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- ~Topic=Doodads\, Bells\, and Whistles
-
- ~Format-
- { Drawing Method }
- { Autokey Mode }
- { Distance Estimator Method }
- { Inversion }
- { Decomposition }
- { Logarithmic Palettes and Color Ranges }
- { Biomorphs }
- { Continuous Potential }
- { Starfields }
- ~Format+
- ;
- ;
- ;
- ~Topic=Drawing Method
-
- The "passes option" (<X> options screen or "passes=" parameter)
- selects single-pass, dual-pass, or solid-guessing
- (default) mode. This option applies to most fractal types.
-
- Single-pass mode ("1") draws the screen pixel by pixel.
-
- Dual-pass ("2") generates a "coarse" screen first as a preview
- using 2x2-pixel boxes, and then generates the rest of the dots with a
- second pass.
-
- Solid-guessing ("g") is the default. It performs from two to four
- visible passes -
- more in higher resolution video modes. Its first visible pass is
- actually two passes - one pixel per 4x4, 8x8, or 16x16 pixel box
- is generated, and the guessing logic is
- applied to fill in the blocks at the next level (2x2, 4x4, or 8x8).
- Subsequent passes fill in the display at the next finer resolution,
- skipping blocks which are surrounded by the same color. Solid-guessing can
- guess wrong, but it sure guesses quickly!
-
- Boundary Tracing ("b"), which only
- works with fractal types (such as the Mandelbrot set, but not the Newton
- type) that do not contain "islands" of colors, finds a color "boundary",
- traces it around the screen, and then "blits" in the color over the
- enclosed area.
-
- Tesseral ("t") is a sort of "super-solid-guessing" option that successively
- divides the image into subsections. It's actually slower than the
- solid-guessing algorithm, but it looks neat, so we left it in.\
-
- The "fillcolor=" option in the <X> screen or on the command line sets a
- fixed color to be used by the Boundary Tracing and Tesseral calculations
- for filling in defined regions. The effect of this is to show off the
- boundaries of the areas delimited by these two methods.
- ;
- ;
- ~Topic=Autokey Mode
-
- The autokey feature allows you to set up beautiful self-running demo
- "loops". You can set up hypnotic sequences to attract people to a booth,
- to generate sequences for special effects, to teach how Fractal exploring
- is done, etc.
-
- A sample autokey file (DEMO.KEY) and a batch to run it (DEMO.BAT) are
- included with Fractint. Type "demo" at the DOS prompt to run it.
-
- Autokey record mode is enabled with the command line parameter
- "AUTOKEY=RECORD". Keystrokes are saved in an intelligible text format in a
- file called AUTO.KEY. You can change the file name with the "AUTOKEYNAME="
- parameter.
-
- Playback is enabled with the parameter "AUTOKEY=PLAY". Playback can be
- terminated by pressing the <Esc> key.
-
- After using record mode to capture an autokey file, you'll probably want
- to touch it up using your editor before playing it back.
-
- Separate lines are not necessary but you'll probably find it
- easier to understand an autokey file if you put each command on a separate
- line. Autokey files can contain the following:
-
- Quoted strings. Fractint reads whatever is between the quotes just as if
- you had typed it. For example,
- "t" "ifs"
- issues the "t" (type) command and then enters the letters i", "f", and
- "s" to select the ifs type.
-
- Symbols for function keys used to select a video mode. Examples:\
- F3 -- Function key 3\
- SF3 --<Shift> and <F3> together\
-
- Special keys: ENTER ESC F1 PAGEUP PAGEDOWN HOME END LEFT RIGHT UP DOWN
- INSERT DELETE TAB
-
- WAIT <nnn.n> -- wait nnn.n seconds before continuing
-
- CALCWAIT -- pause until the current fractal calculation or file save or
- restore is finished. This command makes demo files more robust since
- calculation times depend on the speed of the machine running the demo -
- a "WAIT 10" command may allow enough time to complete a fractal on one
- machine, but not on another. The record mode does not generate this
- command - it should be added by hand to the autokey file whenever there
- is a process that should be allowed to run to completion.
-
- GOTO target -- The autokey file continues to be read from the label
- "target". The label can be any word that does not duplicate a key word.
- It must be present somewhere in the autokey file with a colon after it.
- Example:\
- MESSAGE 2 This is executed once\
- start:\
- MESSAGE 2 This is executed repeatedly\
- GOTO start\
- GOTO is mainly useful for writing continuous loop demonstrations. It can
- also be useful when debugging an autokey file, to skip sections of it.
-
- ; -- A semi-colon indicates that the rest of the line containing it is a
- comment.
-
- MESSAGE nn <Your message here> -- Places a message on the top of the
- screen for nn seconds
-
- Making Fractint demos can be tricky. Here are some suggestions which may
- help:
-
- Start Fractint with "fractint autokeyname=mydemo.key autokey=record".
- Use a unique name each time you run so that you don't overwrite prior
- files.
-
- When in record mode, avoid using the cursor keys to select filenames,
- fractal types, formula names, etc. Instead, try to type in names. This
- will ensure that the exact item you want gets chosen during playback
- even if the list is different then.
-
- Beware of video mode assumptions. It is safest to build a separate demo
- for different resolution monitors.
-
- When in the record mode, try to type names quickly, then pause. If you
- pause partway through a name Fractint will break up the string in the
- .KEY file. E.g. if you paused in the middle of typing fract001, you
- might get:\
- "fract"\
- WAIT 2.2\
- "001"\
- No harm done, but messy to clean up. Fractint ignores pauses
- less than about 1/2 second.
-
- DO pause when you want the viewer to see what is happening during
- playback.
-
- When done recording, clean up your mydemo.key file. Insert a CALCWAIT
- after each keystroke which triggers something that takes a variable
- amount of time (calculating a fractal, restoring a file, saving a file).
-
- Add comments with ";" to the file so you know what is going on in
- future.
-
- It is a good idea to use INSERT before a GOTO which restarts the demo.
- The <insert> key resets Fractint as if you exited the program and
- restarted it.
-
- Warning: an autokey file built for this version of Fractint will probably
- require some retouching before it works with future releases of Fractint.
- We have no intention of making sure that the same sequence of keystrokes
- will have exactly the same effect from one version of Fractint to the
- next. That would require pretty much freezing Fractint development, and we
- just love to keep enhancing it!
- ;
- ;
- ;
- ~Topic=Distance Estimator Method
-
- This is Phil Wilson's implementation of an alternate method for the M and
- J sets, based on work by mathematician John Milnor and described in "The
- Science of Fractal Images", p. 198. While it can take full advantage of
- your color palette, one of the best uses is in preparing monochrome images
- for a printer. Using the 1600x1200x2 disk-video mode and an HP LaserJet,
- we have produced pictures of quality equivalent to the black and white
- illustrations of the M-set in "The Beauty of Fractals."
-
- The distance estimator method widens very thin "strands" which are part of
- the "inside" of the set. Instead of hiding invisibly between pixels,
- these strands are made one pixel wide.
-
- Though this option is available with any escape time fractal type, the
- formula used is specific to the mandel and julia types - for most other
- types it doesn't do a great job.
-
- To turn on the distance estimator method with any escape time fractal
- type, set the "Distance Estimator" value on the <Y> options screen (or use
- the "distest=" command line parameter).
-
- Setting the distance estimator option to a negative value -nnn enables
- edge-tracing mode. The edge of the set is display as color number nnn.
- This option works best when the "inside" and "outside" color values are
- also set to some other value(s).
-
- In a 2 color (monochrome) mode, setting to any positive value results in
- the inside of the set being expanded to include edge points, and the
- outside points being displayed in the other color.
-
- In color modes, setting to value 1 causes the edge points to be displayed
- using the inside color and the outside points to be displayed in their
- usual colors. Setting to a value greater than one causes the outside
- points to be displayed as contours, colored according to their distance
- from the inside of the set. Use a higher value for narrower color bands,
- a lower value for wider ones. 1000 is a good value to start with.
-
- The second distance estimator parameter ("width factor") sets the distance
- from the inside of the set which is to be considered as part of the
- inside. This value is expressed as a percentage of a pixel width, the
- default is 71.
-
- You should use 1 or 2 pass mode with the distance estimator method, to
- avoid missing some of the thin strands made visible by it. For the
- highest quality, "maxiter" should also be set to a high value, say 1000 or
- so. You'll probably also want "inside" set to zero, to get a black
- interior.
-
- Enabling the distance estimator method automatically toggles to floating
- point mode. When you reset distest back to zero, remember to also turn off
- floating point mode if you want it off.
-
- Unfortunately, images using the distance estimator method can take many
- hours to calculate even on a fast machine with a coprocessor, especially
- if a high "maxiter" value is used. One way of dealing with this is to
- leave it turned off while you find and frame an image. Then hit <B> to
- save the current image information in a parameter file
- (see {Parameter Save/Restore Commands}). Use an editor to change the parameter
- file entry, adding "distest=1", "video=something" to select a high-
- resolution monochrome disk-video mode, "maxiter=1000", and "inside=0". Run
- the parameter file entry with the <@> command when you won't be needing
- your machine for a while (over the weekend?)
- ;
- ;
- ;
- ~Topic=Inversion
-
- Many years ago there was a brief craze for "anamorphic art": images
- painted and viewed with the use of a cylindrical mirror, so that they
- looked weirdly distorted on the canvas but correct in the distorted
- reflection. (This byway of art history may be a useful defense when your
- friends and family give you odd looks for staring at fractal images color-
- cycling on a CRT.)
-
- The Inversion option performs a related transformation on most of the
- fractal types. You define the center point and radius of a circle;
- Fractint maps each point inside the circle to a corresponding point
- outside, and vice-versa. This is known to mathematicians as inverting (or
- if you want to get precise, "everting") the plane, and is something they
- can contemplate without getting a headache. John Milnor (also mentioned
- in connection with the {Distance Estimator Method}), made his name in the
- 1950s with a method for everting a seven-dimensional sphere, so we have a
- lot of catching up to do.
-
- For example, if a point inside the circle is 1/3 of the way from the
- center to the radius, it is mapped to a point along the same radial line,
- but at a distance of (3 * radius) from the origin. An outside point at 4
- times the radius is mapped inside at 1/4 the radius.
-
- The inversion parameters on the <Y> options screen allow entry of the
- radius and center coordinates of the inversion circle. A default choice of
- -1 sets the radius at 1/6 the smaller dimension of the image currently on
- the screen. The default values for Xcenter and Ycenter use the
- coordinates currently mapped to the center of the screen.
-
- Try this one out with a {=HT_NEWT Newton} plot, so its radial "spokes"
- will give you
- something to hang on to. Plot a Newton-method image, then set the
- inversion radius to 1, with default center coordinates. The center
- "explodes" to the periphery.
-
- Inverting through a circle not centered on the origin produces bizarre
- effects that we're not even going to try to describe. Aren't computers
- wonderful?
- ;
- ;
- ;
- ~Topic=Decomposition
-
- You'll remember that most fractal types are calculated by iterating a
- simple function of a complex number, producing another complex number,
- until either the number exceeds some pre-defined "bailout" value, or the
- iteration limit is reached. The pixel corresponding to the starting point
- is then colored based on the result of that calculation.
-
- The decomposition option ("decomp=", on the <X> screen) toggles to another
- coloring protocol. Here the points are colored according to which
- quadrant of the complex plane (negative real/positive imaginary, positive
- real/positive imaginary, etc.) the final value is in. If you use 4 as the
- parameter, points ending up in each quadrant are given their own color; if
- 2 (binary decomposition), points in alternating quadrants are given 2
- alternating colors.
-
- The result is a kind of warped checkerboard coloring, even in areas that
- would ordinarily be part of a single contour. Remember, for the M-set all
- points whose final values exceed 2 (by any amount) after, say, 80
- iterations are normally the same color; under decomposition, Fractint runs
- [bailout-value] iterations and then colors according to where the actual
- final value falls on the complex plane.
-
- When using decomposition, a higher bailout value will give a more accurate
- plot, at some expense in speed. You might want to set the bailout value
- (in the parameters prompt following selection of a new fractal type;
- present for most but not all types) to a higher value than the default. A
- value of about 50 is a good compromise for M/J sets.
- ;
- ;
- ;
- ~Topic=Logarithmic Palettes and Color Ranges
-
- By default, Fractint maps iterations to colors 1:1. I.e. if the
- calculation for a fractal "escapes" (exceeds the bailout value) after N
- iterations, the pixel is colored as color number N. If N is greater than
- the number of colors available, it wraps around. So, if you are using a
- 16-color video mode, and you are using the default maximum iteration count
- of 150, your image will run through the 16-color palette 150/16 = 9.375
- times.
-
- When you use Logarithmic palettes, the entire range of iteration values is
- compressed to map to one span of the color range. This results in
- spectacularly different images if you are using a high iteration limit
- near the current iteration maximum of 32000 and are zooming in on an area
- near a "lakelet".
-
- When using a compressed palette in a 256 color mode, we suggest changing
- your colors from the usual defaults. The last few colors in the default
- IBM VGA color map are black. This results in points nearest the "lake"
- smearing into a single dark band, with little contrast from the blue (by
- default) lake.
-
- Fractint has a number of types of compressed palette, selected by the "Log
- Palette" line on the <X> screen, or by the "logmap=" command line
- parameter:
-
- logmap=1: for standard logarithmic palette.
-
- logmap=-1: "old" logarithmic palette. This variant was the only one used
- before Fractint 14.0. It differs from logmap=1 in that some colors are
- not used - logmap=1 "spreads" low color numbers which are unused by
- logmap=-1's pure logarithmic mapping so that all colors are assigned.
-
- logmap=N (>1): Same as logmap=1, but starting from iteration count N.
- Pixels with iteration counts less than N are mapped to color 1. This is
- useful when zooming in an area near the lake where no points in the
- image have low iteration counts - it makes use of the low colors which
- would otherwise be unused.
-
- logmap=-N (<-1): Similar to logmap=N, but uses a square root
- distribution of the colors instead of a logarithmic one.
-
- Another way to change the 1:1 mapping of iteration counts to colors is to
- use the "RANGES=" parameter. It has the format:\
- RANGES=aa/bb/cc/dd/...
-
- Iteration counts up to and including the first value are mapped to color
- number 0, up to and including the second value to color number 1, and so
- on. The values must be in ascending order.
-
- A negative value can be specified for "striping". The negative value
- specifies a stripe width, the value following it specifies the limit of
- the striped range. Two alternating colors are used within the striped
- range.
-
- Example:\
- RANGES=0/10/30/-5/65/79/32000\
- This example maps iteration counts to colors as follows:
-
- ~Format-
- color iterations
- -------------------
- 0 unused (formula always iterates at least once)
- 1 1 to 10
- 2 11 to 30
- 3 31 to 35, 41 to 45, 51 to 55, and 61 to 65
- 4 36 to 40, 46 to 50, and 56 to 60
- 5 66 to 79
- 6 80 and greater
- ~Format+
-
- Note that the maximum value in a RANGES parameter is 32767.
- ;
- ;
- ;
- ~Topic=Biomorphs, Label=@Biomorphs
-
- Related to {Decomposition} are the "biomorphs" invented by Clifford
- Pickover, and discussed by A. K. Dewdney in the July 1989 "Scientific
- American", page 110. These are so-named because this coloring scheme
- makes many fractals look like one-celled animals. The idea is simple.
- The escape-time algorithm terminates an iterating formula when the size of
- the orbit value exceeds a predetermined bailout value. Normally the pixel
- corresponding to that orbit is colored according to the iteration when
- bailout happened. To create biomorphs, this is modified so that if EITHER
- the real OR the imaginary component is LESS than the bailout, then the
- pixel is set to the "biomorph" color. The effect is a bit better with
- higher bailout values: the bailout is automatically set to 100 when this
- option is in effect. You can try other values with the "bailout=" option.
-
- The biomorph option is turned on via the "biomorph=nnn" command-line
- option (where "nnn" is the color to use on the affected pixels). When
- toggling to Julia sets, the default corners are three times bigger than
- normal to allow seeing the biomorph appendages. Does not work with all
- types - in particular it fails with any of the mandelsine family. However,
- if you are stuck with monochrome graphics, try it - works great in two-
- color modes. Try it with the marksmandel and marksjulia types.
- ;
- ;
- ;
- ~Topic=Continuous Potential
-
- Note: This option can only be used with 256 color modes.
-
- Fractint's images are usually calculated by the "level set" method,
- producing bands of color corresponding to regions where the calculation
- gives the same value. When "3D" transformed (see {\"3D\" Images}),
- most images other than plasma
- clouds are like terraced landscapes: most of the surface is either
- horizontal or vertical.
-
- To get the best results with the "illuminated" 3D fill options 5 and 6,
- there is an alternative approach that yields continuous changes in colors.
-
- Continuous potential is approximated by calculating
-
- potential = log(modulus)/2^iterations
-
- where "modulus" is the orbit value (magnitude of the complex number) when
- the modulus bailout was exceeded, at the "iterations" iteration. Clear as
- mud, right?
-
- Fortunately, you don't have to understand all the details. However, there
- ARE a few points to understand. First, Fractint's criterion for halting a
- fractal calculation, the "modulus bailout value", is generally set to 4.
- Continuous potential is inaccurate at such a low value.
-
- The bad news is that the integer math which makes the "mandel" and "julia"
- types so fast imposes a hard-wired maximum value of 127. You can still
- make interesting images from those types, though, so don't avoid them. You
- will see "ridges" in the "hillsides." Some folks like the effect.
-
- The good news is that the other fractal types, particularly the (generally
- slower) floating point algorithms, have no such limitation. The even
- better news is that there is a floating-point algorithm for the "mandel"
- and "julia" types. To force the use of a floating-point algorithm, use
- Fractint with the "FLOAT=YES" command-line toggle. Only a few fractal
- types like plasma clouds, the Barnsley IFS type, and "test" are unaffected
- by this toggle.
-
- The parameters for continuous potential are:\
- potential=maxcolor[/slope[/modulus[/16bit]]]\
- These parameters are present on the <Y> options screen.
-
- "Maxcolor" is the color corresponding to zero potential, which plots as
- the TOP of the mountain. Generally this should be set to one less than the
- number of colors, i.e. usually 255. Remember that the last few colors of
- the default IBM VGA palette are BLACK, so you won't see what you are
- really getting unless you change to a different palette.
-
- "Slope" affects how rapidly the colors change -- the slope of the
- "mountains" created in 3D. If this is too low, the palette will not cover
- all the potential values and large areas will be black. If it is too high,
- the range of colors in the picture will be much less than those available.
- There is no easy way to predict in advance what this value should be.
-
- "Modulus" is the bailout value used to determine when an orbit has
- "escaped". Larger values give more accurate and smoother potential. A
- value of 500 gives excellent results. As noted, this value must be <128
- for the integer fractal types (if you select a higher number, they will
- use 127).
-
- "16bit": If you transform a continuous potential image to 3D, the
- illumination modes 5 and 6 will work fine, but the colors will look a bit
- granular. This is because even with 256 colors, the continuous potential
- is being truncated to integers. The "16bit" option can be used to add an
- extra 8 bits of goodness to each stored pixel, for a much smoother result
- when transforming to 3D.
-
- Fractint's visible behavior is unchanged when 16bit is enabled, except
- that solid guessing and boundary tracing are not used. But when you save
- an image generated with 16bit continuous potential:\
- o The saved file is a fair bit larger.\
- o Fractint names the file with a .POT extension instead of .GIF, if you
- didn't specify an extension in "savename".
- o The image can be used as input to a subsequent <3> command to get the
- promised smoother effect.
- o If you happen to view the saved image with a GIF viewer other than
- Fractint, you'll find that it is twice as wide as it is supposed to
- be. (Guess where the extra goodness was stored!) Though these files
- are structurally legal GIF files the double-width business made us
- think they should perhaps not be called GIF - hence the .POT filename
- extension.
-
- A 16bit (.POT) file can be converted to an ordinary 8 bit GIF by
- <R>estoring it, changing "16bit" to "no" on the <Y> options screen, and
- <S>aving.
-
- You might find with 16bit continuous potential that there's a long delay
- at the start of an image, and disk activity during calculation. Fractint
- uses its disk-video cache area to store the extra 8 bits per pixel - if
- there isn't sufficient memory available, the cache will page to disk.
-
- The following commands can be used to recreate the image that Mark
- Peterson first prototyped for us, and named "MtMand":
-
- TYPE=mandel\
- CORNERS=-0.19920/-0.11/1.0/1.06707\
- INSIDE=255\
- MAXITER=255\
- POTENTIAL=255/2000/1000/16bit\
- PASSES=1\
- FLOAT=yes\
-
- Note that prior to version 15.0, Fractint:\
- o Produced "16 bit TGA potfiles" This format is no longer generated, but
- you can still (for a release or two) use <R> and <3> with those files.
- o Assumed "inside=maxit" for continuous potential. It now uses the
- current "inside=" value - to recreate prior results you must be
- explicit about this parameter.
- ;
- ;
- ;
- ~Topic=Starfields, Label=HELPSTARFLD
-
- Once you have generated your favorite fractal image, you can convert it
- into a fractal starfield with the 'a' transformation (for 'astronomy'? -
- once again, all of the good letters were gone already). Stars are
- generated on a pixel-by-pixel basis - the odds that a particular pixel
- will coalesce into a star are based (partially) on the color index of that
- pixel.
-
- (The following was supplied by Mark Peterson, the starfield author).
-
- If the screen were entirely black and the 'Star Density per Pixel' were
- set to 30 then a starfield transformation would create an evenly
- distributed starfield with an average of one star for every 30 pixels.
-
- If you're on a 320x200 screen then you have 64000 pixels and would end up
- with about 2100 stars. By introducing the variable of 'Clumpiness' we can
- create more stars in areas that have higher color values. At 100%
- Clumpiness a color value of 255 will change the average of finding a star
- at that location to 50:50. A lower clumpiness values will lower the
- amount of probability weighting. To create a spiral galaxy draw your
- favorite spiral fractal (IFS, Julia, or Mandelbrot) and perform a
- starfield transformation. For general starfields I'd recommend
- transforming a plasma fractal.
-
- Real starfields have many more dim stars than bright ones because very few
- stars are close enough to appear bright. To achieve this effect the
- program will create a bell curve based on the value of ratio of Dim stars
- to bright stars. After calculating the bell curve the curve is folded in
- half and the peak used to represent the number of dim stars.
-
- Starfields can only be shown in 256 colors. Fractint will automatically
- try to load ALTERN.MAP and abort if the map file cannot be found.
- ;
- ;
- ;
- ~Topic=Palette Maps, Label=HELPCOLORMAP
-
- If you have a VGA, MCGA, Super-VGA, 8514/A, XGA, TARGA, or TARGA+ video
- adapter, you can save and restore color palettes for use
- with any image. To load a palette onto an existing image, use
- the <L> command in color-cycling or palette-editing mode. To save a
- palette, use the <S> command in those modes. To change the default
- palette for an entire run, use the command line "map=" parameter.
-
- The default filetype for color-map files is ".MAP".
-
- These color-maps are ASCII text
- files set up as a series of RGB triplet values (one triplet per
- line, encoded as the red, green, and blue [RGB] components of the color).
-
- Note that .MAP file color values are in GIF format - values go from 0 (low) to
- 255 (high), so for a VGA adapter they get divided by 4 before being
- stuffed into the VGA's Video-DAC registers (so '6' and '7' end up
- referring to the same color value).
- ~OnlineFF
-
- ~Format-
- Fractint is distributed with some sample .MAP files:
- ALTERN.MAP the famous "Peterson-Vigneau Pseudo-Grey Scale"
- BLUES.MAP for rainy days, by Daniel Egnor
- CHROMA.MAP general purpose, chromatic
- DEFAULT.MAP the VGA start-up values
- FIRESTRM.MAP general purpose, muted fire colors
- GAMMA1.MAP and GAMMA2.MAP Lee Crocker's response to ALTERN.MAP
- GLASSES1.MAP used with 3d glasses modes
- GLASSES2.MAP used with 3d glasses modes
- GOODEGA.MAP for EGA users
- GREEN.MAP shaded green
- GREY.MAP another grey variant
- GRID.MAP for stereo surface grid images
- HEADACHE.MAP major stripes, by D. Egnor (try cycling and hitting <2>)
- LANDSCAP.MAP Guruka Singh Khalsa's favorite map for plasma "landscapes"
- NEON.MAP a flashy map, by Daniel Egnor
- PAINTJET.MAP high resolution mode PaintJet colors
- ROYAL.MAP the royal purple, by Daniel Egnor
- TOPO.MAP Monte Davis's contribution to full color terrain
- VOLCANO.MAP an explosion of lava, by Daniel Egnor
- ~Format+
- ;
- ;
- ;
- ~Topic=\"3D\" Images, Label=HELP3D
- ; Empty in docs, just to have the hotlink defined at chapter level.
- ~Format-,Doc-
-
- { 3D Overview }
- { 3D Mode Selection }
- { Select Fill Type Screen }
- { Stereo 3D Viewing }
- { Rectangular Coordinate Transformation }
- { 3D Color Parameters }
- { Light Source Parameters }
- { Spherical Projection }
- { 3D Overlay Mode }
- { Special Note for CGA or Hercules Users }
- { Making Terrains }
- { Making 3D Slides }
- { Interfacing with Ray Tracing Programs }
- ~Format+,Doc+
- ;
- ;
- ;
- ~Topic=3D Overview
-
- Fractint can restore images in "3D". Important: we use quotation marks
- because it does not CREATE images of 3D fractal objects (there are such,
- but we're not there yet.) Instead, it restores .GIF images as a 3D
- PROJECTION or STEREO IMAGE PAIR. The iteration values you've come to know
- and love, the ones that determine pixel colors, are translated into
- "height" so that your saved screen becomes a landscape viewed in
- perspective. You can even wrap the landscape onto a sphere for realistic-
- looking planets and moons that never existed outside your PC!
-
- We suggest starting with a saved plasma-cloud screen. Hit <3> in main
- command mode to begin the process. Next, select the file to be
- transformed, and the video mode. (Usually you want the same video mode the
- file was generated in; other choices may or may not work.)
-
- After hitting <3>, you'll be bombarded with a long series of options.
- Not to worry: all
- of them have defaults chosen to yield an acceptable starting image, so the
- first time out just pump your way through with the <Enter> key. When you
- enter a different value for any option, that becomes the default value the
- next time you hit <3>, so you can change one option at a time until you
- get what you want. Generally <ESC> will take you back to the previous
- screen.
-
- Once you're familiar with the effects of the 3D option values you have a
- variety of options on how to specify them. You can specify them all on the
- command line (there ARE a lot of them so they may not all fit within the
- DOS command line limits), with an SSTOOLS.INI file, or with a parameter
- file.
-
- Here's an example for you power FRACTINTers, the command
-
- FRACTINT MYFILE SAVENAME=MY3D 3D=YES BATCH=YES
-
- would make Fractint load MYFILE.GIF, re-plot it as a 3D landscape (taking
- all of the defaults), save the result as MY3D.GIF, and exit to DOS. By the
- time you've come back with that cup of coffee, you'll have a new world to
- view, if not conquer.
-
- Note that the image created by 3D transformation is treated as if it were
- a plasma cloud - We have NO idea how to retain the ability to zoom and pan
- around a 3D image that has been twisted, stretched, perspective-ized, and
- water-leveled. Actually, we do, but it involves the kind of hardware that
- Industrial Light & Magic, Pixar et al. use for feature films. So if you'd
- like to send us a check equivalent to George Lucas' net from the "Star
- Wars" series...
- ;
- ;
- ;
- ~Topic=3D Mode Selection, Label=HELP3DMODE
-
- After hitting <3> and getting past the filename prompt and video mode
- selection, you're presented with a "3d Mode Selection" screen. If you
- wish to change the default for any of the following parameters,
- use the cursor keys to move through the menu. When you're
- satisfied press <Enter>.
-
- Preview Mode:
- Preview mode provides a rapid look at your transformed image using by
- skipping a lot of rows and filling the image in. Good for quickly
- discovering the best parameters. Let's face it, the Fractint authors
- most famous for "blazingly fast" code *DIDN'T* write the 3D routines!
- [Pieter: "But they *are* picking away it and making some progress in
- each release."]
-
- Show Box:
- If you have selected Preview Mode you have another option to worry
- about. This is the option to show the image box in scaled and rotated
- coordinates x, y, and z. The box only appears in rectangular
- transformations and shows how the final image will be oriented. If you
- select light source in the next screen, it will also show you the
- light source vector so you can tell where the light is coming from in
- relation to your image. Sorry no head or tail on the vector yet.
-
- ~OnlineFF
- Coarseness:
- This sets how many divisions the image will be divided into in the y
- direction, if you select preview mode, ray tracing output, or grid fill
- in the "Select Fill Type" screen.
-
- Spherical Projection:
- The next question asks if you want a sphere projection. This will take
- your image and map it onto a plane if you answer "no" or a sphere if
- you answer "yes" as described above. Try it and you'll see what we
- mean. See {Spherical Projection}.
-
- Stereo:
-
- Stereo sound in Fractint? Well, not yet. Fractint now allows you to
- create 3D images for use with red/blue glasses like 3D comics you may
- have seen, or images like Captain EO.
-
- Option 0 is normal old 3D you can look at with just your eyes.
-
- Options 1 and 2 require the special red/blue-green glasses. They are
- meant to be viewed right on the screen or on a color print off of the
- screen. The image can be made to hover entirely or partially in front
- of the screen. Great fun! These two options give a gray scale image
- when viewed.
-
- Option 1 gives 64 shades of gray but with half the spatial resolution
- you have selected. It works by writing the red and blue images on
- adjacent pixels, which is why it eats half your resolution. In
- general, we recommend you use this only with resolutions above
- 640x350. Use this mode for continuous potential landscapes where you
- *NEED* all those shades.
-
- Option "2" gives you full spatial resolution but with only 16 shades
- of gray. If the red and blue images overlap, the colors are mixed.
- Good for wire-frame images (we call them surface grids), lorenz3d and
- 3D IFS. Works fine in 16 color modes.
-
- Option 3 is for creating stereo pair images for view later with more
- specialized equipment. It allows full color images to be presented in
- glorious stereo. The left image presented on the screen first. You may
- photograph it or save it. Then the second image is presented, you may
- do the same as the first image. You can then take the two images and
- convert them to a stereo image pair as outlined by Bruce Goren (see
- below).
-
- Also see {Stereo 3D Viewing}.
-
- ~OnlineFF
- Ray Tracing Output:
-
- Fractint can create files of its 3d transformations which are
- compatible with many ray tracing programs. Currently four are supported
- directly: DKB, VIVID, MTV, and RAYSHADE.
- In addition a "RAW" output is supported which
- can be relatively easily transformed to be usable by many other
- products.
-
- One other option is supported: ACROSPIN. This is not a ray tracer,
- but the same Fractint options apply - see {=@ACROSPIN Acrospin}.
-
- Option values:\
- 0 disables the creation of ray tracing output\
- 1 DKB format\
- 2 VIVID format\
- 3 generic format (must be massaged externally)\
- 4 MTV format\
- 5 RAYSHADE format\
- 6 ACROSPIN format\
-
- All ray tracing files consist of triangles which follow the surface
- created by Fractint during the 3d transform. Triangles which lie below
- the "water line" are not created in order to avoid causing unnecessary
- work for the poor ray tracers which are already overworked.
- A simple plane can be substituted by the user at the
- waterline if needed.
-
- The size (and therefore the number) of triangles created is determined
- by the "coarse" parameter setting. While generating the ray tracing
- file, you will view the image from above and watch it partitioned into
- triangles.
-
- The color of each triangle is the average of the color of its verticies
- in the original image, unless BRIEF is selected.
-
- If BRIEF is selected, a default color is assigned at the begining of the
- file and is used for all triangles.
-
- Also see {Interfacing with Ray Tracing Programs}.
-
- Brief output:
-
- This is a ray tracing sub-option.
- When it is set to yes, Fractint creates a considerably
- smaller and somewhat faster file. In this mode, all triangles
- use the default color specified at the begining of the file.
- This color should be edited to supply the color of your choice.
-
- Targa Output:
-
- If you want any of the 3d transforms you select to be saved as a
- Targa-24 file or overlayed onto one, select yes for this option.
- The overlay option in the final screen determines whether you will
- create a new file or overlay an existing one.
-
- MAP File name:
-
- Imediately after selecting the previous options, you will be given the
- chance to select an alternate color MAP file. The default is to
- use the current MAP. If you want another MAP used, then enter your
- selection at this point.
-
- Output File Name:
-
- This is a ray tracing sub-option, used to specify the name of the
- file to be written. The default name is FRACT001.RAY. The name is
- incremented by one each time a file is written.
- If you have not set "overwrite=yes" then
- the file name will also be automatically incremented to avoid
- over-writing previous files.
-
- ~Online-
- When you are satisfied with your selections press enter to go
- to the next parameter screen.
- ~Online+
- ;
- ;
- ;
- ~Topic=Select Fill Type Screen, Label=HELP3DFILL
-
- This option exists because in the course of the 3D projection, portions
- of the original image may be stretched to fit the new surface. Points of
- an image that formerly were right next to each other, now may have a space
- between them. This option generally determines what to do with the space
- between the mapped dots. It is not used if you have selected a value for
- RAY other than 0.
-
- For an illustration, pick the second option "just draw the points", which
- just maps points to corresponding points. Generally this will leave empty
- space between many of the points. Therefore you can choose various
- algorithms that "fill in" the space between the points in various ways.
-
- Later, try the first option "make a surface grid." This option will make a
- grid of the surface which is as many divisions in the original "y"
- direction as was set in "coarse" in the first screen. It is very fast, and
- can give you a good idea what the final relationship of parts of your
- picture will look like.
-
- Later, try the second option "connect the dots (wire frame)", then "surface
- fills" - "colors interpolated" and "colors not interpolated", the general
- favorites of the authors. Solid fill, while it reveals the pseudo-geology
- under your pseudo-landscape, inevitably takes longer.
-
- Later, try the light source fill types. These two algorithms allow you to
- position the "sun" over your "landscape." Each pixel is colored according
- to the angle the surface makes with an imaginary light source. You will be
- asked to enter the three coordinates of the vector pointing toward the
- light in a following parameter screen - see {Light Source Parameters}.
-
- "Light source before transformation" uses the illumination direction without
- transforming it. The light source is fixed relative to your computer screen.
- If you generate a sequence of images with progressive rotation, the effect is
- as if you and the light source are fixed and the object is rotating. Therefore
- as the object rotates features of the object move in and out of the light.
- This fill option was incorrect prior to version 16.1, and has been changed.
-
- "Light source after transformation" applies the same transformation to both
- the light direction and the object. Since both the light direction and the
- object are transformed, if you generate a sequence of images with the rotation
- progressively changed, the effect is as if the image and the light source
- are fixed in relation to each other and you orbit around the image. The
- illumination of features on the object is constant, but you see the object
- from different angles. This fill option was correct in earlier Fractint
- versions and has not been changed.
-
- For ease of discussion we will refer to the following fill types by these
- numbers:
- 1 - surface grid\
- 2 - (default) - no fill at all - just draw the dots\
- 3 - wire frame - joins points with lines\
- 4 - surface fill - (colors interpolated)\
- 5 - surface fill - (interpolation turned off)\
- 6 - solid fill - draws lines from the "ground" up to the point\
- 7 - surface fill with light model - calculated before 3D transforms\
- 8 - surface fill with light model - calculated after 3D transforms\
-
- Types 4, 7, and 8 interpolate colors when filling, making a very smooth
- fill if the palette is continuous. This may not be desirable if the
- palette is not continuous. Type 5 is the same as type 4 with interpolation
- turned off. You might want to use fill type 5, for example, to project
- a .GIF photograph onto a sphere. With type 4, you might see the filled-in
- points, since chances are the palette is not continuous; type 5 fills
- those same points in with the colors of adjacent pixels. However, for most
- fractal images, fill type 4 works better.
-
- This screen is not available if you have selected a ray tracing option.
- ;
- ;
- ;
- ~Topic=Stereo 3D Viewing, Label=HELP3DGLASSES
-
- The "Funny Glasses" (stereo 3D) parameter screen is presented only if
- you select a non-zero stereo option in the prior 3D parameters.
- (See {3D Mode Selection}.)
- We suggest you definitely use defaults at first on this screen.
-
- When you look at an image with both eyes, each eye sees the image in
- slightly different perspective because they see it from different places.
-
- The first selection you must make is ocular separation, the distance the
- between the viewers eyes. This is measured as a % of screen and is an
- important factor in setting the position of the final stereo image in
- front of or behind the CRT Screen.
-
- The second selection is convergence, also as a % of screen. This tends to
- move the image forward and back to set where it floats. More positive
- values move the image towards the viewer. The value of this parameter
- needs to be set in conjunction with the setting of ocular separation and
- the perspective distance. It directly adjusts the overall separation of
- the two stereo images. Beginning anaglyphers love to create images
- floating mystically in front of the screen, but grizzled old 3D veterans
- look upon such antics with disdain, and believe the image should be safely
- inside the monitor where it belongs!
-
- Left and Right Red and Blue image crop (% of screen also) help keep the
- visible part of the right image the same as the visible part of the left
- by cropping them. If there is too much in the field of either eye that the
- other doesn't see, the stereo effect can be ruined.
-
- Red and Blue brightness factor. The generally available red/blue-green
- glasses, made for viewing on ink on paper and not the light from a CRT,
- let in more red light in the blue-green lens than we would like. This
- leaves a ghost of the red image on the blue-green image (definitely not
- desired in stereo images). We have countered this by adjusting the
- intensity of the red and blue values on the CRT. In general you should not
- have to adjust this.
-
- The final entry is Map file name (present only if stereo=1 or stereo=2
- was selected).
- If you have a special map file you want
- to use for Stereo 3D this is the place to enter its name. Generally
- glasses1.map is for type 1 (alternating pixels), and glasses2.map is for
- type 2 (superimposed pixels). Grid.map is great for wire-frame images
- using 16 color modes.
-
- This screen is not available if you have selected a ray tracing option.
- ;
- ;
- ;
- ~Topic=3D Fractal Parameters, Label=HELP3DFRACT
- ; This topic is online only.
-
- The parameters on this screen are a subset of the zillions of options
- available for Fractint's 3D image transformations.
- This screen's parameters are those which also affect 3D fractal types like
- lorenz3d and kamtorus3d.
- Since they are documented elsewhere, we won't repeat ourselves:
-
- For a description of rotation, perspective, and shift parameters, please
- see {Rectangular Coordinate Transformation}. Ignore the paragraphs about
- "scaling" and "water level" - those parts apply only to 3D Transforms.
-
- For a description of the stereo option, please see the "stereo" subheading
- in {3D Mode Selection}.
- ;
- ;
- ;
- ~Topic=Rectangular Coordinate Transformation, Label=HELP3DPARMS
-
- The first entries are rotation values around the X, Y, and Z axes. Think
- of your starting image as a flat map: the X value tilts the bottom of your
- monitor towards you by X degrees, the Y value pulls the left side of the
- monitor towards you, and the Z value spins it counter-clockwise. Note that
- these are NOT independent rotations: the image is rotated first along the
- X-axis, then along the Y-axis, and finally along the Z-axis. Those are
- YOUR axes, not those of your (by now hopelessly skewed) monitor. All
- rotations actually occur through the center of the original image. Rotation
- parameters are not used when a ray tracing option has been selected.
-
- Then there are three scaling factors in percent. Initially, leave the X
- and Y axes alone and play with Z, now the vertical axis, which translates
- into surface "roughness." High values of Z make spiky, on-beyond-Alpine
- mountains and improbably deep valleys; low values make gentle, rolling
- terrain. Negative roughness is legal: if you're doing an M-set image and
- want Mandelbrot Lake to be below the ground, instead of eerily floating
- above, try a roughness of about -30%.
-
- Next we need a water level -- really a minimum-color value that performs
- the function "if (color < waterlevel) color = waterlevel". So it plots all
- colors "below" the one you choose at the level of that color, with the
- effect of filling in "valleys" and converting them to "lakes."
-
- Now we enter a perspective distance, which you can think of as the
- "distance" from your eye to the image. A zero value (the default) means no
- perspective calculations, which allows use of a faster algorithm.
- perspective calculations, which allows use of a faster algorithm.
- Perspective distance is not available if you have selected a ray tracing
- option.
-
- For non-zero values, picture a box with the original X-Y plane of your
- flat fractal on the bottom, and your 3D fractal inside. A perspective
- value of 100% places your eye right at the edge of the box and yields
- fairly severe distortion, like a close view through a wide-angle lens.
- 200% puts your eye as far from the front of the box as the back is behind.
- 300% puts your eye twice as far from the front of the box as the back is,
- etc. Try about 150% for reasonable results. Much larger values put you far
- away for even less distortion, while values smaller than 100% put you
- "inside" the box. Try larger values first, and work your way in.
-
- Next, you are prompted for two types of X and Y shifts (now back in the
- plane of your screen) that let you move the final image around if you'd
- like to re-center it. The first set, x and y shift with perspective, move
- the image and the effect changes the perspective you see. The second set,
- "x and y adjust without perspective", move the image but do not change
- perspective. They are used just for positioning the final image on the
- screen. Shifting of any type is not available if you have selected a ray
- tracing option.
- ~Doc-
-
- {3D Color Parameters} are also requested on the same input screen.\
-
- If you are doing a {Spherical Projection}, special parameters for
- it are requested at the start of this screen.
- ~Doc+
- ;
- ;
- ;
- ~Topic=3D Color Parameters
-
- You are asked for a range of "transparent" colors, if any. This
- option is most useful when using the {3D Overlay Mode}. Enter the
- color range (minimum and maximum value) for which you do not want to
- overwrite whatever may already be on the screen. The default is no
- transparency (overwrite everything).
-
- Now, for the final option. This one will smooth the transition between
- colors by randomizing them and reduce the banding that occurs with some
- maps. Select the value of randomize to between 0 (for no effect) and 7 (to
- randomize your colors almost beyond use). 3 is a good starting point.
-
- That's all for this screen. Press enter for these parameters and the
- next and final screen will appear (honestly!).
- ;
- ;
- ;
- ~Topic=Light Source Parameters, Label=HELP3DLIGHT
-
- This one deals with all the aspects of light source and Targa files.
-
- You must chose the direction of the light from the light source. This will
- be scaled in the x, y, and z directions the same as the image. For
- example, 1,1,3 positions the light to come from the lower right front of
- the screen in relation to the untransformed image. It is important to
- remember that these coordinates are scaled the same as your image. Thus,
- "1,1,1" positions the light to come from a direction of equal distances to
- the right, below and in front of each pixel on the original image.
- However, if the x,y,z scale is set to 90,90,30 the result will be from
- equal distances to the right and below each pixel but from only 1/3 the
- distance in front of the screen i.e.. it will be low in the sky, say,
- afternoon or morning.
-
- Then you are asked for a smoothing factor. Unless you used
- {Continuous Potential} when generating the starting image, the
- illumination when using light source fills may appear "sparkly", like a
- sandy beach in bright sun. A smoothing factor of 2 or 3 will allow you to
- see the large-scale shapes better.
-
- Smoothing is primarily useful when doing light source fill types with plasma
- clouds. If your fractal is not a plasma cloud and has features with
- sharply defined boundaries (e.g. Mandelbrot Lake), smoothing may cause
- the colors to run. This is a feature, not a bug. (A copyrighted response
- of [your favorite commercial software company here], used by permission.)
-
- The ambient option sets the minimum light value a surface has if it has no
- direct lighting at all. All light values are scaled from this value to
- white. This effectively adjusts the depth of the shadows and sets the
- overall contrast of the image.
-
- If you selected the full color option, you have a few more choices. The
- next is the haze factor. Set this to make distant objects more hazy. Close
- up objects will show little effect, distant objects will have most.
- If you selected the Targa Out option, you have a few more choices.
-
- The next is the haze factor. Set this to make distant objects more hazy.
- Close up objects will have little effect, distant objects will have most. 0
- disables the function. 100 is the maximum effect, the farthest objects
- will be lost in the mist. Currently, this does not really use distance
- from the viewer, we cheat and use the y value of the original image. So
- the effect really only works if the y-rotation (set earlier) is between
- +/- 30.
-
- Next, you can chose the name under which to save your Targa file. If you
- have a RAM disk handy, you might want to create the file on it, for speed.
- So include its full path name in this option. If you have not set
- "overwrite=yes" then the file name will be incremented to avoid over-writing
- previous files. If you are going to overlay an existing Targa file, enter
- its name here.
-
- Next, you may select the background color for the Targa file. The default
- background on the Targa file is sky blue. Enter the Red, Green, and Blue
- component for the background color you wish.
-
- Finally, absolutely the last option (this time we mean it): you can now
- choose to overlay an existing Targa-24, type 2, non mapped, top-to-bottom
- file, such as created by Fractint or PVRay. The Targa file specified above
- will be overlayed with new info just as a GIF is overlayed on screen. Note:
- it is not necessary to use the "O" overlay command to overlay Targa files.
- The Targa_Overlay option must be set to yes, however.
-
-
- You'll probably want to adjust the final colors for monochrome fill types
- using light source via {=@ColorCycling color cycling}.
- Try one of the more continuous
- palettes (<F8> through <F10>), or load the GRAY palette with the
- <A>lternate-map command.
-
- ~Online-
- Now, lie down for a while in a quiet room with a damp washcloth on your
- forehead. Feeling better? Good -- because it's time to go back almost to
- the top of the 3D options and just say yes to:
- ~Online+
- ;
- ;
- ;
- ~Topic=Spherical Projection
-
- Picture a globe lying on its side, "north" pole to the right. (It's our
- planet, and we'll position it the way we like.) You will be mapping the X
- and Y axes of the starting image to latitude and longitude on the globe,
- so that what was a horizontal row of pixels follows a line of longitude.
- The defaults exactly cover the hemisphere facing you, from longitude 180
- degrees (top) to 0 degrees (bottom) and latitude -90 (left) to latitude 90
- (right). By changing them you can map the image to a piece of the
- hemisphere or wrap it clear around the globe.
-
- The next entry is for a radius factor that controls the over-all size of
- the globe. All the rest of the entries are the same as in the landscape
- projection. You may want less surface roughness for a plausible look,
- unless you prefer small worlds with big topography, a la "The Little
- Prince."
-
- WARNING: When the "construction" process begins at the edge of the globe
- (default) or behind it, it's plotting points that will be hidden by
- subsequent points as the process sweeps around the sphere toward you. Our
- nifty hidden-point algorithms "know" this, and the first few dozen lines
- may be invisible unless a high mountain happens to poke over the horizon.
- If you start a spherical projection and the screen stays black, wait for a
- while (a longer while for higher resolution or fill type 6) to see if
- points start to appear. Would we lie to you? If you're still waiting hours
- later, first check that the power's still on, then consider a faster
- system.
- ;
- ;
- ;
- ~Topic=3D Overlay Mode, Label=HELP3DOVLY
-
- While the <3> command (see {\"3D\" Images})
- creates its image on a blank screen, the <O> command
- draws a second image over an existing displayed image. This image can be
- any restored image from a <R> command or the result of a just executed <3>
- command. So you can do a landscape, then hit <O> and choose spherical
- projection to re-plot that image or another as a moon in the sky above the
- landscape. <O> can be repeated as many times as you like.
-
- It's worth noting that not all that many years ago, one of us watched
- Benoit Mandelbrot and fractal-graphics wizard Dick Voss creating just such
- a moon-over-landscape image at IBM's research center in Yorktown Heights,
- NY. The system was a large and impressive mainframe with floating-point
- facilities bigger than the average minicomputer, running LBLGRAPH -- what
- Mandelbrot calls "an independent-minded and often very ill-mannered heap
- of graphics programs that originated in work by Alex Hurwitz and Jack
- Wright of IBM Los Angeles."
-
- We'd like to salute LBLGRAPH, its successors, and their creators, because
- it was their graphic output (like "Planetrise over Labelgraph Hill," plate
- C9 in Mandelbrot's "Fractal Geometry of Nature") that helped turn fractal
- geometry from a mathematical curiosity into a phenomenon. We'd also like
- to point out that it wasn't as fast, flexible or pretty as Fractint on a
- 386/16 PC with S-VGA graphics. Now, a lot of the difference has to do with
- the incredible progress of micro-processor power since then, so a lot of
- the credit should go to Intel rather than to our highly tuned code. OK,
- twist our arms -- it IS awfully good code.
- ;
- ;
- ;
- ~Topic=Special Note for CGA or Hercules Users
-
- If you are one of those unfortunates with a CGA or Hercules 2-color
- monochrome graphics, it is now possible for you to make 3D projection
- images.
-
- Try the following unfortunately circuitous approach. Invoke Fractint,
- making sure you have set askvideo=yes. Use a disk-video mode to create a
- 256 color fractal. You might want to edit the fractint.cfg file to make a
- disk-video mode with the same pixel dimensions as your normal video. Using
- the "3" command, enter the file name of the saved 256 color file, then
- select your 2 or 4
- color mode, and answer the other 3D prompts. You will then see a 3D
- projection of the fractal. Another example of Stone Soup responsiveness to
- our fan mail!
- ;
- ;
- ;
- ~Topic=Making Terrains
-
- If you enjoy using Fractint for making landscapes, we have several new
- features for you to work with. When doing 3d transformations banding tends
- to occur because all pixels of a given height end up the same color. Now,
- colors can be randomized to make the transitions between different colors
- at different altitudes smoother. Use the new "RANDOMIZE= " variable to
- accomplish this. If your light source images all look like lunar
- landscapes since they are all monochrome and have very dark shadows, we
- now allow you to set the ambient light for adjusting the contrast of the
- final image. Use the "Ambient= " variable. In addition to being able to
- create scenes with light sources in monochrome, you can now do it in full
- color as well. Setting fullcolor=1 will generate a Targa-24 file with a
- full color image which will be a combination of the original colors of the
- source image (or map file if you select map=something) and the amount of
- light which reflects off a given point on the surface. Since there can be
- 256 different colors in the original image and 256 levels of light, you
- can now generate an image with *lots* of colors. To convert it to a GIF if
- you can't view Targa files directly, you can use PICLAB (see
- {Other Programs}), and the following commands:
-
- SET PALETTE 256\
- SET CREZ 8\
- TLOAD yourfile.tga\
- MAKEPAL\
- MAP\
- GSAVE yourfile.gif\
- EXIT\
- Using the full color option allows you to also set a haze factor with the
- "haze= " variable to make more distant objects more hazy.
-
- As a default, full color files also have the background set to sky blue.
- Warning, the files which are created with the full color option are very
- large, 3 bytes per pixel. So make sure to use a disk with enough space.
- The file is created using Fractint's disk-video caching, but is always
- created on real disk (expanded or extended memory is not used.) Try the
- following settings of the new variables in sequence to get a feel for the
- effect of each one:\
- ;use this with any filltype\
- map=topo\
- randomize=3; adjusting this smooths color transitions\
-
- ;now add this using filltype 5 or 6\
- ambient=20; adjusting this changes the contrast\
- filltype=6\
- smoothing=2; makes the light not quite as granular as the terrain\
-
- ;now add the following, and this is where it gets slow\
- fullcolor=1; use PICLAB to reduce resulting lightfile to a GIF\
-
- ;and finally this\
- haze=20; sets the amount of haze for distant objects\
-
- When full color is being used, the image you see on the screen will
- represent the amount of light being reflected, not the colors in the final
- image. Don't be disturbed if the colors look weird, they are an artifact
- of the process being used. The image being created in the lightfile won't
- look like the screen.
-
- However, if you are worried, hit ESC several times and when Fractint gets
- to the end of the current line it will abort. Your partial image will be
- there as LIGHT001.TGA or with whatever file name you selected with the
- lightname option. Convert it as described above and adjust any parameters
- you are not happy with. Its a little awkward, but all we haven't figured
- out a better way yet.
- ;
- ;
- ;
- ~Topic=Making 3D Slides
-
- Bruce Goren, CIS's resident stereoscopic maven, contributed these tips on
- what to do with your 3D images (Bruce inspired and prodded us so much we
- automated much of what follows, allowing both this and actual on screen
- stereo viewing, but we included it here for reference and a brief
- tutorial.)
-
- "I use a Targa 32 video card and TOPAS graphic software, moving the
- viewport or imaginary camera left and right to create two separate views
- of the stationary object in x,y,z, space. The distance between the two
- views, known as the inter-ocular distance, toe-in or convergence angle, is
- critical. It makes the difference between good 3-D and headache-generating
- bad 3-D.
-
- "For a 3D fractal landscape, I created and photographed the left and right
- eye views as if flying by in an imaginary airplane and mounted the film
- chips for stereo viewing. To make my image, first I generated a plasma
- cloud based on a color map I calculated to resemble a geological survey
- map (available on CIS as TARGA.MAP). In the 3D reconstruction, I used a
- perspective value of 150 and shifted the camera -15 and +15 on the X-axis
- for the left and right views. All other values were left to the defaults.
-
- "The images are captured on a Matrix 3000 film recorder -- basically a box
- with a high-resolution (1400 lines) black and white TV and a 35mm camera
- (Konica FS-1) looking at the TV screen through a filter wheel. The Matrix
- 3000 can be calibrated for 8 different film types, but so far I have only
- used Kodak Ektachrome 64 daylight for slides and a few print films. I
- glass mount the film chips myself.
-
- "Each frame is exposed three times, once through each of the red, blue,
- and green filters to create a color image from computer video without the
- scan-lines which normally result from photographing television screens.
- The aspect ratio of the resulting images led me to mount the chips using
- the 7-sprocket Busch-European Emde masks. The best source of Stereo
- mounting and viewing supplies I know of is an outfit called Reel 3-D
- Enterprises, Inc. at P.O. Box 2368, Culver City, CA 90231, tel. 213-837-
- 2368. "My platform is an IBM PC/AT crystal-swapped up to 9 MHz. The math
- co-processor runs on a separate 8-MHz accessory sub-board. The system
- currently has 6.5 MB of RAM."
- ;
- ;
- ;
- ~Topic=Interfacing with Ray Tracing Programs
-
- (Also see "Ray Tracing Output", "Brief", and "Output File Name"
- in {"3D Mode Selection"}.)
-
- Fractint allows you to save your 3d transforms in files which may be
- fed to a ray tracer (or to "Acrospin").
- However, they are not ready to be traced by
- themselves. For one thing, no light source is included. They are
- actually meant to be included within other ray tracing files.
-
- Since the intent is to produce an object which may be included in a larger
- ray tracing scene, it is expected that all rotations, shifts, and final
- scaling will be done by the ray tracer. Thus, in creating the images, no
- facilities for rotations or shifting is provided. Scaling is provided to
- achieve the correct aspect ratio.
-
- WARNING! The files created using the RAY option can be huge. Setting
- COARSE to 40 will result in over 2000 triangles. Each triangle can utilize
- from 50 to 200 bytes each to describe, so your ray tracing files can
- rapidly approach or exceed 1Meg. Make sure you have enough disk space before
- you start.
-
- Each file starts with a comment identifying the version of Fractint
- by which it was created. The file ends with a comment giving the number
- of triangles in the file.
-
- The files consist of long strips of adjacent triangles. Triangles are
- clockwise or counter clockwise depending on the target ray tracer.
- Currently, MTV and Rayshade are the only ones which use counter clockwise
- triangles. The size of the triangles is set by the COARSE setting in the
- main 3d menu. Color information about each individual triangle is included
- for all files unless in the brief mode.
-
- To keep the poor ray tracer from working too hard, if WATERLINE is set
- to a non zero value, no triangle which lies entirely at or below the
- current setting of WATERLINE is written to the ray tracing file. These
- may be replaced by a simple plane in the syntax of the ray tracer you are
- using.
-
- Fractint's coordinate system has the origin of the x-y plane at the upper
- left hand corner of the screen, with positive x to the right and positive
- y down. The ray tracing files have the origin of the x-y plane moved to
- the center of the screen with positive x to the right and positive y up.
- Increasing values of the color index are out of the screen and in the +z
- direction. The color index 0 will be found in the xy plane at z=-1.
-
- When x- y- and zscale are set to 100, the surface created by the
- triangles will fall within a box of +/- 1.0 in all 3 directions. Changing
- scale will change the size and/or aspect ratio of the enclosed object.
-
- We will only describe the structure of the RAW format here. If you want
- to understand any of the ray tracing file formats besides RAW, please
- see your favorite ray tracer docs.
-
- The RAW format simply consists of a series of clockwise triangles. If
- BRIEF=yes, Each line is a vertex with coordinates x, y, and z. Each
- triangle is separated by a couple of CR's from the next. If BRIEF=no, the
- first line in each triangle description if the r,g,b value of the triangle.
-
- Setting BRIEF=yes produces shorter files with the color of each triangle
- removed - all triangles will be the same color. These files are
- otherwise identical to normal files but will run faster than the non BRIEF
- files. Also, with BRIEF=yes, you may be able to get files with more
- triangles to run than with BRIEF=no.
-
- For DKB, when BRIEF=yes and WATERLINE is non-zero, you may get empty
- COMPOSITE/END_COMPOSITE pairs, ie. containing no triangle info.
- These are harmless, but may be edited out of the file if desired.
- ;
- ;
- ;
-
-
-
-