDestination Well updates accordingly. The color in the Destination Well can
- *2Ealso be selected using the Color Command Set in the Project Designer.
- Use the
- Delta Hue
- ; (or Delta Intensity) dial to determine the amount of color
- Ovalues that will be affected by this operation. The higher the number that you
- *2Pdial in here, the more color hues to each side of the selected Source color will
- *2Nbe affected. When this command is executed, the Source color is replaced with
- The Image Designer
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- tRthe Destination color, and all colors that fall within the Delta Hue of the Source
- *2Jcolor are replaced by the equivalent "delta hue" of the Destination color.
- *B,After setting the desired values, press the
- Execute Recolor
- button to modify the
- tJimage according to your changes. The image in the viewport will update to
- *2#display the effect of your changes.
- The Monochrome Operation
- wwp""
- tHMonochrome changes an image to a single color hue with variation only in
- saturation and value.
- Color Scale
- < pop-down menu allows you to select the color hue to use. A
- tImonochrome image doesn't necessarily have to be shades of gray: it can be
- *2=shades of red, green, blue, yellow, magenta and cyan as well.
- *B3After selecting the desired color scale, press the
- Execute Monochrome
- button
- tNto modify the image according to your changes. The image in the viewport will
- *2-update to display the effect of your changes.
- The Posterize Operation
- tFProduce a stylized look by reducing the number of colors in the image.
- *2LExisting image colors are modified to produce an image with fewer colors.
- *2LRemember that the image you are modifying is displayed in 256 colors, but it
- *20may actually exist in up to 16.7 million colors.
- First, select the
- Color Palette
- 1 to use in posterizing the current image: you can
- posterize in
- Primary
- colors, or you can use the
- Original
- colors in the image as
- t#the base palette for posterization.
- Select the
- # of distinct colors
- j- pop-down menu to select the number of colors
- tNthe modified image is to contain. When the command is executed, the colors in
- *2Jthe image will be assigned to the posterization color that it most closely
- resembles.
- *B8After selecting the desired number of colors, press the
- Execute Posterize
- tGbutton to modify the image according to your changes. The image in the
- *2;viewport will update to display the effect of your changes.
- The Invert Operation
- tMInvert the color hue of each pixel, changing each to its complementary color.
- *2NThis command effectively creates a "negative" of the current image. Press the
- Execute Invert
- {; button to modify the image. The image in the viewport will
- t-update to display the effect of your changes.
- The Image Designer
- Times New Roman
- The Rotate Operation
- BRotate an image on its center. The image will rotate clockwise by
- degrees,
- degrees or
- )?8 degrees, depending on which of these mutually exclusive
- buttons is enabled. Press the
- Execute Rotate
- button to modify the image. The
- Himage in the viewport will update to display the effect of your changes.
- The Mirror Operation
- wwpww
- IFlip an image from one side to the other to produce a mirror image of the
- original. Select the
- Direction
- pop-down and select
- Right/Left
- Top/Bottom
- Ndepending on the direction in which you want the current image to be mirrored.
- When you press the
- Execute Mirror
- ' button, the image in the viewport will
- -update to display the effect of your changes.
- The Composite Operation
- FCombine several "smaller" images together on a large background. This
- *2Mcommand is used to make one big image out of several smaller images to create
- a collage image.
- *ALBefore using this command, load into the Image Designer the image that is to
- *2Lbe used as a background. This should be a relatively high resolution image.
- *2INext, drag from the Images Resource Area of the Project Designer an image
- *2Jthat you wish to composite into the background image, and drop it into the
- image
- Source
- 8Well. Now a rectangle appears representing this image's
- Lresolution. Move this rectangle over the part of the background image where
- *3.you wish to place this image, then select the
- Execute Composite
- button to
- Opaste the image down in this location. If you don't like the location at which
- *2Lthe image is pasted, move the rectangular box to another location and select
- *2LExecute Composite again: the image will be moved to this new location. When
- *2Lsatisfied with the location of the pasted image, use the Save command at the
- *25upper-left of the window to save the composite image.
- If the
- )e Use Matte
- = button is enabled, the alpha channel of an image is "dropped
- Sout" as it is composited. That is, if you generate a rendering with a solid color
- *2Mbackground, that background is not displayed in the composite image: only the
- *2Nrendered objects are visible. When you perform a rendering over a solid color
- *2Nbackground, that background color is automatically defined as the "transparent
- *2Rmatte" (it is the area of the alpha channel definition). However, this matte only
- *2Hremains active if the image was saved directly from the Project Designer
- *2Oviewport using the "Save as Test #" button, or if was saved to disk as a 32 bit
- *2Mimage (32 bit images save 24-bit color plus an 8-bit alpha channel; Renderize
- *2JLive EZ supports 32-bit output to TGA or RAS files). In addition, you can
- *3'define a matte for any image using the
- Matte
- Image Operation.
- The Image Designer
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- tIYou can repeat this operation with as many different Source images as you
- *2+wish until the composite image is complete.
- The Matte Operation
- tNCreate a transparent "Matte" definition over the current image using the 8-bit
- *2Jalpha channel. When this image is used as the Color Texture in a material
- *2Ldefinition, the area over which the matte is created will appear transparent
- when rendered onto an object.
- *AJThis image operation is extremely useful in several circumstances. First,
- *2Kmaterials that have some "see-through" areas (such as a loose wicker weave)
- *2Hcan be accurately represented by creating the transparent matte over the
- *2N"see-through" sections of the image. Or, this command can be used to populate
- *2Ka view with 2D images of people or plants. A matte can be defined over the
- *2Kimage of a person such that the solid color background becomes transparent,
- *2Oleaving only the person's form. In the former application, the resulting image
- *2Pis part of a material that is mapped onto an existing piece of geometry. In the
- *2Jlatter example, it may be necessary to generate a new piece of geometry on
- *2Mwhich to map the person. Renderize Live EZ supports this through the ability
- *2>to create simple 3D planes on which these images are rendered.
- *AFCreating an alpha channel matte for an image and using that image in a
- *2Pmaterial requires several steps. First you must define the alpha channel matte;
- *2Gthis determines which parts of the image will become transparent during
- *2Grendering. Next, this image must be included as the Color Texture in a
- *3'material definition. And finally, the
- Matte Drop Out
- toggle on the Material
- tKDesigner window must be enabled so that the alpha channel is used to create
- the drop-out effect.
- *ALTo create a transparency matte, first select the color that you wish to make
- *2Odisappear during rendering. This is usually the background color of the image,
- *2Oand in many cases it is black. To choose the color, point to that color in the
- *2NImage Designer viewport, then hold down the Shift key and select with the left
- *2Kmouse button: the color that you chose now appears in the color well at the
- *2Lbottom-left of the Image Designer. Now drag this color from this color well
- and drop it into the
- Background Color
- well. Next, use the
- Delta
- dial to
- tLindicate the range of colors over which to set the matte. A low Delta value
- *2Olimits the operation to the single color value that you chose. As you increase
- *2Lthe Delta value, more colors of similar value to the color you chose will be
- *2 affected.
- *B3After you have assigned the drop-out color, select
- Create Matte
- to generate an
- tIalpha channel transparency matte for the current image. This command may
- *2Ntake several moments to execute, and nothing will change on the image as it is
- *2Pdisplayed. To view the location of the transparency map you created, select the
- Show Matte
- > toggle: those areas of the image that will appear transparent
- tPduring rendering are displayed in black; those areas of the image that will show
- The Image Designer
- Times New Roman
- Mduring rendering are displayed in white. After viewing the matte definition,
- *2Nselect the Show Matte toggle again to return to normal display of the image.
- Blur Matte
- = button creates a semitransparent edge between those areas of
- Nthe image where the alpha matte is on and those areas where the alpha matte is
- *2Ooff. This creates an anti-aliased effect to "feather" the edges of the visible
- *2Nimage, such that it integrates more smoothly with an image on top of which it
- is overlaid.
- *AOIn addition to creating a matte definition for an image, it is also possible to
- *2Ocopy onto the current image the matte definition created for another image. To
- *2Ndo this, drag the image that contains the matte definition you want to use and
- drop it into the
- Source Image
- 1 well. A rectangular box appears in the viewport
- Orepresenting the size of the source image. This box can be repositioned (using
- *2MShift+left mouse button) or resized (using the right mouse button): the alpha
- *2Cchannel matte associated with the image is repositioned and resized
- *2Oaccordingly. When the source image is positioned and resized as desired, press
- Copy Matte
- ? button to copy the matte definition from the source image onto
- Ethe image that is currently displayed in the Image Designer viewport.
- *d&Saving Alpha Channel Matte Information
- *PMIf you wish to save an image's matte definition to disk along with the image,
- *2Kyou must save that image in a 32-bit image format: either TGA or RAS. Only
- *2632 bit image files can save alpha channel information.
- *d9Populating a View with 2D Images (People and Landscaping)
- *PKIf you wish to populate your view with 2D images (such as people, trees and
- *2Pplants), you must not only set a transparency matte as described above, you also
- *2Lneed to create a new piece of geometry for each 2D image. Renderize Live EZ
- *3!simplifies this process with the
- Create 3D Object
- button. After defining a
- Ematte, select this command and a simple rectangular 3D object will be
- *2Mgenerated for the current image, and added to the current View in the Project
- *2IDesigner viewport. The proportions of the object will match those of the
- *2Kimage. In addition, a new material will be created using this image as the
- *39Color Texture, and the material definition will have the
- Matte Drop out
- button
- Jenabled. This material will be assigned to the new object with orthogonal
- *2:texture mapping perpendicular to the face of the object.
- *ANIn other words, selecting Create 3D Object automates all of the steps involved
- *2Lin using a 2D image as an object in a View. It creates a rectangular face on
- *2Dwhich the image will be mapped, and sets up the material and mapping
- *2Rdefinitions accordingly. All you have to do is orient and scale the object in the
- *2KView: treat the 3D rectangle on which the image will be mapped as you would
- treat any other 3D objects.
- *ANRemember that this kind of object is really only 2D. It is the image, not the
- *2Qobject that is the desired form here, and that image only exists in 2 dimensions.
- The Image Designer
- Times New Roman
- tLTherefore, you want to position the rectangular object to which the image is
- *2Passigned such that it faces the camera directly; otherwise the lack of depth may
- *2Pbe apparent. In addition, remember that shadows and other lighting effects will
- *29be affected by the lack of dimensionality of this object.
- The Emboss Operation
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- wwxxw
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- tMUse the color value information (Intensity) to create an embossed effect from
- *2Gthe current image. When you execute this command, the current image is
- *2Hconverted to gray scale, and areas of the image with marked contrasts in
- *2!intensity appear to be embossed.
- *B)Before executing the command, select the
- Emboss From
- pop-down and choose
- tKthe direction from which the "embossed" image is illuminated: the direction
- you indicate here,
- Above
- Diagonal
- !, determines the way the image is
- shaded.
- The Print Operation
- tIPrint the current image using the Windows Print Manager. When you select
- *2Ethis command, you are prompted to select how you wish the image to be
- formatted on the page.
- *APStretch to Page scales the image up or down to cover the entire area of the page
- that you are printing.
- *AKBest Fit prints the image without scaling it, and will rotate the image, if
- *2Knecessary, to fit it onto the page. If your image file size is 1200 pixels
- *2Phorizontally (X resolution), and you are printing on a 300dpi printer, the image
- *29will print out to a size of 4 inches across (1200/300=4).
- *AMScale allows you to select a specific X and Y Scale at which the image should
- *2Obe printed. A value of 1 indicates no change of scale. Values below and above
- *281 will reduce or increase the size of the printed image.
- The Print to Screen Operation
- w{w{w{
- w{w{w{w
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- tODisplay the current image over the entire screen display, temporarily replacing
- *2Ithe Renderize Live EZ interface. When an image is printed to the display
- *2Rmonitor, it is done with no re-scaling to fit the image onto the screen. Instead,
- *2Nthe screen becomes a "view window" to the image. If that image is larger than
- *2Othe screen resolution, the view window can be panned to view other parts of the
- *2Mimage. For example, if your display resolution is 1024x768 and your image is
- *2N2000x1500, the entire image is printed, but only a 1024x768 area of that image
- is visible at one time.
- *AJWhen you print an image to the screen, that image fills the entire screen,
- *2Kreplacing any application windows that are currently open. To pan the view
- *2Oaround other parts of the image, press the left mouse button and drag the mouse
- The Image Designer
- Times New Roman
- Ito control the direction of the pan. When you have finished viewing your
- *2Nimage and you wish to remove it from the screen display, press the right mouse
- button.
- The Image Designer
- Times New Roman
- Notes
- The Image Designer
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- Windows 3.10 (Maker 1.03)
- Nick Josephs
-
- Visual Software, Inc.
-
- AMIPRO
- Times New Roman
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-