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-
- \Add/Edit External Command
-
- The Add a New Command operation button lets you add new
- external commands to the command list. Selecting the Add a
- New Command button displays the Add External Command dialog
- box. This box allows you to set up the new command.
-
- \Add New Material
-
- The Add New Material dialog box permits you to add a new
- material to the materials library. The initial properties
- of the new material are copied from an existing library
- material.
-
- \Adding a Light
-
- The Add Light option lets you add a new light to the list of
- currently defined lights. Selecting Add Light activates the
- Add Light dialog box. This box allows you to define all
- parameters associated with the new light.
-
- \Adding a View
-
- The Add a View option of the Views menu lets you add a new
- view to the end of the view list. If no views are in the
- list, this option creates the first view.
-
- Selecting Add a View activates the Add View dialog box. This
- box allows you to adjust the target and camera coordinates,
- introduce a front clipping plane (a cropping feature), and
- ask BIG D to generate additional frames between views.
-
- Once you have the new view defined to your liking, select
- the OK button to add the view to the end of the view list.
- The Add View dialog box will disappear and you can now
- access the menu bar.
-
- Selecting Cancel to exit the Add View dialog box will exit
- the box without adding the new view to the end of the view
- list.
-
- \Adjusting the Camera
-
- Below the target buttons are six buttons which allow you to
- adjust the location of the camera. The four single arrow
- buttons rotate the location of the camera a small amount
- around the target location.
-
- Selecting the up arrow will rotate the camera upward about
- the target. This enables you to view the model from a higher
- elevation. The left, right, and down arrows rotate the
- camera equal amounts in each respective direction.
-
- The two double arrow buttons on the button panel move the
- camera closer to or farther away from the target location.
- These buttons are called the camera zoom buttons.
-
- The left button (with the inward pointing arrows) is the
- zoom-in button. Each press of the button causes the camera
- to move about 10 percent closer to the target while
- maintaining the same orientation.
-
- The right button (with the outward pointing arrows) is the
- zoom-out button. It moves the camera about 10 percent
- farther away from the target for each button press.
-
- \Adjusting the Target
-
- At the top of the button panel are four buttons which allow
- you to adjust the location of the target. Each button will
- rotate the location of the target a small amount around the
- camera location.
-
- Selecting the up arrow will rotate the target upward about
- the camera. This causes your center of view to move upward.
- The left, right, and down arrows move the target equal
- amounts in each respective direction.
-
- NOTE: When you select the right arrow the objects in the
- projection will appear to move to the left. At first this
- may appear to be opposite of what should happen. Keep in
- mind that it is the target that you are moving, not the
- model.
-
- \Ambient Light
-
- Ambient light is background light which is applied to all
- surfaces equally, regardless of location or orientation.
- Ambient light is used to simulate light which is reflected
- from the atmosphere and other objects in the scene.
-
- Without ambient light, surfaces which are shaded from all
- other light sources will appear totally black. Therefore,
- the ambient light's primary purpose is to illuminate
- surfaces which are in shade. If shaded surfaces are being
- rendered too dark, you should increase the ambient light
- intensity.
-
- The ambient light has no location or direction and is not
- part of the light list. Ambient light will only illuminate
- materials which have a non-zero ambient reflection
- coefficient.
-
- The ambient light's color and intensity can be set by
- selecting the Ambient Light option from the Lights menu.
- Three slide bars are available for adjusting the light's
- hue, saturation, and intensity. The hue and saturation can
- also be set using the Select Color operation button.
-
- The ambient light's intensity is measured as an absolute
- number from 0 to 100 (not a percentage). Typical intensity
- values for the ambient light vary from 10 to 20.
-
- \Ambient Reflection
-
- The ambient reflection coefficient sets the percentage of
- ambient (background) light a material reflects. Typical
- values range from 10 to 20 percent.
-
- Ambient light is background light, applied evenly to all
- surfaces regardless of orientation. The ambient reflection
- coefficient effectively determines how light or dark a
- material will be when it is in total shade.
-
- Without ambient light, surfaces shaded from all other lights
- would receive no light and appear black. See the Lights
- chapter for details about ambient light.
-
- \Angular Precision
-
- Angular precision sets the precision with which angular
- measurements are displayed. For decimal degrees, radians,
- and gradians this is the number of decimal places displayed.
- For degrees/minutes/seconds this sets the accuracy of the
- angle displayed.
-
- \Angular Units
-
- Angular units are used to display all angular measurements.
- Select your preference of decimal degrees, radians,
- degrees/minutes/seconds, or gradians.
-
- \Antialiasing
-
- Antialiasing (anti-alias-ing) is a feature designed to
- smooth out or nullify "aliasing", a characteristic of raster
- graphics devices. In order to draw a diagonal line or edge,
- a raster graphics device must stairstep to conform to the
- pixel grid, resulting in "aliasing", or the "jaggies".
-
- With Antialiasing turned on, BIG D attempts to compensate
- for these jagged edges by averaging each pixel with adjacent
- pixels.
-
- Antialiasing does not affect image generation time.
-
- \Arc Resolution
-
- The Arc Resolution option determines how curved surfaces are
- represented in plan, elevation, and wire-frame views. Curved
- surfaces are approximated by flat polygons in wire-frame
- views. The arc resolution sets how many polygons represent
- each surface.
-
- Low Arc Resolution uses a minimum number of polygons to
- represent each curved surface. This gives a rough
- approximation, but allows fast regenerate and redraw times.
-
-
- High Arc Resolution uses a maximum number of polygons and
- generates the best looking curves, but has the slowest
- redraw time. The Medium setting is a compromise between the
- two extremes.
-
- \Assign Material to Layer
-
- To assign a different material to the current layer, select
- the "Assign Material to Current Layer" button. The Layers
- dialog box disappears and is replaced by the Assign Material
- dialog box.
-
- The Assign Material dialog box displays the name of the
- current layer in the title. Below the title is the name of
- the material which is currently assigned to the layer.
-
- Below the current material line is the materials scroll box.
- The materials scroll box contains a list of the names of all
- materials which are in the materials library. The name of
- the currently assigned material is highlighted in the scroll
- box.
-
- To select a different material, scroll through the list of
- materials until the material appears in the box. Move the
- cursor to the line the material name is on and press the
- left mouse button.
-
- The material selected will highlight and the current
- material above will change to the newly selected material.
-
- Select the OK button to confirm the new material assignment.
- The Assign Material dialog box will disappear and the Layers
- box will reappear. The newly selected material will now
- show up on the current layer line.
-
- Selecting the CANCEL button in the Assign Material dialog
- box will discard any changes and return to the Layers dialog
- box.
-
- \Background Color
-
- The background color dialog box sets the intensity of any
- image pixel which does not intersect an object in the scene.
- Select the Background Color item from the Options menu to
- display the Background Color dialog box.
-
- The Background Color dialog box offers three slide bars and
- one operation button for setting background color. The
- slide bars allow you to set the hue, saturation, and
- intensity of the background color. The operation button lets
- you set both hue and saturation using the color selection
- screen on the rendering device.
-
- \Background Hue
-
- The background hue is the color of the background. It is
- defined as an angle between 0 and 360 degrees. The angle
- corresponds to a color on a color wheel, with red at 0
- degrees, green at 120 degrees, and blue at 240 degrees.
-
- You can select the background hue by picking an angle on the
- hue slide bar or by using the color selection screen (see
- Select Color).
-
- \Background Intensity
-
- The background intensity is a measure of the brightness of
- the background. It is an absolute number (not a percentage)
- from 0 to 100. The higher the number, the brighter the
- background.
-
- To set the background color, first set the intensity level
- using the intensity slide bar. Then pick the Select Color
- button to choose the hue and saturation of the background
- color. See the Interface chapter for details on using the
- color selection screen.
-
- NOTE: When using the Select Color operation, if the color
- selection rectangle on the rendering device appears black,
- it probably indicates the intensity is set to zero. Be sure
- to set intensity to a non-zero value before using the Select
- Color operation.
-
- \Background Saturation
-
- Saturation is the purity or vividness of the color, measured
- as a value between 0 and 100 percent. A pure color is 100%
- saturated. As white is added, saturation decreases. Zero
- saturation gives no color at all, a shade of gray.
-
- You can select the background's saturation by picking an
- percentage on the saturation slide bar or by using the color
- selection screen (see Select Color).
-
- \Base Output File Name
-
- BIG D generates a rendering for every view that is currently
- defined. It also generates additional frames in between
- defined views if you asked it to in the view dialog boxes.
-
- Each view which is generated is stored on disk in a TARGA
- format file. The name of each TARGA file depends on the base
- output file name, the view number, and the additional frame
- number (if any).
-
- All output TARGA files will start with the the base output
- file name. This name can be from one to four characters
- long. The default base output file name is taken from the
- input DXF file name. For example, if you are currently
- working on the SAMPLE.DXF file, the default base output file
- name will be "SAMP".
-
- You can change the base output file name by typing in a new
- base output file name.
-
- A two digit number will be appended to the base output file
- name for each view generated. This number corresponds to
- each view number which is defined. For instance, if three
- view are currently defined and the base output file name is
- "SAMP", then the TARGA files generated for the three views
- will be named "SAMP01.TGA", "SAMP02.TGA", and "SAMP03.TGA".
-
- If additional frames between any two views have been
- specified (in the View dialog box), BIG D will append an
- additional two letter code onto the file name for each
- additional frame. The additional code begins with "AA",
- "AB", "AC" and so on.
-
- For example, if two additional frames have been requested
- between view number one and view number two of the above
- example, the additional TARGA files will be named
- "SAMP01AA.TGA" and "SAMP01AB.TGA".
-
- \Bits Per Pixel
-
- Bits per Pixel tells BIG D how many bits of information are
- needed to specify each pixel.
-
- If your rendering device is limited to 256 colors, you
- should set Bits per Pixel to 8. Rendering devices which are
- limited to 256 colors include the IBM VGA and
- AutoCAD/AutoShade ADI drivers.
-
- If you are using a TARGA 16 or Vision 16, set this option to
- 16. TARGA 24, TARGA 32, Vision 32, and Vista users should
- set Bits per Pixel to either 24 or 32.
-
- NOTE: It is very important that you set Bits per Pixel
- correctly. An incorrect setting may not allow you to
- display the rendered image on your rendering device.
-
- \Camera Icon Size
-
- The Camera Icon Size option sets the size of the camera icon
- which is drawn in the view ports to represent the location
- of a camera. The camera icon is drawn as a square which
- encloses the camera's view number.
-
- The size of the camera icon is measured in pixels.
-
- \Command
-
- The Command line prompts you for the name of the actual
- command which BIG D will use to execute the external
- command. This is the command you would type if you were
- executing the command at the DOS prompt.
-
- For instance, if you are adding an external command to load
- AutoCAD, you would type "ACAD" at the Command line.
-
- \Command Description
-
- The Command Description line prompts you for a word or
- phrase which describes the command you are editing. This
- description can be more meaningful than the command itself.
-
- For example, if you are adding a command to load AutoCAD the
- actual command is called "ACAD". Your command description
- can be a more descriptive phrase such as "Load AutoCAD".
-
- \Commands Scroll Box
-
- The Commands scroll box contains an alphabetical list of
- commands created by the user for executing DOS commands or
- programs outside of BIG D.
-
- The list actually contains a description of each command,
- not the actual commands. For example, the list may contain
- a command called "Load AutoCAD". The actual command used by
- BIG D to execute this command may be simply "ACAD".
-
- To select a current external command, move the cursor of the
- line of the command you wish on which you wish to operate
- and press the left mouse button. If the list is too long to
- fit in the box, you may need you use the scroll bar to
- display the command you want.
-
- Except for the Add operation, the operation buttons only
- operate on the currently active external command.
-
- \Configuring BIG D
-
- Before you can run BIG D, you must configure BIG D to work
- with your computer's hardware. BIG D uses two types of
- devices, a graphics device and a rendering device.
-
- *** The Graphics Device ***
-
- The graphics device is used by BIG D's graphical user
- interface (discussed in detail later) to interact with you.
- All view ports, menus, and dialog boxes use the graphics
- device. This device typically uses from 2 to 16 colors.
-
- *** The Rendering Device ***
-
- The rendering device is used by BIG D to display finished
- rendered images. The rendering device requires the ability
- to display at least 256 simultaneous colors. The rendering
- device may be the same as the graphics device.
-
- *** BDSETUP ***
-
- BDSETUP is the name of the BIG D configuration program. The
- INSTALL program calls BDSETUP automatically when it finishes
- the installation of BIG D.
-
- BDSETUP first lists all supported graphics devices. Choose
- the number of the adapter which matches your hardware.
-
- BDSETUP then lists supported rendering devices. Again, you
- should choose the device you wish to use.
-
- BDSETUP then asks if the graphics device and the rendering
- device share the same screen. Answer Yes or No.
-
- Finally, BDSETUP displays your current choices and and asks
- if they are correct. If you answer No, BDSETUP repeats the
- configuration questions. If you answer Yes, BDSETUP saves
- your responses in a configuration file (named BIGD.CFG
- located in the BIG D directory) and returns to the DOS
- prompt.
-
- BIG D allows you to use the AutoCAD/AutoShade ADI driver
- supplied with your graphics card as both the graphics and
- rendering device. If you select the ADI driver, BDSETUP
- will ask for the interrupt number (in hexadecimal format)
- which is used by the driver. Refer to your graphics adapter
- documentation for the correct interrupt number.
-
- If you are going to use the ADI driver for the rendering
- device, it must be a true 256 color driver. ADI drivers
- which use dithering to simulate 256 colors do NOT work with
- BIG D. Also, if you select the ADI driver as the graphics
- device, you should also select the ADI driver as the
- rendering device. Using another rendering device along with
- the ADI graphics device can cause problems with BIG D.
-
- NOTE: If you are configuring the graphics device for EGA or
- VGA and the rendering device for either the TARGA or Vision
- boards, you may experience a problems if the TARGA or Vision
- board is set to use memory segment A000. This is because
- both the EGA/VGA board and the TARGA/Vision board are using
- the same memory locations. The conflict can be resolved by
- reconfiguring the TARGA or Vision board to use another
- memory segment such as D000. Refer to your TARGA or Vision
- documentation for details.
-
- You may reconfigure BIG D at any time by typing BDSETUP at
- the DOS prompt. Alternatively, you may also use the /C
- switch when starting the BIG D program. For example, if you
- want to reconfigure BIG D before executing BIG D, type
-
- BIGD /C
-
- BIG D will ask you the configuration question before
- beginning execution.
-
- \Copy From
-
- The "Copy From" prompt displays the name of an existing
- material on which you wish to base the new material. BIG D
- will copy the properties of the Copy From material to the
- new material.
-
- \Cross Cursor Size
-
- The Cross Cursor Size option sets the size of the cross
- cursor displayed when moving cameras, targets, and lights in
- the view ports. The size is measured in pixels.
-
- \Current Command
-
- The Current Command line displays whatever command is
- highlighted in the Commands scroll box immediately below. If
- no command is highlighted or no commands are available, this
- line is blank.
-
- \Current File
-
- The Current File line displays the currently opened DXF
- file. If no file is currently open, only the current drive
- and directory are displayed.
-
- Below the Current File line are three scroll boxes which
- allow you to open a DXF file from anywhere on your system.
-
- \Current Image
-
- The Current Image line shows the name of the currently
- active image file. This is the file which is currently
- highlighted in the File scroll box. The Current Image line
- includes the full path to the file.
-
- \Current Layer
-
- The Current Layer line displays the name of the layer which
- is currently selected in the layers scroll box.
-
- \Current Material
-
- The Current Material line displays the name of the material
- which is currently selected in the materials scroll box.
-
- \Default Arguments
-
- Below each prompt line is a line for the default command
- line argument. You can type defaults for each command line
- argument.
-
- When the command is executed, BIG D will automatically fill
- in each command line argument line with the appropriate
- default argument. You are then free at that time to change
- each argument to a new value.
-
- When satisfied with your entry, select OK to add the new
- command to the list of external commands, or select Cancel
- to exit without saving the new command. BIG D will
- redisplay the External Commands dialog box.
-
- \Default Colors
-
- The default colors set the colors used in the drawing areas
- of the view ports. The background color sets the background
- of the drawing area. The halftone color sets the color used
- to draw normal icons. The forground color sets the color
- used to draw selected or highlighted icons in the drawing
- area.
-
- Actual objects and entities in the model are drawn with the
- color assigned to their assigned layers and are not affected
- by the default colors.
-
- \Delete Current Command
-
- The Delete External Command operation button lets you delete
- the currently selected external command from the command
- list.
-
- To delete the currently selected external command, select
- the Delete External Command button. A small dialog box
- appears asking you to confirm your decision to delete the
- external command.
-
- Select Yes to delete the command from the external command
- list, or pick No to keep the command in the list.
-
- \Deleting an Existing Light
-
- To delete one or more lights from the light list, pick the
- Delete Existing Light option from the Lights menu. BIG D
- draws all current lights in the Plan and Elevation ports.
-
- You can then select each light to delete by positioning the
- cursor over either its target or camera icon and pressing
- the left mouse button. Each selected icon will become
- highlighted as it is chosen.
-
- The selected lights are not actually deleted from the light
- list until you pick the OK button. Selecting the Cancel
- button exits the light deletion mode without deleting any
- lights.
-
- \Deleting an Existing View
-
- To delete one or more views from the view list, pick the
- Delete Existing View option from the View menu. BIG D draws
- all current views in the Plan and Elevation ports.
-
- You can select each view to delete by positioning the cursor
- over either its target or camera icon and pressing the left
- mouse button. Each selected icon will become highlighted as
- it is chosen.
-
- The selected views are not actually deleted from the view
- list until you pick the OK button. Selecting the Cancel
- button exits the view deletion mode without deleting any
- view.
-
- \Dialog Box Colors
-
- The dialog box colors set the colors used to draw dialog
- boxes. The halftone color is used to draw dialog box
- options which are disabled.
-
- \Dialog Boxes
-
- Most of BIG D's features are controlled through dialog
- boxes. Dialog boxes are composed of several types of
- elements. Which elements are used depends on the type of
- data which needs to be entered.
-
- The elements which can make up a dialog box include the
- title, labels, buttons, text strings, slide bars, and scroll
- boxes.
-
- *** Box Title ***
-
- Every dialog box has a title in the upper left hand corner.
- The title provides a brief description of the purpose of the
- box.
-
- The title of a box may be selected with the mouse cursor to
- obtain general information about the box.
-
- *** Labels ***
-
- Labels are descriptions of each element in the dialog box.
- Labels are aligned in a column along the left side of the
- dialog box.
-
- Labels are text items which end with a colon (:). The
- element described by the label is usually located directly
- to the right of the label.
-
- Context sensitive help can be obtained about any item in a
- dialog box by moving the mouse cursor over the item's label
- and pressing the left mouse button.
-
- The current dialog box will temporarily disappear and a help
- box will take its place. The help box will contain
- information about the labeled item which was selected. When
- you exit the help box, the previous dialog box is restored
- so you can resume working.
-
- *** Buttons ***
-
- Buttons are used to set parameters where a limited number of
- options exist. A button is a small rectangular, shadowed
- box. A textual description of the button's value is
- displayed on the button.
-
- You can select a button using the mouse cursor. When a
- button is selected, it becomes highlighted (in reverse
- video). Buttons are grouped in sets and only one button in
- a set can be selected at any time.
-
- *** Scroll Boxes ***
-
- Scroll boxes are used to select one item from a (possibly
- long) list of items. A scroll box consists of a title at
- the top, a list of selectable items arranged in a column,
- and a vertical scroll bar along the right.
-
- The currently selected item in the list is highlighted in
- reverse video. You can select a different item using the
- mouse cursor.
-
- If the number of items in the list exceeds the number of
- items which can fit in the box, you can use the scroll bar
- along the right side of the box to scroll through the list.
- The up and down arrows scroll the list one item at a time.
- The scroll bar itself can be used to quickly jump to
- different sections of the list.
-
- *** Slide Bars ***
-
- A slide bar is used to enter whole numbers within a finite
- range. A slide bar is similar in appearance and function to
- a horizontal scroll bar. It consists of a horizontal
- sliding bar with left and right arrows at each end. At the
- far end of the slide bar is a number box showing the current
- value of the slide bar item.
-
- You can move the slide bar by selecting it with the mouse
- cursor. By holding the left mouse button down, you can
- slide the bar back and forth. The value of the bar at the
- right is constantly updated. The left and right arrows can
- be used to fine tune the value of the slide bar.
-
- *** Text Strings ***
-
- Text strings are used to enter data which cannot be entered
- by one of the previous methods. This includes floating
- point numbers and names.
-
- Text strings are entered and edited with the keyboard. A
- text cursor appears at the location of the character which
- is currently being edited. The text cursor appears as a
- single underscore and should not be confused with the mouse
- cursor.
-
- The Tab key moves the text cursor to the next string. The
- Backspace key deletes the previous character and move the
- text cursor one character to the left. The Escape key
- deletes all characters on the current text line.
-
- The text cursor can be quickly moved to any text string by
- pointing to the new location with the mouse cursor and
- clicking the left mouse button.
-
- \Diffuse Reflection
-
- The diffuse reflection coefficient governs the amount of
- light a material reflects diffusely. Diffuse reflection
- depends only on the orientation of a surface with respect to
- each light.
-
- The more a surface faces a light, the more light is
- diffusely reflected and the brighter the surface will be.
-
- A dull mattte surface typically has a diffuse coefficient of
- about 80 percent. A mirror may have a diffuse coefficient
- of only 10 percent.
-
- \Directory Scroll Box
-
- You can select a different current directory by using the
- Directory scroll box. The Directory box lists all
- sub-directories of the current directory. If there are too
- many sub-directories to display at one time, use the scroll
- bar to scroll through the directory list.
-
- To change directories, move the cursor over the name of the
- directory which you wish to make current and press the left
- cursor button. The Current File line and the File scroll
- box will change to reflect the new current directory.
-
- If the current directory is not the root directory, the
- first item in the directory box will be two dots (..). The
- two dots represent the parent directory and can be used to
- back up one directory level.
-
- \Display Menu
-
- The Display menu allows you to customize the appearance of
- the screen. From the BIG D menu bar, select the Display drop
- down menu.
-
- The Display menu allows you to see all currently defined
- views and lights, and to set various display options, screen
- colors, and units.
-
- \Display Options
-
- Display Options allow you to control the way curved surfaces
- are represented in the wire-frame views and set the size of
- various icons used in the view ports.
-
- \Distance Scaling Factor
-
- The distance scaling factor controls how light diminishes as
- it travels through space. High distance scaling factors
- cause light rays to diminish more than low distance scaling
- factors.
-
- In other words, objects far away from the light source are
- darker than objects close. Setting the Distance Scaling
- Factor to zero causes light intensity to remain constant as
- it travels - it does not reduce over distance.
-
- \Dithering
-
- When a surface is rendered with BIG D, its intensity usually
- changes from one location to another due to lighting and
- view location. Since rendering devices are limited to a
- finite number of colors or intensity levels, it is sometimes
- not possible to obtain a smooth gradation of intensity
- change along the surface.
-
- This limitation of the rendering device results in a banding
- effect where the surface changes from one intensity level to
- another.
-
- Turning Dithering on helps eliminate this banding effect by
- varying the intensity of each pixel by a random amount. This
- random dithering smooths gradual changes in the intensity
- level.
-
- Dithering does not affect image generation time.
-
- \Drive Scroll Box
-
- The Drive scroll box lets you select a different disk drive
- as the current drive. To change drives, select a different
- drive letter (if present) from the Drive scroll box.
-
- The Current File line, Directory box, and File box all
- change to reflect the newly selected drive.
-
- \Edit Current Command
-
- The Edit External Command operation button allows you to
- edit the currently selected external command. Selecting
- this button will cause the Edit External Command dialog box
- to be displayed with the currently selected external
- command.
-
- The operation of the Edit External Command dialog box is
- identical to the Add External Command dialog box.
-
- \Editing an Existing Light
-
- You can edit an existing light by selecting the Edit
- Existing Light option from the Lights menu. If only one
- light currently exists, a dialog box for the light
- immediately pops up, allowing you to edit its properties.
-
- If more than one light currently exists, all lights are
- drawn in the ports. You can then select the light to edit
- by positioning the cursor over its icon and pressing the
- left mouse button. The selected icon will become
- highlighted as it is chosen. Then select the OK button to
- display the Edit Light dialog box for the selected light.
-
- The Edit Light dialog box is identical to the Add Light
- dialog box. You can use it to modify the light type,
- location, hue, saturation, intensity and x-ray options.
-
- \Editing an Existing View
-
- You can edit an existing view by selecting the Edit Existing
- View option from the Views menu. If only one view currently
- exists, a dialog box for the view immediately pops up,
- allowing you to edit its properties.
-
- If more than one view currently exists, all views are drawn
- in the ports. You can then select the view to edit by
- positioning the cursor over either its target or camera icon
- and pressing the left mouse button. The selected icon will
- become highlighted as it is chosen. Then select the OK
- button to display the Edit View dialog box for the selected
- view.
-
- The Edit View dialog box is identical to the Add View dialog
- box. You can use it to modify the locations of the target
- and camera, redefine the front clipping plane, or change the
- number of generated views.
-
- \Example of Angular Units
-
- The example of angular units shows a sample of what the
- current angular unit settings will produce. The example
- depends on both the current angular units and the current
- angular precision.
-
- \Example of Linear Units
-
- The example of linear units shows a sample of what the
- current linear unit settings will produce. The example
- depends on both the current linear units and the current
- linear precision.
-
- \Execute Current Command
-
- The Execute Current Command operation button permits you to
- execute the currently selected external command. When
- selected, BIG D displays the Execute External Command dialog
- box.
-
- This dialog box shows the description of the external
- command which is about to be executed. It may also prompt
- you for any command line arguments which may be needed. If
- command line arguments are needed, you can type these in
- before executing the command.
-
- Select the OK button to execute the external command or the
- Cancel button to abort the command. If you select OK, BIG D
- will exit and run the command. When the command terminates,
- you will be asked to press a key to continue. BIG D will
- reload and you are free to continue working with the
- currently open file.
-
- NOTE: If the external command is a batch file, BIG D will
- not reload when the command is finished. Instead, control
- is returned to the operating system.
-
- \External Commands
-
- The External Commands option allows you to run other
- programs (such as AutoCAD) or DOS commands from within BIG
- D. When the external command is through, control
- automatically returns to BIG D. Selecting External Commands
- from the File menu causes the External Commands dialog box
- to appear.
-
- The External Commands dialog box contains the current
- command, a scroll box which contains a list of all available
- commands, and four operation buttons which allow you to
- execute, add, delete, and edit commands.
-
- \External Command Operations
-
- Four operation buttons are availble for accessing the
- external command list. The Execute Current Command button
- allows you to execute the currently active external command.
-
- The Add a New Command button lets you add a new command to
- the external command list. The Delete Current Command
- button lets you delte the currently active external command.
-
-
- The Edit Current Command button allows you to modify the
- properties of the currently active external command.
-
- \File Compression
-
- The File Compression option tells BIG D whether to compress
- the output image file as it writes it to disk. BIG D uses
- run length encoding to compress the image. Resulting files
- are typically 25 to 75 percent smaller than uncompressed
- files.
-
- If you are using BIG D generated file with other software,
- you may need to turn File Compression off. Some software
- packages do not recognize compressed TARGA format files.
-
- \File Format
-
- Two output file formats are available. The TGA option
- creates Truevision TARGA format files. This format was
- originally developed for the TARGA series of graphics
- adapters, but works equally well for 256 color images.
-
- The PIX file format is a variation of the TARGA format and
- should be used with the Vision 16 adapter from Vision
- Technologies. TGA image files are assigned .TGA extensions,
- and PIX files have .PIX extensions.
-
- \File Menu
-
- The File menu on the BIG D menu bar offers various options
- related to external files or programs. These file commands
- include opening and saving BIG D files, generating rendered
- image files, displaying rendered image files, running
- external programs or commands from within BIG D, saving the
- current file, and quitting the BIG D program.
-
- \File Scroll Box
-
- All appropriate files which reside in the current directory
- appear in the File scroll box. If there are more files
- available than will fit in the box at one time, you can use
- the scroll bar to scroll through the file list.
-
- To select a new current file, move the cursor over the name
- of the file you wish to select and press the left mouse
- button. The name will highlight and the Current File line
- above will change to show the new file name.
-
- \File Type
-
- File type refers to the extension of the file name you wish
- to show. Current available options include TGA (which is the
- standard TARGA format) and PIX (which is a variation of the
- standard TARGA format used by Vision 16 based systems).
-
- If you select TGA, only files with TGA extensions will
- appear in the File scroll box. If you select PIX, only file
- with PIX extensions will appear in the File scroll box.
-
- \Front Clipping Plane
-
- The front clipping plane is an imaginary plane which is
- perpendicular to the line of sight (the line from the camera
- to the target). BIG D ignores objects (or parts of objects)
- which are on the camera side of the clipping plane.
-
- The distance to front clipping plane is measured from the
- camera to the plane along the line of sight using the
- current unit of measurement. This distance is normally set
- to zero, which locates the plane at the camera point.
-
- Setting a non-zero distance to the front clipping plane
- allows you to create cross-sectional views of your drawing.
-
- \Generate Image
-
- The Generate Image option of the File menu tells BIG D you
- are ready to begin generating images. Be sure you have
- already set rendering options, assigned materials to the
- layers of the drawing, and defined at least one light and
- one view point.
-
- Once you have selected the base output file name, the
- rendering speed, and the generation mode, select the OK
- button to begin the rendering. You can select the Cancel
- button to abort the rendering.
-
- If you have made any changes during this editing session,
- BIG D will ask if you want to save them before generating
- the rendering. You will normally pick "Yes".
-
- BIG D generates and saves each image in a TARGA file. If you
- are generating 8-bit (256 color) images, BIG D introduces a
- second phase to convert each image to 8 bits and optimize
- the color map.
-
- *** Aborting the Generation ***
-
- To abort image generation after it has begun, press CTRL-Q
- (press the CTRL key and the Q key at the same time). BIG D
- will display a warning box telling you that the generation
- phase has been aborted. Select Continue to redisplay the BIG
- D screen.
-
- If you do not abort the generation phase, BIG D returns to
- the BIG D screen as soon as it completes all images. Each
- image is now saved on disk as a TARGA file.
-
- \Generated Frames
-
- BIG D can generate up to 100 additional frames between each
- defined view. By using generated frames, you can easily
- define a sequence of images for a walk-through animation.
-
- A generated frame is simply a view which is automatically
- created by BIG D. Each frame has its own target and camera.
-
- The cameras of the generated frames are equally spaced along
- a straight line between the current camera and the next
- camera. Similarly, the targets of the generated frames are
- equally spaced along a straight line between the current
- target and the next target.
-
- If you give the last defined view a non-zero number of
- generated frames, BIG D will generate the additional frames
- between the last (current) view and the first defined view.
-
- As an example, suppose you have defined three views and you
- are editing view number 2. You set the number of generated
- frames for view number 2 to four. BIG D will generate four
- additional frames between view number 2 and view number 3.
-
- \Generation Mode
-
- The generation mode option allows you to set the screen mode
- which BIG D uses while it generates one or more images.
- Three different modes selections are available: text,
- graphics, and render.
-
- If the text mode option is selected, BIG D will switch to
- text mode before generating the image. An on screen message
- gives the status of the rendering (the percentage done) as
- it is generated. This option is useful is you are using a
- multitasking operation system and wish to run BIG D in the
- background while generating images.
-
- The graphics mode option displays the status of the
- rendering (the percentage done) in a message box. You may
- have to use this option if you are generating an image whose
- resolution is greater than the rendering device can display.
-
- The render mode option tells BIG D to display the image on
- the rendering device as it is generated. The image is
- painted from the bottom up as it is generated.
-
- NOTE: This option is only available if the horizontal and
- vertical resolution of the image is compatible with the
- rendering device.
-
- \Grid Size
-
- Grid Size influences the level of precision with which BIG D
- analyzes the 3D model. You may set grid size at five
- possible settings: 1, 2, 4, 8, or 16. Lower numbers
- increase accuracy but require more generation time. Larger
- numbers decrease accuracy but speed things up.
-
- When generating an image, BIG D does not determine the
- intensity of every pixel in the image. Instead, it divides
- the screen into a grid and calculates the intensity of the
- pixels at each grid intersection. The Grid Size option sets
- the level of precision for the grid.
-
- Once the grid size is known, BIG D analyzes each square
- individually. If the corners of a square have the same
- intensity, all pixels in that square are set to an identical
- intensity.
-
- If the intensities at the corners are different, BIG D
- divides the square into four smaller squares. The intensity
- at the corners of each smaller square is calculated and each
- smaller square is treated in the same manner as the initial
- square.
-
- The process repeats until every pixel in the initial square
- is either filled in or calculated. This method saves
- significant processing time, especially for large areas of
- constant intensity.
-
- Theoretically, the larger the grid size, the faster the
- image is generated. The only drawback of setting a large
- grid size is that very small objects, thin horizontal or
- vertical elements, or objects with sharp corners may be
- missed by the grid. If you find such areas incorrectly
- rendered, you should reduce the grid size.
-
- \Hour and Minute
-
- The hour and minute of the day sets the exact position of
- the sun. When setting the hour, be sure to specify either AM
- for morning or PM for afternoon.
-
- The hour and minute are based on true solar time. That is,
- the sun's bearing will be due south (in the northern
- hemisphere) at exactly 12 noon. Keep in mind that local
- time will usually vary somewhat from true solar time.
-
- \Hue
-
- The hue is the name by which the color is defined, such as
- red, yellow or violet. For our purposes, the hue is defined
- by an angle from 0 to 360 on a color wheel. Red is located
- at zero degrees, green is located at 120 degrees, blue is
- located at 240 degrees, and so forth. But you do not need to
- know which angle corresponds to which hue. The color
- selection screen handles that automatically.
-
- \Inserting a New View
-
- The Insert View option of the Views menu is similar to the
- Add View option except that it allows you to insert a view
- in the middle rather than the end of the view list.
-
- Selecting the Insert View option displays the Plan and
- Elevation ports with all currently defined views shown. The
- prompt strip at bottom of the screen asks you to "Select
- view to follow new view...".
-
- Select the view which is to follow the new view. The
- selected view will be highlighted. Then select the OK
- button to insert the new view.
-
- The new view will be given the number of the view you just
- selected. All views which follow the new view will have
- their view number incremented by one.
-
- The Add View dialog box appears for the new view. You can
- locate the new view's target and camera in the same manner
- as you would when adding a new view to the end of the list.
-
- \Intensity
-
- Intensity sets the brightness of the color. For materials,
- intensity is measured as a percentage. An intensity of 90
- percent will result in a very bright material. A dark
- material may have an intensity of only 30 percent.
-
- For lights, intensity is measured as an absolute number.
- Typical light intensities range from 2 for a weak light to
- about 20 for a very bright light. Intensity must be set
- with a slide bar; the color selection screen does not set
- intensity.
-
- \Latitude
-
- The latitude defines your location on earth relative to the
- equator. It is measured as an angle from -90 degrees to +90
- degrees.
-
- A positive latitude (0 to +90 degrees) is used in the
- northern hemisphere and a negative latitude (0 to -90
- degrees) is used in the southern hemisphere.
-
- \Layer Operations
-
- The Layers dialog box contains two operation buttons: Assign
- Material to Current Layer and Change Status of Current
- Layer.
-
- *** Assign Material to Current Layer ***
-
- To assign a different material to the current layer, select
- the "Assign Material to Current Layer" button. The Layers
- dialog box disappears and is replaced by the Assign Material
- dialog box.
-
- The Assign Material dialog box displays the name of the
- current layer in the title. Below the title is the name of
- the material which is currently assigned to the layer.
-
- Below the current material line is the materials scroll box.
- The materials scroll box contains a list of the names of all
- materials which are in the materials library. The name of
- the currently assigned material is highlighted in the scroll
- box.
-
- To select a different material, scroll through the list of
- materials until the material appears in the box. Move the
- cursor to the line the material name is on and press the
- left mouse button.
-
- The material selected will highlight and the current
- material above will change to the newly selected material.
-
- Select the OK button to confirm the new material assignment.
- The Assign Material dialog box will disappear and the Layers
- box will reappear. The newly selected material will now
- show up on the current layer line.
-
- Selecting the CANCEL button in the Assign Material dialog
- box will discard any changes and return to the Layers dialog
- box.
-
- *** Change Status of Current Layer ***
-
- BIG D maintains the on/off status of each layer in the
- AutoCAD drawing. Entities on layers which are turned off do
- not appear in the view ports and are not rendered by BIG D.
-
- Each layer's status is initially taken from the DXF file.
- Layers which are turned off or frozen in the DXF file will
- be turned off in BIG D. All other layers are turned on.
-
- To change a layer's status, select the desired layer so that
- it is the current layer. Then select the "Change Status of
- Current Layer" button. If the current layer's status was
- on, it will be toggled to off. If it was off, it will be
- turned on.
-
- The change in layer status will not take effect until you
- select the Done button to exit the Layers dialog box. If
- any layer's status has changed, BIG D will regenerate each
- view port to reflect the change.
-
- \Layer Scroll Box
-
- Before you can assign a material to a particular layer you
- must select that layer as the current layer. To select a
- current layer, scroll through the list of layers (they are
- in alphabetical order) until the layer you want is visible
- in the scroll box.
-
- Now move the cursor inside the scroll box to the line on
- which the layer is located and press the left mouse button.
- The entire line will highlight and the "Current Layer" above
- the scroll box will change to the new layer name.
-
- \Layers
-
- The Layers option of the Materials menu allows you to
- control the status of the layers in your AutoCAD drawing. In
- AutoCAD, every entity is drawn on a layer. All entities
- which are drawn on the same layer are assigned the same
- material properties.
-
- Selecting the Layers option from the Materials menu will
- activate the Layers dialog box. At the top of the box just
- under the box title is the name of the current layer. The
- current layer is the layer which is currently active. It is
- not necessarily the layer that was current in the AutoCAD
- drawing.
-
- Below the current layer line is a scroll box with a list of
- the drawing's layers, the material assigned to each, and the
- status of the layer (On or Off). The current layer is
- highlighted in reverse video in the scroll box.
-
- Near the bottom of the dialog box are two operation buttons.
- The "Assign Material to Current Layer" button lets you
- assign a material from the material library to the current
- layer. The "Change Status of Current Material" button
- allows you to toggle the current materials status from on to
- off, or from off to on.
-
- The first time you load a DXF file, BIG D automatically
- assigns default materials from the library to each layer in
- the drawing. Default materials are based on one of the first
- eight colors available in AutoCAD (numbers 0 thru 7). For
- example, layers using color 1 are initially assigned the
- material RED.
-
- \Lens Focal Length
-
- The Lens Focal Length determines the type of lens used for
- all Camera views. The focal length controls the width of
- the viewing angle. Smaller focal lengths create wider
- viewing angles.
-
- Focal lengths are measured in millimeters and range from
- 15mm (a very wide angle lens) to 1000mm (a telescopic lens).
- The default lens is a 35mm lens, which is the standard lens
- used on most 35mm cameras.
-
- Using different focal lengths for views of your 3D model
- (say a 35mm study and a 15mm close-up study) requires
- creating a separate file for each study.
-
- \Light Hue
-
- A light's hue is the color of the light. It is defined as
- an angle between 0 and 360 degrees. The angle corresponds
- to a color on a color wheel, with red at 0 degrees, green at
- 120 degrees, and blue at 240 degrees.
-
- You can select a light's hue by picking an angle on the hue
- slide bar or by using the color selection screen (see Select
- Color).
-
- \Light Icon Size
-
- The Light Icon Size option sets the size of the light icons
- which are drawn in the view ports to represent the location
- of lights. A point light icon is drawn as a circle
- enclosing the light number with lines out from the circle. A
- directional light icon is drawn as a circle enclosing the
- light number with a set of parallel lines pointing in the
- direction of the light.
-
- The size of the light icon is measured in pixels.
-
- \Light Intensity
-
- A light's intensity is a measure of the brightness of the
- light. It is an absolute number (not a percentage) from 0
- to 100. The higher the number, the brighter the light.
-
- Typical light intensity values range from 5 to 10. As more
- lights are added to a scene, the intensity of each light
- must be lowered to keep the scene from becoming too bright.
-
- You can select the light's intensity by using the slide bar
- in the dialog box.
-
- \Light Location
-
- The location of a light depends of the light type. If the
- light is a point light, the light is located by its x, y,
- and z coordinates.
-
- If the light is a directional light, the light is located by
- two angles. The first angle is a bearing angle in the x-y
- plane measured counter-clockwise from the x axis. The
- second angle is an altitude angle measured in a vertical
- plane counter-clockwise from the x-y plane.
-
- \Light Meter
-
- The light meter allows you to quickly and accurately check
- the current lighting level at any point in the scene. You
- can check the light meter by selecting the Light Meter
- option from the Lights menu.
-
- The light meter is an imaginary sphere which you can
- position anywhere in the model. The Light Meter dialog box
- allows you to locate the sphere in the plan and elevation
- ports and set its diameter. You can choose a color for the
- sphere and select a currently defined view from which to
- view the meter.
-
- The light meter sphere is assumed to have an ambient
- reflection coefficient of 20 percent, a diffuse reflection
- coefficient of 80 percent, and specular and transmission
- coefficents of zero.
-
- When you ask BIG D to show the light meter, the program
- generates an actual ray-traced rendering of the sphere on
- the rendering device. The sphere is viewed from a defined
- view point and all currently defined lights are included in
- the calculations.
-
- \Light Meter Diameter
-
- The light meter diameter is the diameter (in real units) of
- the sphere which is to be rendered. It is important that
- you enter a diameter which is relative to the scale of your
- drawing. For example, if your model is 300 feet long and
- you enter 1 inch for the light meter diameter, you will
- probably see nothing when you ask BIG D to show the meter.
-
- \Light Meter Hue
-
- The light meter's hue is the color of the meter. It is
- defined as an angle between 0 and 360 degrees. The angle
- corresponds to a color on a color wheel, with red at 0
- degrees, green at 120 degrees, and blue at 240 degrees.
-
- You can select the light meter's hue by picking an angle on
- the hue slide bar or by using the color selection screen
- (see Select Color).
-
- \Light Meter Location
-
- The light meter is located by its x, y, and z coordinates.
- You may type in the coordinates directly in the dialog box
- or use the Locate operation button to graphically locate the
- light meter.
-
- \Light Meter Operations
-
- The Light Meter dialob box offers four operation buttons:
- Locate, Select Color, Select View, and Show Meter.
-
- *** Locate ***
-
- The Locate operation button allows you to graphically locate
- the light meter in the plan and elevation view ports.
- Selecting the Locate button removes the dialog box and draws
- an icon representing the light meter in both the Plan and
- Elevation ports.
-
- The light meter icon is a circle with a capital M inside.
- The Plan port locates the x-y coordintates of the light, and
- the Elevation port locates the z coordinate of the light.
-
- You may relocate the icon by moving the small black
- rectangular cursor over the light meter icon and clicking
- the left mouse button. The box cursor turns into
- cross-hair.
-
- Move the cross-hair to the new location (a rubber band
- connects the cross-hair with the old location). When you
- reach the new location, click the left mouse key to relocate
- the icon.
-
- When you have correctly located the light meter, select the
- OK button in the prompt area to return to the light dialog
- box.
-
- *** Select Color ***
-
- The Select Color operation button allows you to pick the
- color (hue and saturation) of the light meter using the
- color selection screen on the rendering device. Changes
- made in the color selection screen will be reflected in the
- hue and saturation slide bars.
-
- Refer to Select Color for more information on the operation
- of the color selection screen.
-
- *** Select View ***
-
- You can select the any currently defined view from which to
- display the light meter. If only one view is defined, that
- view (view number one) must be used and the Select View
- button is disabled.
-
- If more than one view currently exists, picking the Select
- View button will cause the Light Meter dialog box to
- disappear and all views to be drawn in the ports.
-
- You can then select a view by positioning the cursor over
- either its target or camera icon and pressing the left mouse
- button. The selected icon will become highlighted as it is
- chosen. Then select the OK button to redisplay the Light
- Meter dialog box.
-
- The View Number line in the Light Meter dialog box will
- reflect the new view chosen.
-
- *** Show Meter ***
-
- Once you have the light meter parameters set, select the
- Show Meter button. BIG D generates a ray traced image of the
- sphere on the rendering device. The image is viewed from
- the currently selected view number and takes into account
- all currently defined lights.
-
- You can observe the rendered sphere to determine if the
- current lighting levels are too high or too low. Hit any
- mouse button to return to the Light Meter dialog box.
-
- You can adjust the intensities or location of lights, then
- use the light meter to re-check lighting levels.
-
- \Light Meter Saturation
-
- Saturation is the purity or vividness of the color, measured
- as a value between 0 and 100 percent. A pure color is 100%
- saturated. As white is added, saturation decreases. Zero
- saturation gives no color at all, a shade of gray.
-
- You can select the light meter's saturation by picking a
- percentage on the saturation slide bar or by using the color
- selection screen (see Select Color).
-
- \Light Meter View Number
-
- The light meter view number is the currently selected view
- from which you wish to see the light meter. You can select
- any currently defined view point by using the Select View
- operation button.
-
- \Light Operations
-
- The light dialog box has two operation buttons: the Locate
- button and the Select Color button.
-
- *** Locate ***
-
- The Locate operation button allows you to graphically locate
- a light in the plan and elevation view ports. Selecting the
- Locate button removes the dialog box and draws icons
- representing the current light in both the Plan and
- Elevation ports.
-
- Point lights icons are small circles with little light rays
- radiating in all directions. The Plan port locates the x-y
- coordintates of the light, and the Elevation port locates
- the z coordinate of the light.
-
- Directional light icons are small circles with little
- parallel rays pointing toward the center of the port. The
- plan port determines the horizontal orientation of the
- light.
-
- The horizontal angle can be from 0 to 360 degrees (0 is
- parallel to the x-axis). The Elevation port sets the
- vertical angle from which the light is coming. The vertical
- angle ranges from -90 to +90 degrees.
-
- You may relocate the icons by moving the pick box cursor
- over the light icon and clicking the left mouse button. The
- box cursor turns into cross-hair.
-
- Move the cross-hair to the new location (the cross-hair
- remains tethered to the old location). When you reach the
- new location, click the left mouse key to relocate the icon.
-
- NOTE: When locating directional lights, remember that you
- are specifying angles and not absolute coordinates. The
- directional light icons are relative only to the center of
- the view port and have no relationship to the model itself.
-
- When you have correctly located the light, select the OK
- button in the prompt area. The Light dialog box reappears
- with the new light location.
-
- *** Select Color ***
-
- The Select Color operation button allows you to pick the
- color (hue and saturation) of the light using the color
- selection screen on the rendering device. Changes made in
- the color selection screen will be reflected in the hue and
- saturation slide bars.
-
- Refer to Select Color for more information on the operation
- of the color selection screen.
-
- When finished with the Lights dialog box, select OK to add
- the new light to the light list or select Cancel to abort.
- Either choice exits the Light dialog box.
-
- \Light Saturation
-
- Saturation is the purity or vividness of the color, measured
- as a value between 0 and 100 percent. A pure color is 100%
- saturated. As white is added, saturation decreases. Zero
- saturation gives no color at all, a shade of gray.
-
- You can select a light's saturation by picking a percentage
- on the saturation slide bar or by using the color selection
- screen (see Select Color).
-
- \Light Type
-
- Two types of lights are available in BIG D: point lights and
- directional lights.
-
- A point light is located at an infinitely small point in 3D
- space, defined by its x, y, and z coordinates. A point
- light radiates light rays in all directions equally.
-
- If the distance scaling factor is non-zero (see rendering
- options), the intensity of the light dimishes as it travels
- throught space. Light bulbs are examples of point lights.
-
- If you select the point light type, BIG D requests that you
- enter the location of the light with its x, y, and z
- coordinates. You can also locate the light graphically in
- the view ports by selecting the Locate button near the
- bottom of the dialog box.
-
- A directional light is a light which is located at an
- infinite distance from the scene. A directional light emits
- rays which are parallel to each other.
-
- The direction from which the light rays originate is defined
- by two angles: a horizontal angle and a vertical angle. The
- horizontal angle is measured in the x-y plane
- counter-clockwise from the x-axis. The vertical angle is
- measured counter-clockwise from the x-y plane.
-
- The intensity of a directional light does not diminish as it
- travels through space. Therefore, directional lights
- generally appear brighter than point lights of equal
- intensity.
-
- You may locate a directional light by typing the angles or
- by selecting the Locate button to visually position the
- light in the view ports.
-
- \Lights Menu
-
- BIG D offers several different types of lights which you can
- use to realistically illuminate your model. The types of
- lights include point lights, directional lights, sun light,
- ambient light, and special x-ray lights.
-
- BIG D allows you to define any number of point and
- directional lights. The program maintains a list of defined
- lights. You must always define at least one light in order
- to generate an image.
-
- You may add new lights, and delete or edit existing lights.
- You can position each light in the view ports and set each
- light's color and intensity.
-
- A light meter is available to help you check lighting levels
- at any location in the model before generating an image.
-
- All lighting controls can be accessed through the Lights
- menu. The Lights menu has six options: add a new light,
- delete an existing light, edit an existing light, the
- ambient light, the sun, and the light meter.
-
- If no lights are currently defined in the scene, the Delete
- a Light and Edit a Light options are disabled.
-
- \Linear Precision
-
- Linear precision sets the precision with which linear
- coordinates and measurements are displayed. For scientific,
- decimal, and engineering units, this is the number of
- decimal places displayed. For architectural and fractional
- units, this sets the fractional accuracy which is displayed.
-
- \Linear Units
-
- Linear units are used to display all coordinates and
- distances. Select your preference of scientific, decimal,
- engineering, architecural, or fractional units.
-
- \Locating Target and Camera
-
- When you select the Locate button BIG D removes the dialog
- box and draws icons representing the current camera and
- target in both the plan and elevation ports. A message in
- the prompt area asks you to "Select TARGET or CAMERA...".
-
- *** Camera and Target Icons ***
-
- The camera icon is a small square with a view number inside.
- The target icon is a square with an X inside. The camera
- icon is connected to its corresponding target by an arrow
- which points toward the target.
-
- The plan port displays the the x-y coordinates of the camera
- and target, and the elevation port displays the z elevations
- of the camera and target.
-
- If either camera or target icon cannot be seen, you may need
- to zoom out of the port. Use the zoom out button in the
- upper right corner of each port to back up until you can see
- each icon.
-
- *** The Pick Box ***
-
- Moving the cursor into the plan or elevation port causes it
- change into a pick box. The pick box is used to select
- either the camera or target icon.
-
- *** Moving the Icons ***
-
- To move an icon, you must first select it. Place the pick
- box over the icon and press the left mouse button. The pick
- box turns into a small cross. The cross is connected to the
- remaining icon by a rubber band.
-
- To complete the move, drag the icon to its new location and
- press the left mouse button. The selected icon is redrawn
- at the new location and the cross cursor again becomes a
- pick box.
-
- After locating the camera and the target icons in both the
- plan and elevation ports, select the OK button in the prompt
- area (or Cancel to abort) to return to the Add View dialog
- box. The coordinates of the target and camera in the dialog
- box will now reflect the new locations of the target and
- camera.
-
- \Map Width and Map Height
-
- The map width and height control the scale of the texture
- map. It is important that you supply reasonable values for
- the map width and height.
-
- The width of the map is the horizontal width of the file
- image in real world units. The height of the map is the
- vertical size of the image in real world units.
-
- If a textured object appears to be incorrectly textured, it
- is probably because the map width and height are not set
- properly.
-
- The lower left corner of the texture map is considered the
- origin. The origin of the texture map will correspond to the
- local origin of the entities to which the texture is mapped.
-
-
- For example, if a texture is mapped to a circle whose center
- is located at 0,0 (in the circle's UCS), the lower left
- corner of the texture will be mapped to the center of the
- circle.
-
- \Material Hue
-
- A material's hue is the color of the material. It is
- defined as an angle between 0 and 360 degrees. The angle
- corresponds to a color on a color wheel, with red at 0
- degrees, green at 120 degrees, and blue at 240 degrees.
-
- You can select a material's hue by picking an angle on the
- hue slide bar or by using the color selection screen (see
- Select Color).
-
- \Material Operations
-
- The Materials dialog box offers four operation buttons: Add
- a New Material, Delete Current Material, Edit Current
- Material Properties, and Edit Current Material Texture.
-
- *** Add a New Material ***
-
- This operation lets you add a new material to the material
- library.
-
- *** Delete Current Material ***
-
- You can delete the currently selected material from the
- material library by selecting the "Delete Current Material"
- operation button. BIG D will ask you to confirm the material
- deletion. You can select the OK button to delete the
- current material or select the CANCEL button to retain the
- material.
-
- *** Edit Current Material Properties ***
-
- The Edit Current Material Properties operation button allows
- you to edit the surface characteristics of the current
- material. Select the Edit Properites button to display the
- Edit Material Properties dialog box.
-
- *** Edit Current Material Texture ***
-
- This operation lets you assign or modify the texture map
- which is associated with the currently active material.
-
- \Material Properties
-
- The Edit Material Properties dialog box displays the current
- values of the material's properties. Material properties
- include hue, saturation, ambient reflection coefficient,
- diffuse reflection coefficient, specular reflection
- coefficient, transmission coefficient, specular exponent,
- refraction index, and the reflection mapping option.
-
- \Material Properties Operations
-
- Two operation buttons are available. The "Select Color"
- button lets you select the surface hue and saturation on the
- rendering device. The "Show Properties" button displays a
- crude representation of the material on the rendering
- device.
-
- *** Select Color ***
-
- The Select Color operation button allows you to pick the
- color (hue and saturation) of the material using the color
- selection screen on the rendering device. Changes made in
- the color selection screen will be reflected in the hue and
- saturation slide bars.
-
- Refer to Select Color for more information on the operation
- of the color selection screen.
-
- *** Show Properties ***
-
- The Show Properties operation button will display a sphere
- with a rough approximation of the current material's
- properties on the rendering device.
-
- When displaying the sphere, Show Properties considers only
- the material's hue, saturation, ambient reflection
- coeffiecient, diffuse reflection coefficient, and specular
- reflection coefficient. Show Properties does not take into
- account the material's transmission coefficient, specular
- exponent, refraction index, or texture map.
-
- Click any mouse key to exit the sphere display and return
- the Properties dialog box.
-
- When finished with the Properties dialog box, select OK to
- save your changes (or select Cancel to abort). Either
- choice returns you to the main Edit Materials dialog box.
-
- \Material Saturation
-
- Saturation is the purity or vividness of the color, measured
- as a percentage. A pure color is 100 percent saturated. As
- white is added, saturation decreases. Zero saturation
- results no color at all, a shade of gray.
-
- You can select a material's saturation by picking a
- percentage on the saturation slide bar or by using the color
- selection screen (see Select Color).
-
- \Materials
-
- BIG D maintains a library of materials which you can assign
- to layers. If the exact material you need is not already in
- the library, you can easily add a new material to the
- library.
-
- You can also modify existing materials in the library and
- delete existing materials from the library.
-
- The Materials option of the Materials menu allows you to
- modify the materials library. Selecting Materials activates
- the Materials dialog box.
-
- The Materials dialog box displays the currently active
- material just under the box title. Below this is a scroll
- box which contains an alphabetic list of the names of all
- materials which are in the library.
-
- Below the scroll box are four operation buttons used to
- modify the materials library.
-
- \Materials Menu
-
- BIG D maintains a library of materials which you can assign
- to the layers of your AutoCAD drawing. The Materials menu
- allows you to assign materials to layers, control which
- layers are rendered, modify or delete existing materials in
- the library, and add new materials to the library.
-
- \Materials Scroll Box
-
- Before you can modify a material you must select that
- material as the current material. To select a new current
- material, scroll through the list of materials until the
- material you want is visible in the scroll box.
-
- Move the cursor inside the scroll box to the line on which
- the material is located and press the left mouse button. The
- entire line will highlight and the current material above
- the scroll box will change to the new material name.
-
- \Menu Colors
-
- The menu colors set the colors used to draw the menu bar and
- drop down menus. The halftone color is used to draw menu
- options which are disabled.
-
- \Menus
-
- Drop down menus appear when you move the cursor over the
- menu headings on the menu bar. Each menu contains several
- related options.
-
- You can select a menu option by dragging the cursor downward
- through the menu until it is located over the option you
- want. Then click the left mouse button.
-
- As you move the cursor up or down the menu, each selectable
- menu option is highlighted in reverse video. Non-highlighted
- options are disabled and cannot be selected.
-
- Most menu options have keyboard shortcuts, designated by an
- underlined letter in the menu option. You may type the
- letter to access the command without using the mouse.
-
- For example, to open a new file using keyboard shortcuts,
- first press F to display the File Menu. Then press O to
- access the Open File dialog box. BIG D erases the File Menu
- and displays the Open File dialog box just as if you had
- used the mouse cursor for your selections.
-
- \Month and Day
-
- The month of the year and day of the month specified to tell
- BIG D the time of the year you want to see the sun. BIG D
- uses this information to determine the tilt of the earth
- relative to the sun.
-
- \Mouse
-
- The mouse is a pointing device which controls the screen
- cursor. The cursor is normally shaped like an arrow, but
- sometimes turns into a cross or box.
-
- Use the left mouse button to select items from the screen.
- When prompted to select an item from the screen, move the
- cursor over the item and press the left button ("click on"
- the item).
-
- Clicking the right mouse button is equivalent to hitting
- Return (or Enter) on the keyboard. The middle button (if
- available) is the same as selecting the Cancel button in
- dialog boxes.
-
- The keyboard cursor keys can now be used to move the mouse
- cursor. A mouse is no longer required to use BIG D,
- although a mouse is strongly recommended.
-
- The functions of the keys which move the cursor are
- summerized as follows:
-
- KEY FUNCTION
- Up Arrow Moves the cursor up.
- Down Arrow Moves the cursor down.
- Left Arrow Moves the cursor to the left.
- Right Arrow Moves the cursor to the right.
- Home Moves the cursor up and to the left.
- Page Up Moves the cursor up and to the right.
- End Moves the cursor down and to the left.
- Page Down Moves the cursor down and to the right.
- Insert Same as pressing the left mouse button.
- Delete Same as pressing the right mouse button.
-
- Initially, each cursor key moves the cursor one pixel in the
- appropriate direction. The F9 and F10 function keys can be
- used to adjust the distance the cursor moves with each key
- press.
-
- Each time you press the F10 key, the amount of cursor
- movement doubles. Each time you press the F9 key, the amount
- of cursor movement is cut in half. If the current cursor
- movement is one pixel, the F9 key has no effect.
-
- \New Material Name
-
- At the top of the Add a Material dialog box is a prompt for
- the new material name. You can type in a descriptive name
- for the new material up to 15 characters.
-
- \North Angle
-
- The north angle is a horizontal angle which points toward
- true north. The angle is measured in the x-y plane
- counter-clockwise from the x-axis.
-
- For example, if true north is in the positive Y direction,
- the north angle will be 90 degrees. BIG D adjusts the
- bearing of the sun for the north angle.
-
- \Open File
-
- The Open File option of the File menu lets you open and load
- an existing AutoCAD DXF file. Select Open File to display
- the OPEN FILE dialog box.
-
- Highlight the DXF file you wish to open using the drive,
- directory, and file scroll boxes.
-
- Select the OK button to begin loading the new DXF file. The
- screen will clear and BIG D will begin reading the DXF file
- and converting it into a more efficient format.
-
- BIG D creates several files from the DXF file, but the only
- one you need to know about is the BDX file. The BDX file
- has the same name as the DXF file, but with a BDX extension
- in place of the DXF extension.
-
- The BDX file contains all the information BIG D needs to
- know about the model including the model geometry, rendering
- options, lighting information, view point locations, and
- material assignments. Therefore, you should be careful to
- never delete your BDX file or you will lose this
- information.
-
- BIG D also creates several other files with similar
- extensions (BDW, BD0, BD1, and BD2). These files are not
- required by BIG D, but if they already exist BIG D will load
- much faster.
-
- NOTE: If you find you are running out of disk space, you can
- regain some by deleting BIG D's temporary files. A utility
- batch file called BDCLEAN is available for cleaning out any
- non-critical BIG D data files. To delete non-crictical
- files from the DOS prompt, type "BDCLEAN" and the file name
- (without any extension) to be cleaned. For example, to
- delete all temporary data files created by BIG D for the
- SAMPLE drawing, type "BDCLEAN SAMPLE".
-
- When BIG D finishes converting the DXF file, it will redraw
- the entire screen. The title bar at the top of the screen
- will show the new current file name. The plan and elevation
- ports will be drawn with wire-frame views of the model.
-
- NOTE: You can open and load a DXF file from the BIG D
- command line by simply adding the new file name (without the
- DXF extension) to the "BIGD" command. For example, to load
- SAMPLE.DXF into BIG D at the DOS prompt, type "BIGD SAMPLE".
- Be sure to separate "BIGD" and "SAMPLE" with a space.
-
- \Options Menu
-
- BIG D can create several types of renderings. General
- parameters which control the type and quality of the
- generated image are grouped under the Options menu.
-
- The Options menu offers three selections: rendering options,
- rendering file, and background color.
-
- \Pick Cursor Size
-
- The Pick Cursor Size option sets the size of the pick cursor
- displayed when picking cameras, targets, and lights in the
- view ports. The pick cursor is drawn as a small box or
- square. The size is measured in pixels.
-
- \Port Colors
-
- The port colors set the colors used to draw the border
- elements of the view ports. This includes the title bar at
- the top of each view port, and the scroll bars at the left
- and bottom of each view port.
-
- Changes in the Select Color dialog box do not take effect
- until you select the OK button. The entire screen will be
- redrawn using the newly selected colors. The Cancel button
- can be used to discard color changes.
-
- \Ports
-
- Ports display wire-frame views of the AutoCAD 3D model and
- allow you to easily locate functional items such as "Views"
- and "Lights" anywhere in the model. The left port displays
- a plan view of the model and the right port displays an
- elevation view.
-
- Each port is made up of four elements: the title bar along
- the top of the port, the horizontal scroll bar at the
- bottom, the vertical scroll bar along the right side, and
- the drawing area which fills in the rest of the port.
-
- *** Port Title Bar ***
-
- The title bar consists of the title of the port ("Plan" or
- "Elevation"), a zoom-in button, and a zoom-out button.
-
- *** Zoom-In ***
-
- The zoom-in button is located at the left end of the title
- bar and is marked by two inward pointing arrows. Clicking
- on the zoom-in button causes the port to zoom inward in
- small increments, making the drawing appear to grow larger.
-
- *** Zoom-Out ***
-
- The zoom-out button is at the right end of the title bar,
- marked by two outward pointing arrows. The zoom-out button
- is the compliment of the zoom-in button. It causes the port
- to zoom outward in small increments, making the drawing
- shrink.
-
- *** Enlarging Ports ***
-
- Between the zoom-in and zoom-out buttons is the title area.
- Clicking on the title area over the "Plan" port causes the
- "Plan" port to fill almost the entire screen, covering the
- other port.
-
- Similarly, clicking on the title area over "Elevation"
- causes it to fill almost the entire screen, covering the
- Plan port. Clicking on the title area again causes the port
- to return to its original size and the other port to be
- redrawn.
-
- *** Horizontal Scroll Bar ***
-
- The horizontal scroll bar runs along the bottom of the port.
- It allows you to pan the drawing to the left or to the
- right.
-
- Selecting the left arrow (at the left end of the scroll bar)
- will cause the port to scroll a small amount to the left.
- This makes the drawing jump a little to the right. The
- right arrow makes the port move a little to the right.
-
- Between the arrow buttons is the scroll bar area. The
- scroll bar area shows you approximately where you are
- located horizontally in the drawing. As you pick the left
- arrow, the scroll bar moves left to reflect the change.
-
- The scroll bar itself can be selected to move quickly left
- or right. The scroll bar itself will become centered at the
- location you pick.
-
- *** Vertical Scroll Bar ***
-
- The vertical scroll bar is located along the right side of
- the port. It controls the vertical location of the port in
- the drawing and its operation is similar to that of the
- horizontal scroll bar.
-
- The small blank box at the lower right corner of each port
- is the redraw box. Selecting it redraws the entire port
- without changing any of the viewing parameters.
-
- *** Additional Notes ***
-
- The port drawing area is used to locate and move items such
- as views and lights. Normally, picking the drawing area has
- no effect on the port.
-
- Whenever you zoom or scroll a port, BIG D must redraw the
- entire port. This is similar to a redraw in AutoCAD. For
- very large drawings, the redraw time may take several
- seconds.
-
- Fortunately, you can cancel the redraw at any time by
- pressing the left mouse button. This allows you to move
- around much more quickly.
-
- For example, you can quickly zoom in on a drawing by
- clicking the zoom-in button several times in a row. One
- more click will redraw the port at the new location.
-
- \Procedure
-
- Here is a summary of the steps you should take to quickly
- get up and running with BIG D.
-
- Step 1. Build the Model
-
- Before you can render with BIG D, you must have a 3D model
- (in DXF format) to render. The Using AutoCAD chapter offers
- tips for building 3D models and instructions on how to
- create the DXF file.
-
- A sample DXF file (named SAMPLE.DXF) is supplied with BIG D
- for your use. It is located in the BIG D directory. We
- suggest you use this simple model to become familiar with
- BIG D.
-
- Step 2. Load BIG D
-
- If you are inside the AutoCAD drawing editor, you must exit
- AutoCAD before you can run BIG D. To load BIG D, type
- "BIGD" at the DOS command prompt.
-
- Before continuing, you may want to browse throught the
- chapter named Interface Overview. This chapter gives you a
- general overview of BIG D's graphical user interface and how
- each element works.
-
- Step 3. Open the DXF File
-
- Once BIG D is loaded, you can open the DXF file by using the
- Open File command of the File Menu. See the File Menu
- chapter for detailed instructions on opening a DXF file.
-
- Step 4. Set Options
-
- The Options Menu allows you to set various parameters which
- control the appearance and format of the output image.
-
- You should pay particular attention to the Rendering File
- dialog box. It controls the format of the output image file.
- Bits per Pixel, Horizontal Resolution, and Vertical
- Resolution are three items which must be set correctly to
- obtain the best results. See the Options Menu chapter for
- details.
-
- Step 5. Locate Lights
-
- You must define at least one light source. Use the Add a
- Light command of the Lights Menu to add a light source to
- the scene. The Add Light dialog box lets to locate the
- light in the plan and elevation ports. The Lights Menu
- chapter explains the procedure.
-
- Step 6. Define Views
-
- You must also define at least one view. A view consists of
- a camera and a target. Together they determine how you will
- see the model in the generated image.
-
- Use the Add a View command of the Views Menu to add a view
- to the scene. In the Add View dialog box, use the Locate
- operation to locate the camera and target in the plan and
- elevation ports.
-
- Return to the dialog box and use the Wire-Frame operation to
- fine tune the locations of the camera and target to get
- exactly the view you want. Refer to the View Menu chapter
- for instructions.
-
- Step 7. Assign Materials
-
- Materials are assigned to objects in the model by layer.
- Each layer in the model is automatically assigned a material
- from the materials library when you first open the DXF file.
-
- You can change the materials assignments by using the Layers
- command of the Materials Menu. This allows you to assign
- any material to any layer. See the Materials Menu chapter
- for details.
-
- Step 8. Generate the Image
-
- Now you are ready to generate the rendered image. Use the
- Generate Image command of the File Menu. The image
- generation phase can be time consuming, so you may wish to
- use a rendering speed of 2 or 4.
-
- BIG D will display a rough approximation of the image as it
- is rendered. The final image is saved to the hard disk in
- an image file.
-
- Step 9. Show the Image
-
- When the generation phase is complete, you can view the
- finished image with the Show Image command of the File Menu.
- Show Image displays the final rendering on your rendering
- device. See the File Menu chapter for details.
-
- Step 10. Making Changes
-
- You can change any rendering attributes in BIG D and
- generate additional renderings. For example, to change the
- view use the Edit a View command of the Views Menu. Or you
- can assign different materials to the model using the Layers
- command of the Materials Menu.
-
- If you want to make a change in the model itself (such a
- moving a chair to the other side of a room) you must make
- the change in AutoCAD, then reload the updated DXF file into
- BIG D.
-
- BIG D remembers all rendering options, lights, views, and
- material assignments from the last session, so you do not
- have to reenter any information. You do have to generate a
- new image in order to see the effects of the changes you
- have made.
-
- \Projection Type
-
- This setting governs the type of projection method used to
- generate the image. You may select either parallel or
- perspective.
-
- In a parallel projection, edges which are parallel in the
- AutoCAD 3D model are parallel in the generated view.
- Parallel projections include plans, elevations, and
- isometric views.
-
- A perspective projection gives a more realistic
- representation of the 3D model. Edges parallel in the
- AutoCAD 3D model converge toward "vanishing points" in
- perspective.
-
- \Prompts
-
- BIG D allows you to add up to three command line arguments
- to each external command. A command line argument is simply
- an extra word or option which is added to the command line
- before execution.
-
- The Prompt lines let you fill in prompts for the command
- line arguments. These prompts will be displayed later when
- you execute the external command. The Prompt lines may be
- left blank if no command line arguments are needed.
-
- \Quit
-
- You can exit BIG D by selecting the Quit option of the file
- menu.
-
- If you have made changes in the current editing session, BIG
- D asks if you wish to save them before exiting. Select Yes
- to save the changes to the BDX file before quitting. Select
- No to quit without saving changes.
-
- \Reflection Mapping
-
- The reflection mapping option controls whether or not BIG D
- calculates the reflection mapping of other objects in a
- specularly reflective surface.
-
- If reflection mapping is on and the specular reflection
- coefficient is non-zero, BIG D will calculate the
- reflections of other objects which can be seen in the
- materials surface.
-
- If reflection mapping is off, no reflection mapping
- calculations will take place. The material will still
- appear shiny and show specular highlights without the
- overhead of reflection mapping calculations.
-
- If the global reflections options (see rendering options) is
- set to off or the material's specular reflection coefficient
- is zero, the reflection mapping option has no effect.
-
- \Reflections
-
- BIG D allows you to assign reflective materials to objects
- in your model. BIG D can calculate the reflected images of
- other objects on the surface of objects with reflective
- properties. This process is called reflection mapping.
-
- Reflection mapping can add substantially to the time
- required to generate an image, especially if you have many
- reflective surfaces. The Reflections option lets you turn
- off reflection mapping calculations to speed image
- generation.
-
- With Reflections On, objects with reflective surfaces
- reflect other objects in the model. Enabling Reflections
- can dramatically increase the realism of a scene.
-
- On the other hand, you can turn Reflections Off to suppress
- all calculations involving reflections. Reflective objects
- still appear shiny in the rendering, but they do not reflect
- other objects.
-
- \Refraction Index
-
- The refraction index determines the amount that a light ray
- is refracted or bent as it passes through a light
- transmitting material. The higher the refraction index, the
- less the light rays are refracted as they pass through a
- light transmitting object.
-
- A refraction index of 100 percent will allow light to pass
- straight through the object with no refraction. An index of
- 95 percent will produce slight refraction effects and result
- in the distortion of objects which can be seen through the
- light transmitting object.
-
- A refraction index of 90 to 95 percent is typical for light
- transmitting materials such as glass or water. The
- refraction index has no effect on materials with a zero
- transmission coefficient.
-
- Objects must contain a closed volume in order to refract
- transmitted light. Examples of objects which contain closed
- volumes include closed extrusions made up of LINES and ARCS,
- surfaces of revolution created by BDRSURF whose
- cross-sections are a closed shape, and extruded SOLIDS.
-
- Objects which are planar in nature will not refract
- transmitted light. Planar objects include 3D FACES, 3D
- MESHES, extrusions which do not form closed shapes, surfaces
- of revolution created by BDRSURF whose cross-sections are
- not closed shapes, and closed shapes with zero thickness.
-
- \Relative Pixel Size
-
- If the aspect ratio of your screen is not perfectly square,
- you can use slide bars to adjust the Relative Pixel Width
- and Height in the image file. This keeps your rendered
- images from being distorted when displayed on screen.
-
- A good way to check "screen aspect" is to generate a
- rendering of a circle and view it exactly perpendicular to
- the plane of the circle so no distortion occurs. Then
- display the image and measure the actual width and height of
- the circle on the screen.
-
- If the width and height are identical, then there is no
- need to adjust the relative pixel width and height. However,
- if they are not the same, you should set the Relative Pixel
- Width and Height to the same proportions as the width and
- height of the circle.
-
- For example, suppose your rendered circle measures 5.5
- inches wide and 4.25 inches high. To correct this
- distortion, set the relative pixel width to 550 and the
- relative pixel height to 425. (The main consideration is
- for the pixel settings to have the same proportions as the
- display.)
-
- \Rendering File
-
- When BIG D generates an image, it saves the image in a disk
- file. The rendering file options let you set the properties
- of this disk file.
-
- Select the Rendering File item from the Options menu to
- display the Rendering File dialog box. The Rendering File
- dialog box offers several settings for managing your image
- output file: file format, antialiasing, dithering, file
- compression, bits per pixel, horizontal and vertical
- resolution, and image aspect ratio.
-
- \Rendering Options
-
- Rendering options control the type and quality of the
- rendered image. Several rendering options are available.
- Some options allow BIG D to generate images faster while
- sacrificing some image quality.
-
- Select Rendering Options from the Options menu to display
- the Rendering Options dialog box.
-
- The Rendering Options dialog box offers seven settings for
- controlling how your object is rendered: projection type,
- reflections, shadows, transmission, grid size, lens focal
- length, and distance scaling factor.
-
- \Rendering Speed
-
- Generating a rendering with BIG D can require a substantial
- amount of time. The rendering speed option allows you to
- generate renderings more quickly with some loss in image
- resolution.
-
- The option numbers relate more to the resulting image
- clarity than they do to the generation speed. Option number
- 1 is the normal generation speed and will generate the
- highest quality image. Higher numbered options each
- generate the rendering faster while losing some image
- clarity.
-
- This option lets you generate image "proofs" to check
- lighting levels and material properties relatively quickly.
- When you have all lights and materials set to your liking,
- reset the rendering speed to 1 to generate the final
- rendering(s).
-
- NOTE: The rendering speed cannot be more than twice the grid
- size. If the "4" or "8" button is disabled, it is because
- the grid size is not set high enough. To use these higher
- rendering speeds you must first increase the grid size
- option in the Rendering Options dialog box (see the Options
- menu).
-
- \Repeat Mode
-
- The repeat mode option allows you to repeat a texture map
- infinitely in all directions. Texture maps are finite in
- size, but may need to cover surfaces which are larger than
- the map itself.
-
- The repeat mode tells BIG D to repeat a texture map in all
- directions so that it will cover any size object. Three
- repeat mode options are available: off, normal, and reflect.
-
- If repeat mode is off, BIG D will not repeat the texture
- map. Points on the object surface which are outside the
- limits of the map (given by the map width and height) will
- be assigned the material's default color. The material's
- color is assigned in the Edit Material Properties dialog
- box. This option can be used for textures which do not
- repeat, such as a painting.
-
- If the repeat option is set to normal, the texture map is
- repeated infinitely in all directions. This options works
- well for regular textures in which the left and right edges
- and the top and bottom edges of the texture match.
-
- If the opposite edges of the texture map do not match, the
- normal repeat mode will show seams at the edges of the map.
- The reflect repeat mode can be used to eliminate the seams.
-
- The reflect repeat mode option repeats the texture to
- infinity, but also reflects the texture as it is repeated.
- The option works well for irregular textures such as wood
- grain or marble.
-
- \Resolution
-
- You may use slide bars to set the horizontal and vertical
- (width and height) resolution of the output image. Width
- and height are measured in pixels.
-
- To set the resolution, locate the cursor near the middle of
- the slide bar. Press and hold down the left mouse button
- and glide the mouse horizontally. As the cursor pulls the
- slide bar along left or right, the number to the right end
- of the slide bar changes.
-
- When you reach a number close to the one you need, release
- the left mouse button. Then fine tune by clicking the left
- or right arrows to change the number by increments of one.
- You should quickly obtain exactly the resolution you need.
-
- NOTE: It is very important that you set the image resolution
- correctly. An incorrect setting may not allow you to
- display the rendered image on your rendering device.
-
- \Rotation Angle
-
- The rotation angle allows you to rotate the texture map
- before it is mapped to an object. The angle of rotation is
- measured in degrees in a counter-clockwise direction.
-
- \Saturation
-
- Saturation refers to the purity of the color. It is
- measured as a percentage. Zero saturation gives no color at
- all, a shade of grey. One-hundred percent saturation gives
- pure color. Again, the color selection screen handles the
- selection of a saturation automatically.
-
- \Save
-
- The Save option of the File menu lets you save any changes
- you have made in the current editing session. All changes
- are saved in the current BDX file.
-
- When you select the Save option, BIG D asks to confirm your
- selection. Select Yes to save changes to the BDX file or No
- to cancel the Save option without saving changes.
-
- NOTE: If no changes have been made in the current editing
- session, the Save option of the File menu is disabled.
-
- \Screen Colors
-
- The Screen Colors option of the Display menu allows you to
- select the colors used by BIG D to draw the components of
- the screen.
-
- Each screen component has a foreground, a background, and a
- halftone color. The halftone color is typically used to
- represent items which are disabled.
-
- The current colors for each component are designated by
- check marks in the appropriate color boxes. To select a new
- color, move the mouse cursor to a new color box and press
- the left mouse button. The check mark will move to the new
- box.
-
- \Screen Organization
-
- The basic screen consists of a title bar, a menu bar, two
- view ports, and a status bar. The view ports are not
- displayed until an AutoCAD DXF file is opened.
-
- The title bar, located at the top of the screen, displays
- the program version number and the name of the currently
- opened file. Just below the title bar is the menu bar,
- which provides access to the drop down menus.
-
- The two ports display wire-frame views of the currently
- opened DXF file. The left port displays a plan view and the
- right port displays an elevation view.
-
- The prompt area is a screen-wide strip at the bottom which
- sometimes queries for information when you are using the
- ports. It is usually blank.
-
- \Select Color
-
- BIG D allows you to attach colors to several objects:
- lights, materials, and the screen background. BIG D offers
- a quick and easy method for selecting colors called the
- color selection screen. The color selection screen uses the
- rendering device and the mouse to quickly select any
- possible color.
-
- A color consists of three components: hue, saturation, and
- intensity. Any dialog box which needs a color will have
- slide bars for hue and saturation. A slide bar for
- intensity may also be available.
-
- Any dialog box which needs a color will have a Select Color
- button in addition to the slide bars previously mentioned.
- Choosing the Select Color button will transfer control to
- the rendering screen. The rendering screen will display a
- color rectangle in the center of the screen, a horizontal
- bar along the bottom of the screen, and a vertical bar along
- the right edge of the screen.
-
- The color rectangle in the center displays the currently
- selected color. The horizontal bar below is the hue bar.
- The vertical bar to the right is the saturation bar. Markers
- at the hue and saturation bars show the location of the
- values which combine to create the current color.
-
- To adjust the hue, move the mouse horizontally back and
- forth. The hue marker will move and the color rectangle
- will change to reflect the changing hue.
-
- To adjust the saturation, move the mouse up and down. The
- saturation marker will move and the color rectangle will
- change to reflect the changing saturation.
-
- With a little experimentation, you will be able to quickly
- select the exact color you are looking for. When you get
- it, press either the left or right mouse buttons to confirm
- your choice. Control will return to the dialog box and the
- values in the hue and saturation slide bars will reflect the
- new color selection.
-
- If you decide not to change the color after you have entered
- the color selection screen, press the middle mouse button to
- cancel the color selection and return to the dialog box.
-
- If the color rectangle does not appear in the color
- selection screen, it means that the current intensity is too
- low. In this case, you need to press a mouse button to
- return to the dialog box and adjust the intensity slide bar
- to a higher value. The color rectangle should be visible
- when you re-enter the color selection screen.
-
- \Shadows
-
- BIG D can calculate shadows cast onto objects by other
- objects. Like Reflections, this feature adds greatly to the
- realism and depth perception of the rendered image. Shadow
- calculations also add to the image generation time.
-
- With Shadows on, BIG D calculates shadows cast upon objects
- by other objects (as well as shadows cast by an object upon
- itself).
-
- Consider toggling Shadows off to save generation time.
- Shaded surfaces (surfaces facing away from a light) are
- still rendered correctly, but shadows are not cast.
-
- \Show Current Image Operation
-
- The Show Current Image operation button displays the
- currently selected image file on the rendering device.
-
- To display an image file, first select the file you wish to
- see as the currently selected image. Then pick the Show
- Current Image button.
-
- BIG D transfers control to the rendering device. It clears
- the screen, then quickly reads and displays the image file
- for your inspection.
-
- When you have finished viewing the image, press any mouse
- button and BIG D will return control to the graphics device
- and the Show Image dialog box.
-
- You are now free to show another image or pick the Done
- button to exit the Show Image dialog box.
-
- NOTE: BIG D can display 16, 24, and 32 bit images on an 8
- bit (256 color) rendering device. However, some image
- quality will be lost in comverting the image to an 8 bit
- format.
-
- \Show Image
-
- The Show Image option allows you to display a finished
- rendering on the rendering device. Each rendering is saved
- on disk as a TARGA file. You can display renderings located
- on other drives and in other directories.
-
- Selecting Show Image from the File menu causes the Show
- Image dialog box to appear. The Show Image dialog box
- contains options for selecting the file type, current drive,
- current directory, and image file name.
-
- \Show Image Operation
-
- The Show Image operation button will display the currently
- selected image file on the rendering device. When the image
- is completely shown, you can press any key or mouse button
- to return to the Show Image dialog box.
-
- Pressing Control-Q while the image is being read from disk
- will abort the reading process.
-
- \Show Lights
-
- The Show Lights option of the Display menu displays all
- currently defined lights in the plan and elevation ports.
-
- If all lights are being shown, this option changes to Hide
- Lights. Hide Lights will make all currently shown lights
- disappear.
-
- \Show Views
-
- The Show Views of the Display menu displays all currently
- defined views in the plan and elevation ports. This allows
- you to see each views relationship to the other views.
-
- If all views are being shown, this options changes to Hide
- Views. Hide Views will make all currently shown views
- disappear.
-
- \Specular Exponent
-
- The specular exponent controls how smooth a shiny surfaces
- appears. Very smooth specular surfaces will exhibit very
- small, focused specular highlights. Shiny surfaces which
- are rough will show specular highlights which are more
- spread out.
-
- The higher the specular exponent, the smoother a shiny
- surface will appear and the smaller will be its specular
- highlights.
-
- A low specular exponent will result in a rough, shiny
- surface. The specular exponent has no effect if the
- specular reflection coefficient is zero.
-
- \Specular Reflection
-
- The specular reflection coefficient determines how shiny a
- material is. Highly specular materials will exhibit shiny
- highlights reflected from light sources.
-
- If reflection mapping is turned on, the specular coefficient
- also determines how mirrored the material is. A high
- specular coefficient will clearly reflect other objects in
- the scene.
-
- Typical specular reflection coefficients are 20 percent for
- a waxy floor, 50 percent for a shiny metal, and 80 percent
- for a clean mirror.
-
- \Sun
-
- The sun is a special directional light which you can locate
- by entering your latitude, day of year, and time of day. BIG
- D uses this information to calculate the exact bearing and
- altitude of the sun.
-
- You can also specify the direction toward true north, as
- well as the sun's hue, saturation, and intensity. Select
- the Sun option of the Lights menu to define the sun.
-
- \Sun Hue
-
- The sun's hue is the color of the sun. It is defined as an
- angle between 0 and 360 degrees. The angle corresponds to a
- color on a color wheel, with red at 0 degrees, green at 120
- degrees, and blue at 240 degrees.
-
- You can select the sun's hue by picking an angle on the hue
- slide bar or by using the color selection screen (see Select
- Color).
-
- A colored sun can be used to simulate sunlight which is
- filtered through the atmosphere. For example, an orange hue
- can be used to emulate a setting sun.
-
- \Sun Intensity
-
- The sun's intensity is a measure of the brightness of the
- sun. It is an absolute number (not a percentage) from 0 to
- 100. The higher the number, the brighter the sun.
-
- If the sun intensity is set to zero, the sun is disabled and
- BIG D assumes that it does not exist. You must set a
- non-zero intensity in order to define the sun. Typical sun
- intensity values range from 30 to 50.
-
- You can select the sun's intensity by using the slide bars
- in the dialog box.
-
- \Sun Saturation
-
- Saturation is the purity or vividness of the color, measured
- as a value between 0 and 100 percent. A pure color is 100%
- saturated. As white is added, saturation decreases. Zero
- saturation gives no color at all, a shade of gray.
-
- You can select the sun's saturation by picking an angle on
- the saturation slide bar or by using the color selection
- screen (see Select Color).
-
- \Target Icon Size
-
- The Target Icon Size option sets the size of the target icon
- which is drawn in the view ports to represent the location
- of a target. The target icon is drawn as a square with an X
- inside.
-
- The size of the target icon is measured in pixels.
-
- \Target and Camera Location
-
- The target and camera locations are specified by their x, y,
- and z coordinates. The unit of measurement is set with the
- Units options of the Display menu.
-
- You may adjust the coordinates of either the camera or
- target by typing in new ones or by selecting the either
- Locate button or the Wire-Frame button at the bottom of the
- dialog box.
-
- \Texture File Type
-
- The first line under the title of the Texture dialog box
- asks for a file type. The file type refers to the format of
- the texture file, as well as the file's extension.
-
- Select the file type (TGA, WIN, or PIX) of the image to be
- assigned to the current material. The list of available
- files in the file scroll box will change depending on the
- file type chosen.
-
- \Texture Maps
-
- BIG D allows you to easily map real world textures such as
- woodgrain or brick to objects in your AutoCAD drawing.
- Texture maps can add a great deal to the realism of a scene.
-
- A texture map is a two dimensional image of a pattern or
- object. Any TARGA format file can be used with BIG D as a
- texture map. A texture map file may be captured with a
- video camera, scanned with a scanner, created with a paint
- program, or may even be an image generated by BIG D.
-
- You can assign a texture map to any material in the
- materials library, although not all materials need or have
- texture maps assigned to them.
-
- The Edit Current Material Texture button of the Materials
- dialogue box lets you assign or modify a material's texture
- map. The texture dialog box lets you select a texture file
- from anywhere on your system (including the BIG D texture
- directory).
-
- You can tell BIG D to repeat a texture pattern infinitely so
- that it will cover any size object. You can also set the
- rotation angle, width, and height of the texture map.
-
- To assign a texture map to a material in the material
- library, first select the material as the current material
- in the Materials dialog box. Then select the Edit Current
- Material Texture button to display the Texture dialog box.
-
- The Texture dialog box lets you select the file type, the
- name, the repeat mode, the rotation angle, the width, and
- the height of the texture map.
-
- \Texture Scroll Box
-
- All appropriate files which reside in the current directory
- appear in the Texture scroll box. If there are more files
- available than will fit in the box at one time, you can use
- the scroll bar to scroll through the file list.
-
- To select a new current file, move the cursor over the name
- of the file you wish to select and press the left mouse
- button. The name will highlight and the Current File line
- above will change to show the new file name.
-
- \Transmission Coefficient
-
- The transmission coefficient sets the percentage of light
- transmitted through the material. The coefficient is
- measured as a percent of light transmitted per unit
- thickness.
-
- The higher the transmission coefficient, the more light is
- transmitted through an object. Completely opaque materials
- have a transmission coefficient of zero.
-
- Thin objects transmit more light than thick objects. A
- material with a transmission coefficient of 60 percent will
- transmit 60 percent of all light through a 1 unit thick
- object. A 2 unit thick object will only transmit 30 percent
- of the light.
-
- Clear glass has a transmission coefficient of about 80
- percent.
-
- NOTE: If a light transmitting object has zero thickness
- (such as a 3D face), BIG D will reduce the amount of light
- passing through it as if it were one unit thick.
-
- \Transmissions
-
- You can assign transparent materials to objects in your
- model. BIG D will calculate the refraction effects of the
- light rays as they are transmitted through the material.
- This process is called transparency mapping.
-
- Transparency mapping can add significantly to the image
- generation time. The Transmissions option allows you to
- reduce generation time by turning off all transparency
- calculations.
-
- Turning Transmissions off will cause all objects which are
- assigned light transmissive materials to appear opaque.
- Turning Transmissions on allows BIG D to calculate
- transparency effects.
-
- \Units
-
- The Units option determines the format BIG D uses to display
- linear and angular measurements. Several formats are
- available, and most are similar to the formats available
- with AutoCAD's UNITS command.
-
- \Using AutoCAD
-
- Most AutoCAD 3D drawings can be imported into BIG D without
- modification. All you need to do in AutoCAD is create a
- drawing interchange (DXF) file.
-
- In addition, BIG D offers enhancements to AutoCAD's 3D
- modelling capabilities which save time and produce superior
- renderings.
-
- *** Supported Entities ***
-
- AutoCAD entities currently supported by BIG D include LINES,
- ARCS, CIRCLES, SOLIDS, 3DFACESand 3DMESHES. Entity
- elevation, thickness, layer, and user coordinate system are
- maintained.
-
- BIG D fully supports BLOCKS and BLOCK INSERTIONS.
-
- NOTE: POLYLINES are not currently supported by BIG D. If
- you wish to include polylines in drawings, you must EXPLODE
- each polyline into LINES and ARCS.
-
- *** Layers ***
-
- BIG D assigns material properties to entities based on
- layers. In other words, all entities which are drawn on the
- same layer will be assigned the same material properties.
-
- Conversely, if you wish to assign different material
- properties to different entities, then the entities must be
- drawn on different layers. It is important that you keep
- these rules in mind when building your model.
-
- *** Modelling Enhancements ***
-
- BIG D offers enhancements to AutoCAD's 3D modelling which
- save time and improve the quality of your renderings.
-
- *** Complex Shapes and Extrusions ***
-
- With BIG D you may easily create complex shapes and
- extrusions with holes using only LINES, ARCS, and CIRCLES.
- Any collection of LINES and ARCS which form a closed shape
- are interpreted by BIG D as a single, solid shape. Closed
- shapes which are inside other closed shapes will form holes.
-
- The endpoints of the individual entities must match exactly,
- the entities must reside on the same layer, and the entities
- must have the same elevation and thickness. Closed shapes
- completely enclosed by other closed shapes form holes.
-
- BIG D handles extrusions much more efficiently than it does
- other types of entities. You are encouraged to use the
- solid extrusion enhancement whenever possible.
-
- *** Surfaces of Revolution ***
-
- If you are using Release 10, you can use AutoCAD's REVSURF
- command to generate surfaces of revolution. However, BIG D
- offers a more efficient alternative with two special lisp
- routines: BDRSURF.LSP (a drawing tool), and EDRSURF.LSP (an
- editing tool).
-
- Before you can generate a surface of revolution, you must
- first draw a cross section of the surface using LINES, ARCS,
- and/or CIRCLES.
-
- The cross section must be drawn relative to an axis of
- revolution. The axis of revolution is a line parallel to the
- local Y axis about which the cross section is to be
- revolved.
-
- NOTE: The entities which make up the cross section MUST be
- drawn to the right of the axis of revolution.
-
- If you wish to create a solid object, the cross section must
- be drawn as a closed shape. If the cross section is not a
- closed shape, the resulting object will not be solid.
- Instead, it will be an infinitely thin shell.
-
- To use BDRSURF and EDRSURF in AutoCAD, you must first load
- them using the Autolisp "load" command. The two lisp
- routines reside in the BIG D directory so you must give the
- full path name when loading them.
-
- For instance, if the BIG D directory is named "BIGD", you
- should enter the following command at the AutoCAD command
- prompt to load BDRSURF.
-
- (LOAD "/BIGD/BDRSURF")
-
- Then type the name of the lisp routine at the next command
- prompt to execute the command.
-
- BDRSURF
-
- BDRSURF creates a block from a series of LINES, ARCS or
- CIRCLES which are revolved to represent a surface of
- revolution. The block must be INSERTed for this feature to
- work.
-
- BDRSURF asks for a block name, insertion point, angle of
- revolution, and the entities to be revolved. The entities
- are revolved about a line parallel to the y-axis through the
- insertion point. The angle of revolution starts at the x-y
- plane and moves around the revolution line according to the
- right-hand rule.
-
- EDRSURF allows you to easily edit a block created by
- BDRSURF. It re-inserts the original entities which created
- the revolved surface. You can add to, subtract from, or
- modify the entities. The block must then be rebuilt with
- BDRSURF.
-
- NOTE: Do not insert a block created by BDRSURF as individual
- parts (do not precede the block name with a "*") and do not
- EXPLODE a block created by BDRSURF.
-
- *** Creating the DXF File ***
-
- BIG D cannot read AutoCAD drawing (DWG) files directly, but
- it can read AutoCAD drawing interchange (DXF) files. For a
- drawing to be rendered with BIG D, it must first be saved as
- a DXF file. A DXF file can be created within AutoCAD's
- drawing editor by using the DXFOUT command. See your
- AutoCAD Reference Manual for details.
-
- NOTE: If you are using AutoCAD Release 10, you should use
- the binary option to create a binary DXF file. BIG D can
- read both ASCII and binary DXF files, but the binary format
- has several advantages. It can be created by AutoCAD and
- read by BIG D more quickly than an ASCII DXF file. Also, a
- binary DXF file is smaller than an ASCII DXF file.
-
- \View Operations
-
- The View dialog box offers two operation buttons: Locate and
- Wire-Frame.
-
- *** Locate ***
-
- The Locate operation button lets you graphically locate the
- current view's target and camera in the plan and elevation
- ports.
-
- *** Wire-Frame Operation ***
-
- The Wire-Frame operation button causes BIG D to draw a
- wire-frame projection of the model from the current view.
- The projection type (parallel or perspective) and lens focal
- length depend on the values set in the Rendering Options
- dialog box.
-
- The wire-frame projection gives you a preview of what the
- model will look like from the current view. A button panel
- to the right of the projection lets you fine-tune the
- locations of the target and camera to get exactly the view
- you want.
-
- \Views
-
- A view consists of a camera and a target. The camera is the
- point from which you want to view the scene. The target is
- the point toward which you wish to look.
-
- Each view is numbered, beginning with view number 1. BIG D
- generates the image files in the order they are numbered.
-
- The name of each output image file consists of the base file
- name plus a two digit view number, plus the appropriate file
- extension (TGA or PIX). The base file name can be up to
- four characters long and defaults to the first four
- characters of the input DXF file.
-
- The Views menu offers four options: add a view, insert a
- view, delete a view and edit a view. If no views are
- currently defined, only the add a view option is available.
-
- \Views Menu
-
- The Views menu allows you to establish and edit a sequential
- list of viewpoints in your 3-D model. You may add a new
- view, insert a new view before an existing view, delete a
- view, edit an existing view, and generate any number of
- additional frames between any two defined views.
-
- You must define at least one view before generating an
- image. If you define more than one view, BIG D generates an
- image file for each view.
-
- \X-ray Light
-
- An x-ray light is a special type of BIG D light that does
- not cast shadows. X-ray lights penetrate through objects and
- illuminate all surfaces which face the x-ray light.
-
- X-ray light is primarily used to simulate background light
- which is reflected off other objects, helping to
- differentiate surfaces in shade.
-
- For example, suppose you have two walls joined at right
- angles in an L shape. If only one light (not an x-ray light)
- is present, one side of each wall is illuminated and the
- other side is in shade.
-
- The shaded sides are illuminated only by ambient light. If
- both walls have the same material properties, the ambient
- light illuminates each wall equally, making the intersection
- of the walls disappear (because both surfaces have the same
- intensity).
-
- Now suppose you add an x-ray light at a direction roughly
- opposite the primary light. Give the x-ray light a small
- intensity, say 10 percent of the primary light. The x-ray
- light now helps the ambient light illuminate the shaded
- walls.
-
- But since the x-ray light strikes the two walls at different
- angles, it illuminates one wall more than the other, helping
- to differentiate the two walls in shade.