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- \Interface Overview
- A program's "interface" refers to how the screen appears, and how
- the program presents choices to the user. BIG D 6.0 features a
- graphical user interface consisting of pull-down menus, dialog
- boxes, and viewports. Since it is mouse-driven, the interface
- makes it easy to set up camera, lights, and rendering variables.
-
- The majority of BIG D's features can be accessed using the mouse,
- but occasionally you have to type in data such as new file names,
- coordinates, and light intensities.
-
- The BIG D screen contains a title bar, menu bar, a tools bar,
- viewports, and a prompt area. Pull-down menus appear when you
- click the cursor over menu choices on the main menu bar. When
- these choices in turn are picked by clicking with the mouse
- button, they bring up dialog boxes which control most BIG D
- features.
-
- <SEE ALSO>
- Menus
- Tools Menu
- Keyboard Shortcuts
-
- \Procedure Summary
- Here is a quick summary of the steps to follow, to render
- with BIG D:
-
- 1. INSTALL, CONFIGURE, AND LOAD BIG D
-
- You must first install BIG D on your hard disk and configure BIG
- D for your system. The BIG D installation and setup programs
- make this easy: just run INSTALL.EXE and then BDSETUP.EXE. To
- load BIG D, type "BIGD" at the DOS command prompt.
-
- 2. IMPORT THE 3D MODEL
-
- Before working with BIG D you must have a 3D model in
- DXF format. Once BIG D is loaded, you can open a DXF
- file of your choice by using the Files menu on the main
- menu-bar. A sample DXF file (named LOGO.DXF) is supplied with
- BIG D so that you can begin to use the program
- immediately.
-
- 3. ASSIGN MATERIALS
-
- Materials are assigned to objects in the model by layer.
- When you first open the DXF file, each layer in the model is
- automatically assigned a material from BIG D's materials
- libraries. Change the materials and texture assignments by
- using the Layers and Materials dialog boxes of the Options
- menu. This allows you to assign any material to any layer.
- 1-2
-
- 4. SPECIFY RENDERING OPTIONS
- The Options Menu allows you to set variables which control
- the appearance and format of the finished rendering, as well
- as processing time for the rendering.
-
- 5. DEFINE VIEWS
- You must define at least one view by locating both camera
- and target. Together they determine how you will see the
- model in the generated image. This process can be repeated
- to generate as many views as you wish.
- (Using the viewports, you can fine tune the locations of the
- camera and target to get exactly the view you want.)
-
- 6. LOCATE LIGHTS
-
- You must also define at least one light source. The Lights
- Menu allows you to add, delete, and edit lights, and also to
- manipulate ambient light and sunlight. The Add Light dialog
- box lets you locate lights in the viewports.
-
- 7. RENDER THE SCENE
-
- Once you have assigned materials, defined lights and views,
- and specified rendering options, use the Render Scene option
- from the Render menu to create the image file that is the final
- product.
-
- BIG D allows you to rapidly create preliminary renderings of
- the entire scene, or of selected layers only. You can check
- the results of your choices, and adjust your settings, using
- these "rough drafts" before you invest computer processing
- time rendering the high quality final image. The final image
- is saved as an image file in the GIF, PCX, or TGA (TARGA)
- formats. The default is GIF.
-
- 8. SHOW THE IMAGE
-
- Use the Show Image option from the Render menu to look at
- your finished renderings.
-
- Making Changes
-
- BIG D allows you to easily change any rendering attribute, or
- generate additional views. For example, to change the view,
- use the Edit View dialog box. To lower the light level, use
- the Edit Light dialog box.
-
- If you want to make a change in the model itself (such as
- moving a chair to the other side of the room) you must make
- the change in the modeling program, then reload the updated
- DXF file into BIG D.
-
- BIG D remembers all rendering options, lights, views, and
- materials from the last session, so you do not have to re-enter
- any information. You do have to generate a new image in
- order to see the effects of the changes you have made. Part
- of every rendering is saved and used by BIG D for any sub-
- sequent renderings of that scene. Therefore, many changes
- that you might make require only a partial regeneration of the
- image file, saving you large amounts of time. Renderings can be
- done quickly at a low resolution to check settings, and then at
- high resolution for final, presentation-quality images.
-
- Opening Screen
-
- In the opening screen of the BIG D program, the name and version-
- number of the program appear in a title-bar at the top of the
- screen.
-
- Below the title-bar are the primary menus of the program,
- beginning at the left with the first menu that you will use,
- Files, and proceeding roughly in order of use for the others.
- 1-7
-
- BIG D displays the Open Scene dialog box first, because you
- usually begin a session by opening a scene.
-
- To the far right of the BIG D screen is the Tools menu, which
- provides you with a large and flexible group of viewport
- manipulators. Use this menu to view your model, inside the
- program.
-
- Only the main menu bar and view Tools menu remain fixed. As
- you make menu choices, the screen will change, showing the
- appropriate dialog boxes or viewports.
-
- \Mouse
- The mouse is a pointing device which controls the screen cursor.
- (The cursor is normally shaped like an arrowhead.) To operate
- BIG D, you must have a Microsoft-compatible mouse, or a
- digitizer. (Most digitizers can be configured to emulate a
- mouse.) Refer to your mouse documentation for instructions on
- how to install and activate the mouse - this is usually done by
- adding a command to your autoexec.bat file.
-
- NOTE: The mouse must be activated before you start BIG D. Use
- only the "pick button" (usually the left button) for all
- operations.
-
- Use the mouse to:
-
- 1. Pick menu items (position the cursor arrow over an item, and
- then press the pick button.)
-
- 2. Move "slide bars" to adjust settings, and scroll through
- lists (see Dialog Boxes below.)
-
- 3. Drag camera, target, and light icons in the viewports.
-
- 4. Position and pick within a text box before typing in data.
-
- 5. Toggle "buttons" on or off.
-
- When prompted to select an item from the screen, move the cursor
- over the item and press the button ("click on" it).
- "Dragging" with the mouse is similar: as you move the cursor, a
- rubberband line will extend from the icon to the cursor. When
- you release the pick button, the icon will jump to the new
- location. The new location will show in the Camera coordinates'
- text box.
-
- \Menus
- BIG D has three menu types: a main menu bar across the top of the
- screen, pull-down menus that appear when you pick a main menu
- item, and a Tools menu used to set views.
-
- Main Menu Bar
-
- The main menu bar shows all the major program operations.
- Clicking on a main menu item activates its pull-down menu.
-
- Pull-Down Menus
-
- Pull-down menus display several related operations. For example,
- picking Files from the main menu, activates the Files pull-down
- menu.
- <SEE ALSO>
- Tools Menu
- Ports
-
- \Ports
- Before using the Tools menu to adjust views, pick the viewport
- you want to manipulate by picking any point within the viewport.
- The name bar at the top of the viewport turns a darker gray,
- indicating that the viewport is current. Viewports display wireframe
- views of the 3D model. Use the viewports to graphically locate
- icons (for camera, target, and lights) in relation to the model.
-
- Viewports appear after you load a model using the Files menu
- options. Initially, two ports are displayed; the Top port
- displays a top view of the model, and the Front port displays a
- front view.
-
- Viewports can be toggled to fill the entire screen. Use the Fill
- Screen button (top right corner of each viewport) to fill the
- screen with the current viewport. Pick the same button again to
- shrink the viewport back to its normal size.
-
- A third viewport appears when you add or edit a view (Views menu
- option). The third viewport, in the lower left corner of the
- screen, shows how the particular view you're working on will
- appear in the rendering.
-
- The button in the upper left corner of each viewport is used to
- change the orientation of the model. Six alternate view points
- are available: Top, Bottom, Left, Right, Front, and Back. Use
- this button like a scroll list; pick the button and hold, move
- the cursor over the view you want, and release the pick button.
- Whenever you zoom or pan a viewport, BIG D must redraw the entire
- viewport. This is similar to a redraw in AutoCAD.
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Dialog Boxes
- Most of BIG D's features are controlled through dialog boxes,
- which appear when you pick options from the pull-down
- menus. Dialog boxes allow you to input or adjust settings.
- Box Title
-
- Every dialog box has a title in the middle of a blank strip
- across its top. The title describes the purpose of the box.
-
- Labels
-
- Labels describe each element in the dialog box. The element
- described is usually located directly to the right of the label.
-
- Toggle Button
-
- Some dialog boxes contain small square buttons, which appear
- adjacent to a single word or phrase of text. Use the mouse to
- click the buttons on or off. A smaller black square within the
- check box means it is active, On. A blank button is Off.
-
- Text Buttons
-
- A Text Button controls a single function. Each button is a small
- rectangular box, shadowed so as to appear raised and three-
- dimensional. The name of the button's function is displayed on
- the button. Buttons are grouped in sets, and only one button in
- a set can be selected at any time. (For example, [OK] and
- [Cancel].)
-
- Use the mouse to select a button. When a button is selected, it
- appears to become depressed, as a 3D button would.
- Scroll-List Buttons
-
- Scroll lists appear on the dialog boxes as buttons containing
- text (usually a default setting), with labels beside them. To
- change a setting, pick and hold the scroll list button; a list of
- alternate settings will appear. Position over the desired set-
- ting, and release to select.
-
- Scroll Boxes
-
- Use Scroll boxes to select one item from a (possibly long) list
- of items. A scroll box consists of a box, titled at the top, a
- list of selectable items in a column, and a vertical scroll bar
- along the right, with arrowheads pointing up and down. The
- currently selected item in the list is highlighted in dark gray.
- Select items in a scroll list by clicking on their names. If the
- number of items in the list exceeds the number of items which can
- fit in the box, use the scroll bar down the right side of the box
- to scroll through the list. The up and down arrows scroll the
- list one item at a time, with each click of the mouse-cursor on
- the up or down arrow. If you hold down the mouse-button, the
- items will scroll continuously. (You still must pick on the item
- before it is selected in the program.)
-
- Slide Bars
-
- Use slide bars to enter whole or decimal numbers within a finite
- range. A slide looks like a scroll bar turned on its side. It
- consists of a horizontal bar with left and right arrows at each
- end, and a raised square that slides along inside the bar. This
- arrangement allows you to see approximately what range is in
- effect for a given type of data. Beside the slide bar is a
- number box, showing the slide bar's current value. To adjust the
- slide bar, pick and hold the small square within the slide bar.
- While holding down the pick button, slide the square back and
- forth. The number box value will change as you slide the square.
-
- Fine tune the slide bar setting with single clicks on the left
- and right arrows.
-
- Text Boxes
-
- Use Text boxes to enter data which cannot be entered by one of
- the previous methods, such as numbers and names. To enter data,
- click on the text box, then type the number or text. It is
- necessary to press [Enter] when done.
-
- Most dialog-box screens come up with the first text box already
- active (an active text-box shows white letters on a black
- background). If this is the case, you can enter text without
- having to pick the text box.
-
- If you want to move from one text box to another, without
- entering data, use the TAB key.
-
- \Keyboard Shortcuts
- Most menu options and some dialog boxes have keyboard shortcuts,
- designated by an underlined letter in the menu option. You may
- type the letter to execute the command, and in fact, this is the
- quickest way to use the program's menus.
-
- For example, to open a new file using keyboard shortcuts, first
- press F to display the Files menu. Then press O to access the
- Open Scene dialog box. BIG D displays the Open Scene dialog box
- just as if you had used the mouse cursor. A keyboard shortcut for
- text-boxes is the TAB key, used to step from one to another
- without having to enter input.
- <SEE ALSO>
- Menus
- Interface Overview
-
-
- \Files Menu
- The Files menu is your entryway to the BIG D program, since
- it is the first menu you see. It also lets you save your work
- during sessions, and exit when you've finished.
-
- If you look through the Files dialog boxes, you'll note they are
- similar. The dialog boxes are, in fact, almost identical (except
- for titles), because they concern file management - loading,
- merging, and saving files.
-
- When you start a BIG D project you will be working with two
- types of files - DXF and BDS. The 3-D models that BIG D
- renders have to be imported in DXF format. Think of the DXF file
- as a model that you hired from a modeling agency; the DXF file
- walks into your "studio" from somewhere else. Your "studio" is
- the BDS file; it contains the environment for the model - camera,
- lights, rendering variables.
-
- A photographer does not call in carpenters to construct a new
- studio every time he wants to set up a different lighting and
- camera arrangement, but simply changes the setup in an
- existing studio. Likewise, you do not "build from scratch" a
- new BDS scene for each rendering; you load an existing (or
- "seed") BDS file, assign it a name, and then change lights,
- camera, and rendering variables. BIG D files include an
- "empty" seed scene with default settings, named BIGD.BDS.
-
- If you modify BIGD.BDS, you're creating a new prototype
- scene-file (copy the original to a floppy for safekeeping).
- Three of the six options on the Files menu are used to load
- files: New Scene, Open Scene, and Open DXF. The reason
- for all these loading options is that BIG D is designed with the
- assumption that you will take more than one work session to
- complete most renderings. By using slightly different proce-
- dures - depending on whether you're beginning a new
- project, or returning to work on a project - each path is made
- more efficient.
-
- Use the other three menu options, Save Scene as, Save Scene,
- and Quit, to save your work and exit the program.
-
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Files Summary
- Use the Files menu to load files, save your work, and quit at
- the end of a rendering session.
-
- Start a project with the New Scene option, using the New
- Scene DXF File dialog box to load a model, and then the New
- Scene BDS File dialog box to load a BDS scene file. Load a
- scene file by either assigning a new name to the default
- BIGD.BDS file, or by choosing an existing scene file from the
- scroll box.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \New Scene Procedure
- Load a New Model and a New Scene Using [New Scene]
-
- 1. Pick [Files] from the main menu bar and [New Scene]
- from the pull-down menu.
-
- NOTE: If you just fired up BIG D, the Open Scene dialog box
- will be on the screen. Pick [Cancel] to clear the screen.
-
- 2. When you pick [New Scene], the [New Scene DXF file]
- dialog box will appear. Use the Directory scroll box if you
- need to change directories, and the Files scroll box to pick a
- DXF file (ex. condo.DXF).
-
- ANOTHER NOTE: When you have accumulated a large
- number of DXF files, it is usually quicker to pick the text box
- labeled "Name:" and type in the file name, rather than scroll
- through a long list.
-
- 3. Pick the [OK] button. The New Scene DXF File dialog
- box disappears and the New Scene BDS File dialog box
- appears.
-
- 4. On the New Scene BDS File dialog box, pick the "Name:"
- text box and type in a new name (ex. condsite.BDS).
- ONE MORE NOTE: This operation creates a new scene file
- from the prototype BIGD.BDS scene file, leaving BIGD.BDS
- intact. The new scene file, condsite.BDS, will now be on the
- Files scroll box list.
-
- 5. Pick [OK] to return to the main menu bar.
- THE LAST NOTE: The DXF file condo.DXF and the BDS
- file BIGD.BDS are now linked in a scene/model file named
- condsite.BDS.
-
- 6. Pick [Files] from the main menu bar, and [Save Scene]
- from the pull-down menu, just to be safe.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Open Scene Procedure
- Load an Existing Scene:
-
- Once you have linked a BDS scene file and a DXF model file,
- start your next rendering session by using [Open Scene] to load
- the scene/model combination in one process.
-
- 1. Pick [Files] from the main menu bar, and [Open Scene]
- from the pull-down menu. (If you just accessed BIG D, Open
- Scene will already be on the screen.)
-
- 2. Use the Directories scroll box if you need to change
- directories, and pick the BDS file you want from the Files
- scroll box.
-
- 3. Pick the [OK] button.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
-
- \Open DXF Procedure
- Load a Model into a Scene:
-
- This option is useful if you wish to render several models,
- using the same scene settings (for example, a series of render-
- ings showing a building in various stages of construction.)
-
- 1. Load a BDS scene file using [Open Scene]. The scene file may
- or may not contain a model.
-
- 2. Pick [Files] from the main menu bar and [Open DXF]
- from the pull-down menu.
-
- 3. Use the Directories and Files scroll boxes to select a DXF
- file.
-
- 4. Pick the [OK] button.
-
- 5. Use the [Save Scene as] option so that you don't destroy the
- original scene file.
-
- Using [Save Scene as] To Assign a New File Name
-
- 1. Pick [Files] from the main menu, and [Save Scene as]
- from the pull-down menu.
-
- 2. The [Save Scene as] dialog box will show the last file you
- just loaded as the current scene. Pick the "Name:" text box,
- type in a new name, and then press [Enter] to assign the new
- name.
-
- 3. Pick the [OK] button to clear the screen. You have now
- created a new file, and the original BDS file will remain intact.
-
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
-
- \Save Scene Procedure
- Use this option periodically during your work sessions (say,
- every twenty minutes to an hour), and before you quit, to save
- the current scene and its settings.
-
- 1. Pick [Files] from the main menu bar, and [Save Scene]
- from the pull-down menu.
-
- \Quit Procedure
- 1. When you're through, pick [Files] from the main menu bar,
- and [Quit] from the pull-down menu. (Or type "F" and then
- "Q", as keyboard alternatives to use of your mouse.)
-
- 2. If you have made any changes after the last time you used
- [Save Scene], BIG D will ask if you want to save the changes.
- Pick [Yes] if your session went well, [No] if not.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
-
- \New Scene
- Picking [New Scene] from the Files menu calls up the New
- scene DXF File dialog box, and then the New Scene BDS File
- dialog box.
-
- New Scene DXF File lists all the 3-D models saved in DXF
- format in your system. The DXF stands for Drawing Inter-
- change File format. This file format was initially developed by
- AutoCAD. The DXF format is now used by virtually all 3-D
- modeling programs. BIG D imports DXF files from any
- source.
-
- The Directories scroll box lists the directories in your system
- that contain DXF files. The name of the current directory
- appears by the label "Directory." The Files scroll box lists all
- the DXF files in the current directory. If you cannot find the
- name of the DXF file you want in the Files scroll box, you
- may need to change directories by picking another directory in
- the Directories scroll box.
-
- When you pick a DXF file, the file name will appear in the
- text box labeled "Name:" at the top of the dialog box.
-
- NOTE: Selecting a DXF file to use in BIG D does not in any
- way change the original drawing model or the DXF file (as if
- the modeling agency didn't actually send over the top model
- you asked for, but an amazingly life-like clone).
-
- As with all BIG D dialog boxes, picking [OK] implements
- whatever changes you made using the dialog box (in this case
- loading a DXF model), and picking [Cancel] aborts any of
- your operations.
-
- When you pick [OK] the New Scene DXF File dialog box is
- replaced by the New Scene BDS File dialog box, so that you
- can load a scene around your model.
- There are two ways to load a scene with New Scene:
-
- 1. Pick the text box labeled "Name:" and type in a new name
- to load the bigd.bds prototype scene file. This scene file is an
- "empty studio"; it has no lights or views defined. Using this
- route leaves the original bigd.bds scene file intact. The new
- name will appear on the Files scroll list.
-
- 2. Pick a BDS file from the Files scroll box. This BDS file
- may or may not contain a DXF model. If it does, the DXF
- file you just selected will "kick out" the previous model and
- take its place.
-
- If you pick a BDS file from the scroll box, use [Save Scene
- as] to create a new file for the scene/model combination, and
- leave the original BDS file intact. [Save Scene as] will
- prompt you for a new file name. If you save the new scene/-
- model combination with [Save Scene], it will overwrite the
- original BDS file.
-
- Picking a BDS file from the Files scroll box brings in the file
- with all its lights, camera, and rendering variables intact,
- which is the reason to use this procedure rather than the simpler
- one of using the bigd.bds prototype file.
-
- Use New Scene if you want to do a series of renderings of the
- same model with different scene settings, such as a walk-
- through, or lighting studies of the same architectural model
- through the course of a day.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Open Scene
- Use Open Scene for follow-up sessions on a rendering. The
- Open Scene dialog box allows you to load an existing scene/-
- model combination (BDS file and DXF file that have been
- linked in the BDS scene file) in one step. When you first load
- BIG D, the screen appears with the Open Scene dialog box
- already in place, since it is usually the first option you need.
-
- You can also use Open Scene to load a BDS scene first, and
- then load a DXF model into it. (As if you had your studio all
- set up and the model came in late, complaining about traffic.)
-
- When you load BIG D, the screen appears with the Open
- Scene dialog box already in place. The most efficient use for
- Open Scene is to load a scene/model BDS file that you created
- using New Scene. Simply pick the BDS file name from the Files
- scroll box. Several of BIG D's main menu choices are disabled
- until a scene is loaded; even if you just want to play around
- with lights or views, you have to load a scene first.
-
- BIG D includes several sample scene files on your distribution
- disks - bigd.bds, logo.bds, house.bds. All except bigd.bds
- include a DXF model, so that you can begin to use BIG D
- immediately.
-
- To load a BDS file using Open Scene, you MUST pick an
- entry on the Files scroll list. The program will not allow you
- to pick the "Name:" space and type in a file name that
- doesn't already appear on the list. You must select an existing
- file and change the name using [Save Scene as] to create a
- new scene file.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Open DXF
- This option is useful if you want to produce a series of ren-
- derings of different models using the same scene settings -
- similar to a photographer who's set up a backdrop, lights, and
- camera in a supermarket, and is pulling a line of kids one by
- one into the model's seat. Use Open Scene to load a scene,
- and Open DXF to load a model. Manipulate camera, lights,
- etc. until they're right, then use Open DXF to transfer different
- models into the scene one after another.
-
- Use Open DXF to load a model into a scene. Once the model is
- loaded, the combined scene/model file retains the BDS extension,
- although the model is still listed with a DXF extension in the
- DXF Files scroll boxes.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Save Scene as
- "Save Scene" and "Save Scene as" are used to save your work
- during asession. When you have loaded a BDS file with Open
- Scene, and a DXF file with Open DXF, call up [Save Scene as] and
- type in a new file name. Otherwise you will write over and
- destroy the original BDS file.
-
- Once you have created the new BDS file, and used [Save
- Scene as] to save it under its new name, you can use [Save
- Scene] thereafter, without fear of writing over the default or
- "seed" BDS file.
-
- You can also use Open Scene (in combination with Open
- DXF) to load a scene and then load a model - useful if you
- want to render a series of DXF models using the same scene
- settings. Each DXF model that you load will "kick out" the
- previous model.
-
- Any time you load a BDS file (with or without a model) to
- work on, but want to leave the original BDS file intact, you
- must - at some point - assign a new name to the file.
- Otherwise, your changes will write over the original BDS file.
- If you have not already typed in a new name, using the New
- Scene option, use [Save Scene as] to assign a new name.
-
- When you pick [Save Scene as] from the pull-down menu, the
- last BDS file you loaded will be the current file. Pick the
- "Name:" text box, type in a new name, and press [Enter] to
- "split off" the new BDS file from the original BDS file. Both
- old and new filenames will show in the Files scroll boxes.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
- \Save Scene
- Save Scene simply saves the current scene file - with or
- without a DXF model. The Save Scene option does not call
- up a dialog box; all you have to do is pick it on the pull-down
- menu. It's a good idea to use Save Scene periodically during
- a work session, particularly when you have just finished a
- major portion of the job, such as defining all the lights, or
- assigning materials.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
-
-
- \Quit
- The Quit option exits BIG D. If you have made any changes
- since the last time you used [Save Scene] or [Save Scene as],
- picking [Quit] prompts you to save. Otherwise, no dialog box
- appears.
-
- Alternatively, use the Open Scene option to load an existing
- BDS file, the Open DXF option to load a model, and then save
- the combination with a new file name.
-
- If you have already linked the scene and model file into a BDS
- file, use Open Scene to call up the combination file.
- Use [Save Scene as] to assign a new name to a file and save
- it. Otherwise, use [Save Scene]....and use [Quit] to quit.
-
- In any case, you should save copies of all the .BDS sample
- scene files that come with the BIG D program, either in a
- deep, dark subdirectory of your hard disk, or on a dark floppy
- disk deep in your collection of back-up disks. (You do have
- such a collection, don't you?) That way, you will always have
- the prototype scene-descriptions available to you.
- <SEE ALSO>
- Files Menu
- New Scene
- New Scene Procedure
- Open DXF
- Open DXF Procedure
- Open Scene
- Open Scene Procedure
- Quit
- Quit Procedure
- Save Scene
- Save Scene Procedure
- Save Scene as
- \Options Menu
- The Options menu has five headings: Layers, Image File, Expert,
- Display, and Materials. This broad range of operations requires
- two chapters.
-
- Layers and Materials dialog boxes are used to assign materials
- and textures to your model. Although Layers and Materials are at
- opposite ends of the Options menu, they work together in the
- creation of renderings.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflectiont
- Bumping a Texture Map
- Can Be Shadowed
-
- \Materials Procedure
- The route you choose for material operations depends on
- whether you want to assign an existing material, edit an
- existing material, or create a new material. The routes
- are somewhat artificially separated; you will probably use
- several for any particular rendering.
-
- Assign Existing Material
-
- 1. Pick [Options] from the main menu, and then [Layers].
-
- 2. The top scroll box on the Layers dialog box contains On
- buttons for each layer, layer names, the name of the default
- materials, and the material libraries. Make sure that the layers
- you want to use in the rendering are toggled "ON" (the button
- is black if the layer is On).
-
- 3-A. If the material you wish to assign is in the current
- library (listed in the Materials scroll box), pick the material
- name in the scroll box, and it will highlight.
-
- 3-B. If you want to use a material from another library, pick
- the [Change Library] button to call up the Open Library
- dialog box, which contains a Files scroll list of BIG D's
- libraries. Pick the library you want, and then pick [OK].
- When you return to the Layers dialog box, the new library
- name appears by the label "Current Library", and its contents
- are listed in the Materials scroll box. Pick the material you
- want.
-
- NOTE: If you need to access library files from elsewhere in
- your system, use the Directories scroll box on the Open
- Library dialog box to change directories. Position the cursor
- over the drive you want and rapidly click twice. Double click
- your way to the directory you need.
-
- 4. Once you have chosen the current material, pick the layer
- (or layers) you want in the Layers scroll box. The line will
- highlight.
-
- 5. Pick the [Apply] button, or double-click on the layer, to
- actually assign the material.
-
- 6. Follow the same procedure - pick a material, then a layer,
- then [Apply] - to assign materials to the remaining layers.
-
- 7. When you've finished, pick the [OK] button to return to
- the main menu. (Or [Cancel] if you change your mind.)
-
- NOTE: If you used a material that has a texture map assigned
- to it, see the Edit Texture Usage section.
-
- Edit a Material
-
- Use this route to change the settings of a material in BIG D's
- libraries.
-
- 1. Pick [Options] from the main menu, and [Materials] from
- the pull-down menu, to call up the Materials dialog box.
-
- 2. First, select the material you want to edit. If it's in the
- current library (listed in the Materials scroll box), all you
- have to do is pick it. If you need to change libraries, pick the
- [Change Library] button in the Library Operations group box
- to change libraries.
-
- 3. Once you have selected the material, it will be listed beside
- the label "Current Material" and its library will be listed as
- the "Current Library". Pick the [Properties] button in the "Edit
- Material" group box.
-
- 4. The "Material Properties - (Material Name)" dialog box
- contains settings for all of the current material's properties.
- Adjust the settings for Color, Coefficients, and Options. Pick
- the [OK] button if the new settings are, indeed, OK.
-
- 5. You will return to the Materials dialog box, and the
- changed settings will be incorporated into the material. If you
- want to check your adjustments, pick the [Show Material]
- button in the Edit Material group box. BIG D will generate a
- quick rendering of a sphere. The edited material is assigned
- to the sphere. Press any key to get out of the Show Material
- mode.
-
- 6. To use the newly edited material, access the Layers dialog
- box assign it to a layer.
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Add or Delete a Material
- Use this route to create a new material while leaving the base
- material intact.
-
- 1. Pick [Options] from the main menu, and [Materials] from
- the pull-down menu.
-
- 2. You can use any of BIG D's materials for the base mate-
- rial, but the closer the original material is to what you want,
- the fewer changes you will have to make. The new material
- will be in the same library as the base material. Select a base
- material from the Materials scroll box; the base material will
- appear at the Current Material label, and its library at the
- Current Library label.
-
- 3. In the "Material Operations" group box, pick [Add New
- Material] to access the "Material Properties - New Material"
- dialog box.
-
- NOTE: If you want to delete the current material, at this point
- pick [Delete Material] from the Material Operations box.
-
- 4. When you pick [Add New Material], the "Material Prop-
- erties - New Material" dialog box appears. The dialog box comes
- up with settings for the base material. Type in a new name for
- the material (it will appear in the "Name:" text box), and press
- [Enter]. This creates a new material and leaves the original
- material intact.
-
- NOTE: If the new material you're creating has a texture map,
- at this point, pick [OK] to return to the Materials dialog box.
- In the Edit Material group box, pick the [Texture] button to
- access the Material Texture dialog box, so that you can edit the
- Map Attributes.
-
- 5. Specify new settings for Color, Coefficients, and Options,
- as needed.
-
- 6. Pick the [OK] button to return to the Materials dialog box.
- Pick the [Show Material] button in the "Edit Material" group
- box to get a look at your creation.
-
- 7. The new material name will now appear on the scroll list
- of materials, in the same library as the base material.
-
- 8. To use the new material, go to the Layers dialog box and
- assign the material to a layer.
-
- Difference Between Editing and Adding a Material
-
- To summarize the difference between editing and adding a
- material:
-
- EDIT MATERIAL. Go to the Materials dialog box and pick
- the [Properties] button from the Edit Material group box to
- access the "Material Properties" dialog box. This route will
- change the settings of the original material.
-
- ADD MATERIAL. Go to the Materials dialog box and pick
- the [Add New Material] button in the Material Operations
- group box to access the "Material Properties - New Material"
- dialog box. This route will define a new material which will
- be added to the same library as the base material, and will
- leave the base material settings intact.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Textures
- In addition to the texture maps furnished by BIG D, a texture
- map file may be captured with a video camera, scanned with
- a scanner, or created with a paint program, as long as its file
- format is one that BIG D recognizes.
-
- The settings for color do not affect textures, but all other
- material properties do. You cannot adjust the color of "brick-
- red" to make it "brick-purple." You CAN adjust the coeffi-
- cients to make "shiny brick-red," for example, by raising the
- 3-5
- Specular Reflectivity Coefficient. You can also adjust the
- scale, angle, and repeat mode of the texture. For example, you
- can make "brick-red" into "big brick-red," or "skinny Roman
- brick-red."
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Edit Texture procedure
- Use this procedure to "wallpaper" an object in your model with
- a texture map.
-
- 1. Pick [Options] from the main menu, and [Materials].
-
- 2. The materials furnished by BIG D that have texture maps
- assigned to them are all in the bigd.bdm library. If bigd.bdm
- is not the current library, pick [Change Library] to call up the
- Open Library dialog box to make bigd.bdm the current
- library.
-
- 3. Pick the material you want to edit (for example, "brick-
- red") from the Materials scroll box. Its name will appear
- beside the label "Current Material:".
-
- 4. Pick the [Texture] button in the Edit Material group box
- to get to the Material Texture dialog box; the title strip will
- read "Material Texture - brick red."
-
- 5. In the Files scroll box, pick the texture brckred.gif, which
- will then appear in the text box labeled "Name:".
-
- 6. Specify the Map Attributes:
-
- a. Set "Repeat" to Normal or Reflect.
-
- b. Set "Width" and "Height" to the scale you want.
-
- c. Leave "Rotation" at zero unless you want to tilt the texture
- map.
-
- d. Leave "Antialiasing" at its default of 0.5.
-
- e. Toggle off "Black pixels invisible."
-
- 7. Pick [OK] to return to the Materials dialog box.
-
- 8. Go to the Material Properties dialog box to adjust the
- coefficients, if you need to.
-
- 9. Pick the [OK] button on the Materials dialog box to return
- to the main menu, and change the original texture. It can be
- assigned using the Layers dialog box.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Single Unit Texture Procedure
- You can use a texture map, such as a painting, tree, or human
- figure, as a single-unit "prop" ("entourage" for all you archi-
- tects) in your rendering. To use a texture map in this manner,
- you must construct a plane, or "mounting board" in your 3-D
- model, place it on a separate layer, and then map the texture
- to the mounting board.
-
- 1. First, you must decide on the View you want to use, so that
- you can place the mounting board in the model perpendicular, or
- nearly so, to the line of sight.
-
- 2. Get out of BIG D and into your modeling program. Even
- though single unit textures may have irregular edges, they are
- each contained within a square, and the Width and Height of
- the texture map refer to the size of this bounding square. You
- must construct the mounting board in a size that makes sense
- relative to the scale of your model, and then "scale up"
- the texture map to fit the mounting board. For example, to
- place a medium-size tree in your model, create a mounting
- board 20 feet by 20 feet.
-
- 3. Set up a layer for the texture mounting board. Draw the
- board and position it in the model. Make sure to draw the
- mounting board with the lower left corner at the origin of the
- coordinate system.
-
- 4. Save your model, including the new mounting board, as a
- DXF file. Load the DXF file into BIG D (see the Files
- chapter). The mounting board layer will now appear on the
- Layers dialog box scroll list.
-
- 5. Specify the texture map you want to use (in this example,
- tree.gif) as the Current Texture, using the procedure described
- in steps 1-5 of the "Edit Texture" section of Help.
-
- 6. On the Material Texture dialog box, set Repeat to Off,
- Rotation to zero, and leave Antialiasing at the .5 default.
-
- 7. Set the Map Width and Height to match the size of the
- mounting board. In the tree example, if your Linear Units
- are inches, set Width and Height to 240 (20'X 12").
-
- 8. Toggle "Black pixels invisible" to On. The area of the
- texture's bounding square not covered with the image is
- assigned black pixels. The On setting, therefore, will make the
- part of the mounting board not covered with the image
- disappear.
- NOTE: If you create your own texture map to use as a prop,
- make sure that the background is pure black. Only a pure
- black pixel (color settings of 0, 0, 0 in either HSV or RGB)
- will disappear.
-
- 10. Pick [OK] to exit the Material Texture dialog box.
-
- 11. Assign the texture to the new "mounting board" layer by
- using the Layers dialog box.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Create a Bump Map Procedure
- 1. Create a model of the surface using your 3D modeling
- software. If you intend to have the surface repeat (like wall-
- paper), set up the surface model as a square with opposite
- sides matching.
-
- Example: Create a square 6" on a side with
- a 1/2" diameter sphere embedded at the center of the square.
- Create the model so that the center of the sphere and the
- center of the square coincide with the origin of the coordinate
- system.
-
- 2. Export the model as a DXF file (DXFOUT command in
- AutoCAD).
-
- 3. Load BIG D and press [Esc] to get rid of the Open Scene
- dialog box. Select [Files] and then [New Scene]. Select the
- DXF file you just created (ex. BUMP.DXF). Enter a new
- scene name or accept the default new scene name (same as the
- DXF file name). Pick the [OK] button.
-
- 4. The resolution will affect the window of the new view, so
- set resolution first. Select [Options] from the main menu, and
- [Image File] from the pull-down menu. Set the resolution for
- the bump map (ex. 320 X 200) and toggle Fast Shade off.
- Leave [Samples per pixel] set to 1, [Grid size] at 4, and set
- [Dithering] to 0. Pick [OK] to exit the dialog box.
-
- 5. Select [Views] from the main menu. Enter a view name -
- "bump," for example. Remember that the view name will be
- the name of the bump map image file.
-
- Set up a top view of the bump map surface. Pick the lower
- left viewport, and then the button in the upper left corner of
- the viewport. Scroll and select the "Top" option. Use the
- Zoom button (inward or outward pointing arrows on the Tools
- menu) to zoom the port so that the edges of the map do not
- show within the viewport. Set Parallel projection, and then
- pick [OK] to exit the View dialog box.
-
- 6. Select [Options] and then [Expert] to call up the Expert
- dialog box. Toggle the [Generate bump map] button On,
- then pick the [OK] button.
-
- 7. Render the bump map image: select Render from the main
- menu, and then [Render scenes] from the pull-down. Pick the
- [Render] button to generate the image file.
- NOTE: because you toggled on [Generate bump map] the file
- will be a "greyscale" image file with a GIF extension. The
- image file will be saved in the same directory as the scene file
- (if you accepted the defaults during installation, the directory
- will be \BIGD6).
-
- 8. Once the rendering is complete, press any key to return to
- the Show Image dialog box. Pick [Cancel] to exit the box.
- Pick [Options], then [Expert], and toggle off the [Generate
- bump map] button.
-
- NOTE: Be sure to toggle off the [Generate bump map]
- button unless you are rendering a series of greyscale image
- files. If you forget to do this, all subsequent renderings will
- be greyscale renderings instead of color renderings.
-
- 9. You can now assign the greyscale image file to a material.
-
- a. Select [Options] from the main menu, and [Materials]
- from the pull-down menu.
-
- b. Position on a base material using the Materials scroll list.
- The base material can be a color or a texture. The bump map
- will take on the color, and other material properties, of the
- base material. Ex. Position on "blue."
-
- c. Pick the Add New Material button and type in a new
- material name (ex. BUMP). Pick [OK] to exit the Material
- Properties - New Material dialog box.
-
- d. In the Edit Material group box, select the [Bump] button
- to call up the Material Bump dialog box.
-
- e. Use the Directory scroll list to locate the bump map image
- file, which will be in the same directory as the scene file, such
- as \BIGD6.
-
- f. Select the image file from the Files scroll box. (In our
- example, BUMP.GIF.)
-
- g. Set the Repeat mode to Normal, so that the bumps will be
- repeated in all directions. Adjust the map Width and Height,
- and Max Elevation, to produce a reasonable size relative to the
- model.
- 3-9
- h. Pick the [OK] button to exit the Material Bump dialog box.
- You now have a new material consisting of a bump map and
- the color blue. (In this example, a blue surface with an array
- of spherical bumps.) The new material will be listed in the
- same library as the base material.
-
- i. Use the [Show Material] button for a quick preview of the
- newly-created, bump-mapped material.
-
- NOTE: See "Bump Maps" in the Options section of this
- chapter for more about bump map procedures.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Layers Dialog Box
- You will use the Layers dialog box to assign a material to each
- layer of your three-dimensional model. If you use only the
- materials supplied by BIG D, you need only the Layers box.
-
- Layers Scroll Box
-
- At the top of the Layers dialog box is a scroll box with the
- headings "On", "Layers", "Material", and "Library".
- The boxes under "On" are used to toggle each layer on or off.
- A black dot in a box indicates that the layer is On, and will be
- rendered. In order to save rendering time, you may wish to
- turn off all but one or two layers while you are experimenting
- with materials, lights, and views. You may also want to turn
- off a construction layer, or other layers extraneous to the final
- rendering.
-
- The original entries under "Material" and "Library" are default
- materials (and their libraries) assigned by BIG D.
-
- <SEE ALSO>
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
-
- \Change Library Button
- BIG D has eight Materials libraries. The default library is
- bigd.bds, which contains materials with texture maps, plus
- various colors. The other seven libraries each contain the
- same 71 colors, but each library has different Material Proper-
- ties settings - for bright, dark, matte, reflective, reflective-
- transparent, shiny, and transparent. So you have over 500
- materials to play with before you even begin to edit and add.
- Use the [Change Library] button to call up the Open Library
- dialog box.
-
- <SEE ALSO>
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
-
- \Open Library Dialog Box
- At the top of the Open Library dialog box are three labels:
- "Name:" contains the file name of the current Materials library,
- "Directory" shows the directory path for the library, and
- "Filter" shows the file extension of all its files.
-
- Below the labels are scroll boxes for library Files and Directo-
- ries. Use the Files scroll box to select another of BIG D's
- Materials Libraries from the BIG D directory. If you have
- Materials files in other directories, use the Directories scroll
- box to change to that directory.
-
- <SEE ALSO>
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
-
- \Materials Scroll Box
- The Materials scroll box on the Layers or materials dialog boxes
- lists the individual materials in the current library. The
- current material is highlighted, and its name and library appear
- at the Current Library and Current Material labels.
-
- Apply Button
-
- The [Apply] button, on the Layers dialog box, is disabled until
- you select a current material and a current layer. When you pick
- the [Apply] button (or double-click on the layer's line), the
- material is assigned in the Layers scroll box.
-
- <SEE ALSO>
- Change Library Button
- Layers Dialog Box
- Open Library Dialog Box
- Add New Library
-
- \Materials Dialog Box
- The Materials dialog box is the waystation to BIG D's material
- editing capabilities. From the Materials dialog box, you can
- access Material Properties, Material Texture, and Material
- Bump dialog boxes to add, edit, and delete materials.
-
- The Material Properties dialog box contains settings for a
- material's Color, Ambient Reflectivity, Diffuse Reflectivity,
- Specular Reflectivity, Mirror Coefficient, Transparency,
- Smoothness, Noise Coefficient, and Refraction Index. You can
- also specify each material's internal reflectivity, metallic
- reflectivity, ability to cast shadows, and to be shadowed.
-
- You may use the Material Texture dialog box to assign a
- texture map, in the form of a file, to any of BIG D's materials.
- As well as the texture maps supplied with the program, BIG D
- can import texture maps from other sources.
-
- The Material Bump dialog is used to assign a bump map to a
- material, and to adjust the bump map settings.
- The Layers dialog box controls which material is assigned to
- which layer. The layers used in BIG D are the same as the layers
- specified in your 3D model.
-
- If your model shows the same material on different layers, you
- can specify the same material for all the layers in one opera-
- tion.
-
- For example, if you are doing a rendering of a stucco house
- with a 3-foot high stucco garden wall, and the house walls and
- garden wall are on different layers, simply pick the house wall
- layer and the garden wall layer when you are assigning the
- material "stucco."
-
- However, if you change any of the properties of a material,
- such as color or diffuse reflectivity, rename the changed
- material as a new material, and put the objects to which you
- assign it on a different layer.
-
- For the project described above, suppose the stucco garden
- wall has pilasters every 12 feet, and you wish (in a lapse of
- taste) to show the pilasters in a darker stucco than the main
- part of the garden wall. If so, you must create a new, darker
- stucco, put the pilasters on a separate layer, and assign the
- darker stucco to the pilaster layer only.
-
- The Materials dialog box is a waystation to the
- various materials operations. It contains labels for Current
- Material and Library, a Materials scroll box, and three group
- boxes: - Edit Material, Material Operations, and Library
- Operations. You must select a material in this scroll box to make
- any changes to the material in the other dialog boxes.
-
- Edit Material Group Box
-
- The Edit Material group box, on the Materials dialog box,
- contains the buttons [Properties], [Texture], and [Bump], which
- access dialog boxes used to change the settings of existing
- materials. Each of these dialog boxes is described below.
- Show Material
-
- The [Show Material] button, on the Materials dialog box, lets you
- get a quick look at the Current material. [Show Material]
- generates a simple scene that consists of a sphere sitting on a
- checkerboard, with a blue background. The Current material is
- assigned to the sphere, which shows all the material properties,
- including textures and bumps.
-
- When you pick [Show Material], the Show Material dialog
- box appears, which controls settings for Sphere diameter and
- Resolution. The default for Sphere diameter is 1, but if you
- want to look at a texture, set Sphere diameter large enough to
- see the texture adequately. For example, if you want to see a
- brick pattern, set Sphere diameter to 50 so that you can see
- several courses of 8" brick.
-
- The default size for Resolution is 50 X 50 pixels. Higher
- resolutions increase rendering time slightly, but more details
- are visible in the rendering. In the example above, you should
- set Resolution to at least 200 X 200. Press any key to exit
- [Show Material], and return to the Materials dialog box.
-
- NOTE: [Show Material] creates a new image file (showmat.-
- gif), and erases the previous one, each time you use it. Ad-
- vanced users may use a text-editor to look at, or change, the
- default settings (checkerboard and background, lights, vari-
- ables, etc.) in the showmat.bds file, in the "showmat" subdi-
- rectory.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Material Operations
- The Material Operations group box, on the Materials dialog box,
- contains the buttons [Add New Material], [Delete Material], and
- [Copy Material]. If you wish to create a new material, first
- select the base material from the Materials scroll box, and then
- pick [Add New Material] to access the "Material Properties - New
- Material" dialog box.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Delete Material
- If you wish to delete a material from a library, select the
- material to be deleted from the scroll box, and pick [Delete
- Material] on the Materials dialog box. A screen comes up that
- asks, "Are you sure you want to delete this material?" Pick the
- [Yes] or [No] button.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
- \Copy Material
- This option, on the Materials dialog box, is used to copy a
- material from one library to another. Position on the material
- you want to copy, then pick the [Copy Material] button. The Copy
- Material dialog box will appear, allowing you to select a library
- name (from the Files scroll box), or to specify a new
- drive/directory. Pick the [OK] button to complete the Copy
- Material operation.
-
- NOTE: If the material you are copying already exists in the
- target library, you will be asked if you want to overwrite or
- replace the existing material.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Add New Library
- Use this option, on the Materials dialog box, to create a new
- "empty" library. The newly created library can then be filled
- with materials using the [Copy Material] option.
-
- Select the [Add New Library] button. Enter the new library
- name and the drive/directory. If a library already exists
- with the same name, you will be asked if you want to replace
- the existing library with the new library. Normally, you would
- not replace an existing library with a new empty library.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Copy Library
- The Copy Library option, on the Materials dialog box, is used to
- copy an existing library to a new drive or directory. Use this
- option to back up your libraries to floppy disk, or to make a
- copy of a library in a different subdirectory.
-
- Use the [Change Library] button to select the library you
- wish to copy, then select the [Copy Library] button. The
- Copy Library dialog box will appear allowing you to specify
- a new library name and drive/directory.
- NOTE: If the library already exists on the target drive/direc-
- tory, you will be asked if you want to replace the existing
- library.
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Material Properties Dialog Boxes
- The "Material Properties- New Material" and the "Material
- Properties - (Material Name)" dialog boxes are identical except
- for titles, and the "Name:" text box used for new materials.
- Both boxes contain group boxes labeled "Color", "Coefficients",
- and "Options."
-
- The dialog boxes Material Properties - New Material, and Material
- Properties - (material name) will come up with the settings for
- the current material in the Material dialog box. If you are
- using the Material Properties - New Material dialog box to create
- a new material, type in a different name so that the base
- material will remain intact, and press [Enter].
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \HSV Model
- The HSV-based model (Hue, Saturation, Value) is easier to use
- than the RGB model because you can specify a hue separately,
- and then lighten or darken it. The RGB model (Red, Green,
- Blue) is a closer analog of the actual physics of color mixing
- in a CRT.
-
- The traditional HSV color model defines Saturation as the
- purity or vividness of a color, measured on a scale from 0 to
- 1. A pure color is 100 percent saturated, and is designated as
- 1.00. Zero saturation results in no color at all, a shade of
- gray or white. Value refers to the lightness or darkness of a
- material, regardless of its saturation.
-
- BIG D has made the traditional HSV color model much easier
- to manipulate by using the Saturation slide bar to add white to
- a hue, and the Value slide bar to add black to the hue.
-
- Move the Saturation and Value slide bars all the way to 1.00, and
- change hues by adjusting the Hue slide bar. This brings up pure
- spectral hues in the color patch. If you want a lighter color,
- move only the Saturation slide bar to the left. If you want a
- darker color, move only the Value slide bar to the left. If you
- wish to make the color more gray, move both slide bars to the
- left.
-
- <SEE ALSO>
- Color
-
- \RGB Model
- A computer produces color on the CRT by mixing colored
- light. (Actually an "electron gun" activates tiny dots of phos-
- phors on the screen, which produce primary colors, and then
- your eye mixes them.) Primary hues, both in light and pigment,
- are those which can be mixed to produce almost all other hues.
-
- Traditional pigment primary hues are red, yellow, and blue.
- Primary hues of colored light approximate, but do not match
- exactly, the peak spectrum wavelengths of red, green, and blue
- light. These three wavelengths can be mixed in various
- proportions to match the range of hues that we can see.
- This can be confusing if you are accustomed to mixing pig-
- ments. For example, mixing red and green pigment usually
- produces sludge-gray pigment. However, mixing red and
- green light produces yellow light, because red and green light
- are primaries, and yellow lies between them in the spectrum.
- (If, deep down, you don't believe this, get close to your TV
- screen and squint at a yellow area, such as Big Bird. You'll
- see little red and green dots that make up the yellow.)
-
- Adding more primary color to a pigment mixture tends to
- darken the resulting color, whereas increasing the amount of
- red, green and blue in a mixture of light brightens the resulting
- color toward white, because you are increasing the total
- amount of light.
-
- If you have specified an RGB color model, moving the R, G,
- and B slide bars to the far right produces white - the maxi-
- mum amount of light. Move all three slide bars to the left to
- produce black, or no light. Subtract blue and green from the
- white mixture to produce red. Slowly move the red slide bar
- to the left to darken the color. Subtract green from the white
- mixture to produce violet. To create the other colors, a few
- experiments like the above are all that is needed.
-
- <SEE ALSO>
- Color
-
- \Coefficients
- The coefficients, on the Materials Properties dialog box,
- fine-tune the way a material reflects or transmits light. Before
- you start changing settings closely associated with brightness
- values, check the brightness knob on your CRT.
-
- \Ambient Reflection Coefficient
- Ambient Reflection Coefficient determines how much Ambient
- Light a particular material will reflect, and thus determines
- how light or dark a material will be when it is shaded from other
- light. If there were no Ambient Light and Ambient Reflection
- in a rendering, surfaces not illuminated by other lights would
- appear solid black.
-
- The Ambient Reflection Coefficient does not affect how much
- light a material reflects from point, spot, and directional
- lights, only from Ambient light.
-
- Use the Ambient slide bar/text box on the Material Properties
- dialog box to set the percentage of Ambient light that a mate-
- rial reflects. Typical values range from 0.10 to 0.20.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Diffuse Reflection Coefficient
- Diffuse reflection is light that is reflected from a matte, or
- rough, surface. The small surface irregularities bounce the
- light back in all directions, making a diffuse reflection look
- soft-edged and spread out.
-
- The amount of diffuse reflection from any specific plane of an
- object depends on the orientation of that plane toward each
- light. The more a surface faces a light, the more light is
- diffusely reflected, and the brighter the surface will be.
- Examples of surfaces which produce primarily diffuse reflec-
- tions are fabric, stucco, brick, newsprint, and concrete.
-
- The ratio of diffuse reflection to specular reflection
- cues the eye to how rough or shiny a surface is. A matte
- surface typically has a Diffuse Coefficient of about 0.80. A
- mirror may have a diffuse coefficient of only 0.10, but a high
- specular reflection coefficient.
-
- The Diffuse slide bar/text box governs the amount of light a
- material reflects diffusely. All the lights in a rendering con-
- tribute to the light available to be diffusely reflected.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Specular Reflection
- Specular reflection is produced by light striking a shiny sur-
- face; because the surface is smooth, the light is reflected in
- one direction. Highly specular materials such as metal will
- exhibit shiny, concentrated highlights.
-
- Typical Specular reflection coefficients are 0.20 for a waxy
- floor, 0.50 for a shiny metal, and 0.80 for a clean mirror. The
- darker a surface material is, the more dominant the specular
- reflection will appear, because of less competition from diffuse
- reflection.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Mirror Coefficient
- The Mirror Coefficient controls how clearly a material will
- reflect the objects around it. (Don't try to comb your hair
- while looking in a concrete mirror, for a bad example.) Good
- examples are settings of 0.30 for a waxy floor, and 0.80 for a
- chromed or mirrored surface.
-
- The higher the setting for Mirror, the sharper the reflection.
- Figure 5.11 shows materials with a mirror setting of 0.25 and
- 0.65, and all other settings the same.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Transparency Coefficient
- The Transparency slide bar/text box sets the percentage of light
- transmitted through an object. The higher the Transparency
- coefficient, the more light is transmitted. Completely opaque
- materials have a Transparency coefficient of zero. The
- materials in BIG D's Reflective-transparent and Transparent
- libraries have Transparency coefficients of 0.90.
-
- The coefficient is measured as a percent of light transmitted
- per unit thickness. Thin objects transmit more light than thick
- objects. A material with a Transparency coefficient of 0.60
- will transmit 0.60 of all light through a 1-unit thick object. A
- 2-unit thick object will only transmit 0.30 of the light. Clear
- glass has a transmission coefficient of about 0.80.
-
- Note: If a transparent 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.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Smoothness Coefficient
- The Smoothness coefficient controls how smooth a shiny
- surface appears. Very smooth specular surfaces exhibit small,
- focused specular highlights. Shiny surfaces that are rough
- show specular highlights that are "grainy" and spread out.
-
- The higher the Smoothness coefficient, the smoother a shiny
- surface will appear, and the more concentrated its specular
- highlights. Chrome is typical of specular materials with high
- Smoothness coefficients.
-
- A low smoothness coefficient will result in a rough shiny
- surface, such as jewelry with a "pebbly" surface, or brushed
- metal fittings. The smoothness setting has no effect if the
- specular reflection coefficient is zero.
-
- In relation to bump maps, smoothness controls the "micro"
- surface smoothness, while bump maps affect the "macro"
- smoothness. A surface can be both bumpy and smooth.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Noise Coefficient
- Noise modifies the actual RGB values of a surface, giving it
- a grainy appearance. A higher setting for Noise gives a
- greater variation from the material color. This is useful for
- random textures such as grass, concrete, or sandstone. Noise
- gives a greater realism to surfaces that would otherwise
- be a single flat color. Noise can be used in some large areas
- that show a repetitive pattern if texture maps alone are used.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Refraction Index
- The Refraction Index determines how much a light ray is
- refracted, or bent, as it passes through a light-transmitting
- material.
-
- Settings run from 1.00 to 2.00, and are the same in BIG D as
- in any table of refraction indices. (Most books on optics
- include refraction indices.) The closer the Refraction Index to
- 1.00, the less the light rays are refracted. (A value of 1.00
- means no refraction at all.) A refraction index of 2.00 will
- exhibit maximum refraction. Refraction results in the distor-
- tion of objects which can be seen through the light-transmitting
- object.
-
- A refraction index of 1.33 is typical for water. The refraction
- index has no effect on materials with a zero Transparency
- 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.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Material Properties Options
- At the bottom of the Material Properties dialog boxes is a
- group box named Options. It contains toggles for Internally
- Reflective, Casts Shadows, Can Be Shadowed, and Metallic.
-
- The Image File dialog box (Options menu) contains global
- settings for reflections, shadows, and transparency that affect
- the whole rendering. These options override the settings for
- particular materials in the Material Properties dialog box.
- For example, if you want your rendering to show shadows, you
- must leave [Shadows] toggled on in the Image File dialog box.
- Then toggle on [Casts shadows] and [Can be shadowed] for
- each material that you want to exhibit these properties.
-
- If you want to do a preliminary rendering of a scene to check
- lights, view, and materials, you can turn off Options to speed
- up rendering time.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Internally Reflective
- In addition to surface reflections, an object may exhibit re-
- flections within itself. This option can be enabled only when
- the material concerned has a non-zero setting for Transparency
- and Mirror. Internal reflections occur when light strikes the
- inside surface of a transparent object at a shallow angle.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Casts Shadows
- If you toggle off [Casts Shadows] for a particular material, the
- object to which that material is assigned will not cast shadows,
- but the surfaces of the object will be shaded according to their
- orientation to the lights in a rendering. The default for
- [Casts Shadows] is On.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Can Be Shadowed
- If [Can Be Shadowed] is toggled Off for an object, shadows
- from other objects will not appear on that object, although the
- object's planes will be shaded according to their orientation to
- the light. Toggling [Can Be Shadowed] Off saves time
- during preliminary renderings.
-
- You can also toggle Off [Can Be Shadowed] for the final
- rendering, to get rid of inconvenient shadows. For example,
- if you construct a curved "sky" backdrop behind your model,
- and the lighting setup you need throws shadows onto the
- "sky", you can eliminate the shadows by toggling off [Can Be
- Shadowed] for the backdrop.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Metallic
- The "Metallic" setting for an object means that it will reflect
- light as a metal does. The ON setting for metal objects means
- the highlight on an object will be the color of the object, and
- OFF means the highlight is the color of the light source.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Material Texture Dialog Box
- BIG D can easily map real-world textures, such as woodgrain
- or brick, to objects in your rendering. A texture map is a two-
- dimensional image of a pattern or object. Any file with a
- TGA, PCX, WIN, or GIF format can be used as a texture map
- with BIG D.
-
- This is important: - a material and a texture
- are not the same thing. They might sometimes seem
- identical, because BIG D's texture maps are assigned to
- materials that have the same name. For example, the texture
- file "marbltan.gif" is assigned to a material named "marble-
- tan". Any texture file may be assigned to any material in BIG
- D's libraries. The texture map will override the material color
- settings of the base material.
-
- The texture maps that come with BIG D are in the bigd.bdm
- library. You can tell BIG D to repeat a texture pattern
- infinitely, to cover any size object. You can also set the
- rotation angle, width, and height of the texture map.
-
- Text Box
-
- There are two sensible things you can do with the Material
- Texture dialog box. (If you want to do something silly - for
- example, assign the texture file "grass" to the material named
- "marble-tan" - see the chaplain.) One reasonable procedure
- is to edit the map attributes of a texture file assigned to the
- current material. The other reasonable procedure is to assign
- an imported texture file to one of BIG D's materials.
-
- The Material Texture dialog box comes up with the name of
- the current material on the title bar. If the current material
- has a texture map, the name of the texture file is in the "Name:"
- text box just below. If you want to change the map attributes
- for the texture file assigned to the current material, leave the
- Name text box alone.
-
- If you want to assign an imported texture file to one of BIG
- D's materials, first select a base material using the Materials
- dialog box, define it as a new material using the [Add New
- Material] button, and type in a new name. When you call up the
- Material Texture dialog box, the new material name will be on the
- title strip, and you can pick a texture file from the Files
- scroll box to assign to it.
-
- Directory
-
- The "Directory:" line displays the full path and name of the
- texture file which is currently assigned to the material. If no
- texture is assigned to the material, the Directory line displays
- only the path to the current texture directory.
-
- Type
-
- Below the Directory label is a scroll list labeled "Type:" which
- filters for texture map format. All of BIG D's texture maps
- are GIF files, and GIF is the default. Unless you've imported
- texture files in TGA, PCX, or WIN formats, changing Type to
- anything but GIF simply empties the scroll box.
-
- File and Directory Scroll Boxes
-
- Use the Files and Directories scroll boxes to select a file from
- anywhere in your system. Scroll through Directories to locate
- the appropriate entry, and do the same with Files.
-
- Map Attributes
-
- The Map Attributes group-box at the bottom of the Material
- Texture dialog box contains a scroll list labeled "Repeat", text
- boxes labeled "Width:" and "Height:", text boxes and slide bars
- for Rotation and Antialias, and a toggle button, [Black pixels
- invisible].
-
- \Repeat
- "Repeat" allows you to repeat a texture map infinitely in all
- directions. Texture maps usually need to cover surfaces which
- are larger than the map itself. Three Repeat mode options are
- available: Off, Normal, and Reflect.
-
- If the Repeat mode is Off, BIG D will not repeat the texture
- map. Use this option for textures which do not repeat: a
- painting, tree, or human figure. If the Repeat option is set to
- Normal, the texture map is repeated in all directions
- sufficiently to cover the object to which it is assigned. This
- option works well for regular textures, such as brick, 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.
- Use the Reflect setting of the Repeat mode to eliminate the
- seams. The Reflect setting repeats the texture sufficiently to
- cover the object, but also reflects the texture as it is
- repeated. This option works well for irregular textures
- such as wood grain or marble.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Map Width and Map Height
- The map Width and Height text boxes control the scale of the
- texture map. It is important that you supply reasonable values
- for the map width and height. If a textured object appears to
- be incorrectly textured, it is probably because the map Width
- and Height are not set properly.
-
- The Width of the map is the horizontal width of the file's
- image in real world units. The Height of the map is the
- vertical size of the image in real world units. The default unit
- is inches, but you can change it to anything from feet to
- kilometers using the Display dialog box on the Options menu.
- 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 entity 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 User Coordinate System, the lower
- left corner of the texture will be mapped to the center of the
- circle. The texture map will repeat out from the origin, if
- Repeat is set to "Normal" or "Reflect."
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Map Rotation Angle
- The rotation text box/slide bar 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 from the
- object's positive x-axis.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Antialias
- Occasionally, a texture map that is far from the camera will
- show an interference (or moire) pattern superimposed on the
- texture. Rectilinear texture maps, such as wood paneling or
- concrete block, are more likely to exhibit this effect.
-
- The range for Antialias is 0 to l.00. If an interference pattern
- shows up in your rendering, you can get rid of it by adjusting
- Antialias upward from its default of .50. The higher settings
- disguise the interference pattern. Don't set Antialias any
- higher than necessary: the maximum setting of 1.00 completely
- blurs out the texture, turning the red and white checkerboard
- to solid pink, for example.
-
- \Black Pixels Invisible
- If you are using a single unit texture map, such as a tree or
- human figure, you must toggle On [Black Pixels Invisible] on the
- Material Texture dialog box to make the unmapped area of the
- mounting board disappear.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Material Bump Dialog Box
- A bump map creates an illusion of surface detail by faking
- protrusions and indentations on a surface. The surface features
- appear to cast shadows, based on the direction of the light
- sources you have defined. The bump map assigned to a
- surface in your model works by altering the surface reflection
- calculations (surface normals) according to the intensities of
- the image file used to generate the bump map.
- 3D Model Bump Maps
-
- You must create your own bump maps to use with BIG D.
- The most common, and flexible, procedure is to make a three-
- dimensional model with the surface contours you want. As
- example, if you want to render a standing seam metal roof, you
- can use your modeling program to draw a profile of the roofing
- contour, extrude it into a corrugated plane, and use the model to
- generate a metal roof bump map.
-
- When you toggle on [Generate Bump Map], BIG D calcu-
- lates a greyscale image file from the model, assigning the
- highest elevations of the bump map to the portions of the
- model closest to the camera, and the lowest elevations to the
- portions farthest away.
-
- Once you have made the greyscale image file, you can apply
- the bump map to either a solid color, or to a texture map.
-
- If you apply the bump map to a color, all of the color's
- material properties affect the bump map. For example, if you
- apply a map with hemispherical depressions to a shiny green
- color, and then assign the color/bump map to a sphere, you get
- a shiny green golf ball.
-
- If you apply this type of bump map to a texture map, the
- texture map will also retain its pattern, colors, and material
- properties. The applications for this procedure are limited to
- special cases where the pattern of the texture, and the pattern
- of the bump map's altered surface normals combine in some
- reasonable manner.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Bumping a Texture Map
- The other way to create a bump map is to generate one di-
- rectly from a texture map. If you generate a bump map from
- a full-color image file, BIG D will sum the RGB components
- to determine total intensity-as if you had taken a black and
- white snapshot of a color picture. The lightest portion of the
- image will be the highest elevation of the bump map, and the
- darkest portion will be the lowest elevation.
-
- This is simpler than making a 3D model, but in a few cases,
- this process can produce an inaccurate reflection of the true
- contours of the material you are rendering. For example, if
- you bump a texture map of red brick with white mortar, the
- lighter mortar will appear to ooze out from between the darker
- bricks, rather than to be struck back behind the plane of the
- bricks. You can set Maximum Elevation to a negative value
- in order to correct this effect. This will make the lighter
- elements appear to recede instead of protrude.
-
- To bump a texture map, first choose a texture map as the
- Current material on the Materials dialog box, then
- pick the Add New Material button. Then go to the Material
- Bump dialog box. Pick the same texture from the Files scroll
- box, which assigns it to the Current material. Set Map At-
- tributes - Repeat Mode, Width, Height, Rotation, and Antia-
- lias - as you would for a texture map. Then set the Maxi-
- mum Elevation for the bump map. Use Show Material to test
- the new bump map.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Maximum Elevation
- The "Max. Elev:" text box is the only feature on the Material
- Bump dialog box that is different from the Material Texture
- dialog box. Use it to type in a value for the maximum dis-
- tance between the highest and lowest points in the bump map.
-
- The apparent height and depth of a bump map's surface details
- are controlled by the "Max Elev:" setting. The edge of a
- bump-mapped object will not show the protrusions and
- indentations in profile, because they aren't really there. If
- you set maximum elevation too high, the illusion of depth is
- destroyed by this edge effect.
-
- <SEE ALSO>
- Add or Delete a Material
- Black Pixels Invisible
- Casts Shadows
- Copy Library
- Copy Material
- Delete Material
- Diffuse Reflection Coefficient
- Edit Texture procedure
- Internally Reflective
- Map Rotation Angle
- Map Width and Map Height
- Material Bump Dialog Box
- Material Operations
- Material Properties Dialog Box
- Material Properties Options
- Material Texture Dialog Box
- Materials Dialog Box
- Materials Procedure
- Materials Scroll Box
- Maximum Elevation
- Metallic
- Mirror Coefficient
- Noise Coefficient
- Reflections
- Refraction Index
- Repeat
- Single Unit Texture Procedure
- Smoothness Coefficient
- Textures
- Transparency
- Transparency Coefficient
- Ambient Reflection Coefficient
- Specular Reflection
- Bumping a Texture Map
- Can Be Shadowed
-
- \Display Dialog Procedures
- 1. Pick [Options] from the main menu, and [Display] from
- the pull-down menu.
-
- 2. Use the [Angular units] scroll list to specify Degrees,
- Gradians, or Radians. Degrees is the default.
-
- 3. Set [Linear units] to the units used in your three-dimen-
- sional model - inches, feet, miles, millimeters, centimeters,
- meters, or kilometers. Inches is the default.
-
- 4. Specify an RGB or HSV [Colorspace]. HSV is the
- default.
-
- 5. Set [Angular snap] to a "round off" value for the units you
- specified in [Angular units].
-
- 6. Set [Linear snap] to a round off value as well. For
- example, if you want linear distances rounded to the nearest
- quarter inch, set [Linear units] to inches and [Linear snap]
- to .25.
- \Image File Procedures
- 1. Pick [Options] from the main menu, and [Image File]
- from the pull-down menu.
-
- 2. Use the [Resolution] scroll list to specify an image size
- compatible with your rendering device. All of your favorite
- sizes, from 320 x 200 to 1280 x 1024, are listed.
-
- 3. Use the [Format] scroll list to specify GIF, PCX, WIN, or
- TGA image (rendering) files. GIF is the default.
-
- 4. Leave [Bits per pixel] set at the default of 8 unless you
- have a card/monitor capable of displaying more than 256
- colors. Only the TGA (TARGA) and WIN formats allow 16,
- 24, or 32 bit settings. Eight bit images display 256 colors, 16
- bit images display a maximum of 32,768 colors.
-
- 5. Leave [Pixel aspect ratio] at the default unless you want
- to distort the image. BIG D automatically adjusts the ratio
- when you change screen Resolution.
-
- 6. Toggle on [Run-length encoding] if you know how you
- will use the finished rendering. Run-length encoding com-
- presses the image file, which conserves disk space, but
- compressed images are not as portable as uncompressed image
- files.
-
- 7. Leave [Samples per pixel] set to 1 for most situations.
- Switch to higher settings if you want to reduce the jaggies
- (stair-stepping of diagonal lines and edges). Higher settings
- increase processing time dramatically.
-
- 8. Set [Grid size] to 4 for draft renderings, and lower for
- finished renderings. If the rendering is missing small details,
- you need to set [Grid size] lower to catch the small details.
-
- 9. Set [Dithering] to 1 for preliminary renderings. Higher
- settings give all the objects in a scene a grainier appearance.
- A setting of 0 produces "color banding," or unblended color
- bands in your image, but shiny objects appear shinier.
-
- 10. Toggle on [Fast shade] to do a rough rendering; it speeds
- up the rendering calculations. Fast shaded images are used in
- the draft stage of the rendering process.
-
- 11. Toggle off [Reflections], [Shadows], and [Transparen-
- cy], if you want to save processing time on a preliminary
- rendering.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Expert Dialog Procedures
- 1. Pick [Options] from the main menu, and [Expert] from the
- pull-down menu.
-
- 2. The [Ray depth] default is 4. This setting determines the
- maximum number of reflections for each light ray. Higher
- settings can be used to add realism to scenes which contain
- glass and other transparent objects. Higher settings can also
- increase processing time dramatically, but usually don't, as it
- is rare for a ray to reflect more than four times. The excep-
- tion: scenes that contain a lot of chrome and mirror surfaces.
-
- 3. The default for [Light], [Space], and [View bucket size]
- is 200. Leave the settings at the default unless you have
- trouble rendering.
-
- 4. Toggle on [Erase rendering file] before you start render-
- ing, if you're running out of room on the hard drive. BIG D
- will erase the rendering file after generating the final image
- file. (Remember that the rendering file may speed things up,
- if you re-render the same file with different settings.)
-
- 5. Toggle on [Generate bump map] if you want to generate
- a gray scale image from a texture map - the gray scale image
- encodes value differences that determine the respective
- elevations for a bump map.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Display Dialog Box
- Use the Display dialog box to customize your interface by
- specifying linear and angular units, colorspace, and linear and
- angular snap. It is conceivable that you will set Display
- parameters once, and never reset them.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Angular Units
- Angular units can be set to degrees, gradians, or radians.
- Degrees is the default. Many of BIG D's Views and Lights
- operations require angular unit measurement.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Linear Units
- The default for linear units is inches. BIG D accepts linear
- units for inches, feet, and miles (if you think big). You can
- also specify metric system units with millimeters, centimeters,
- meters, and kilometers. You should specify the unit closest to
- the units used to construct your three-dimensional model.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Colorspace
- You can specify either an HSV or RGB colorspace. HSV is
- the default, since it is easier to use intuitively for anyone
- accustomed to using pigment colors.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Angular Snap
- Angular snap sets the round off value for angular units.
- Angles typed in, and angles reported by the interface, will be
- rounded to the Angular snap value. For example, if you want
- angular measurements rounded to the nearest degree, set
- [Angular units] to degrees and [Angular snap] to 1.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Linear Snap
- Linear snap sets the round off value for the units specified in
- the [Linear units] scroll box. This setting uses a decimal
- system. For example, if you set [Linear units] to feet, and set
- [Linear snap] to .01, BIG D will convert the dimension 5'- 8"
- to 5.67'.
-
- <SEE ALSO>
- Options Menu
- Angular Snap
- Angular Units
- Colorspace
- Display Dialog Box
- Display Dialog Procedures
- Linear Snap
- Linear Units
-
- \Image File Dialog Box
- The Image File Dialog box contains settings for image size and
- quality, and global toggle buttons for shadow casting and
- transparency calculations. You will use Image File frequently
- to change settings for "rough draft" or presentation renderings.
-
- The Image File dialog box contains group boxes for File
- Options, Image Quality, and Rendering Options. Use the
- settings on this dialog box to adapt BIG D to your system, and
- to adjust quality for either a quick rough rendering, or a super-
- slick presentation rendering.
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Resolution
- Use the Resolution scroll list to specify the size of the output
- image. Width and height are measured in pixels. Typical
- resolutions up to 1280 X 1024 are in the scroll list, or you can
- pick "Custom," which allows you to enter any resolution up to
- 4096 x 4096.
-
- You were asked to set Resolution when you first installed the
- program, and you probably set it to the maximum size
- supported by your rendering device. The setting on the Image
- File dialog box overrides the installation setting, so that you
- can change sizes for rough and presentation renderings.
-
- If you're doing rough renderings, setting Resolution to 320 x
- 200 quickly generates a small "postage stamp" image that you
- can use to check for major errors.
-
- If you set a resolution size greater than the resolution set for
- your rendering device (see "Setup"), BIG D will display the image
- at 1/2, 1/4, etc. size, so that the entire image is displayed.
-
- You can render at very high resolutions in order to send the
- image file to a slide-making service, or to view it on a higher
- resolution system.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Format
- Use the Format scroll list to specify the type of output file you
- want. BIG D offers four choices: GIF, PCX, WIN and TGA.
- The type selected depends on what further manipulations you
- want to perform on your image file. For example, if you plan
- to view and modify the rendering using a paint program, then
- you should specify one of the image file types supported by
- the paint program.
-
- The default file format is GIF. GIF files are fairly compact,
- and very portable.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Bits Per Pixel
- [Bits per pixel] tells BIG D how many bits are needed to
- specify each pixel color. An "8 bit image" means that the
- image can consist of a maximum of 2 to the 8th, or 256,
- colors. Rendering devices which are limited to 256 colors
- include the IBM VGA.
-
- The correct setting depends on the rendering device you are
- using. 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: If you don't set [Bits per pixel] correctly, colors are
- distorted on your rendering device.
-
- Tip: you can, with this option, create 24-bit images (using an
- 8-bit device) for hard copy printing.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Pixel Aspect Ratio
- Pixel aspect ratio is pixel width over pixel height (for a single
- pixel). Pixel aspect ratio is used to adjust screen resolution
- settings to a standard 4:3 screen size. BIG D automatically
- sets the correct Pixel aspect ratio for the [Resolution] setting
- you have specified.
-
- If you have an unusual screen size or if you want objects in
- the rendering to appear distorted (the Fun House Mirror
- option), you can type in a factor to adjust the relative image
- width and height. To calculate the factor, divide your screen
- width by height, then divide 1.333 by the result.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \File Compression
- This 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.
-
- GIF and PCX files are already compressed, and so are not
- compressed further by this option. Also, if you are using BIG
- D-generated files with other software, leave [Run-length
- encoding] off. TGA/WIN files can be compressed, but some
- software packages do not recognize compressed TARGA
- format files.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Samples Per Pixel
- [Samples per pixel], or antialiasing, is a feature designed to
- smooth out, or nullify, the "aliasing" 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."
-
- Samples per pixel compensates for these jagged edges by
- averaging each pixel with adjacent pixels. The antialiasing
- levels specify how many rays are sampled for each pixel.
- 1 = 1 ray per pixel
- 4 = 4 rays per pixel
- 16 = 16 rays per pixel
-
- Leave [Samples per pixel] set to 1 for 256 color images.
- Settings greater than 1 increase rendering time dramatically.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Grid Size
- [Grid size] influences the level of precision with which BIG
- D analyzes the 3D model. The three settings are 1, 2, and 4
- pixels per grid. Fewer pixels per grid increases accuracy, but
- requires more generation time.
-
- 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. Grid Size determines the number of
- pixels included in each grid.
-
- Once the grid size is known, BIG D analyzes each square
- individually. If the corners of a square have the same intensi-
- ty, 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 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 to 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.
-
- Set [Grid Size] to 4 for draft renderings, then set it to 1 for
- the final rendering.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Dithering
- When a surface is rendered with BIG D, its intensity changes
- from one location to another, due to lighting, fade percentage,
- and view location. Since rendering devices are limited to a
- finite number of colors, or intensity levels, sometimes there are
- not enough colors available to obtain a smooth gradation of
- intensity change across a surface.
-
- This limitation of the rendering device results in a banding
- effect where the surface changes from one intensity level to
- another. [Dithering] 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.
-
- Use dithering for 8 and 16 bit images; the most practical
- settings for [Dithering] these images are 1 or 2. A zero
- setting produces no dithering, which results in banding.
- Settings higher than 2 produce a progressively grainier effect.
- Set [Dithering] to zero for 24 bit images, since they have
- enough colors available without dithering.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Fast shade
- When [Fast shade] is toggled on, BIG D takes fewer samples
- of the scene, thus reducing resolution. This option also takes
- shortcuts which may incorrectly render some pixels as back-
- ground color. It is useful for quickly generating preliminary
- renderings.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Rendering Options
- The Rendering Options group box toggles - Reflections,
- Shadows, and Transparency - set global conditions for your
- rendering. If one of the Options is set to OFF, the Option is
- disabled for every object in your rendering. If one of the
- Options is set to ON, then you can enable or disable the option
- for each particular object by using the [Internally reflective],
- [Casts shadows], and [Can be shadowed] toggles on the
- Material Properties dialog box.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Reflections
- If you assign reflective materials to the objects in your model,
- BIG D calculates the reflected images of other objects on their
- surfaces. This capability can dramatically increase the realism
- of a scene.
-
- Reflections 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
- calculations to speed image generation. If you toggle [Reflec-
- tions] Off, reflective objects still appear shiny in the
- rendering, but they do not reflect other objects.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Shadows
- BIG D calculates 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.
- You can toggle [Shadows] Off to save generation time on
- rough renderings. Shaded surfaces (surfaces facing away from
- a light) are still rendered correctly, but shadows are not cast.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
- \Transparency
- If you 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 realism of
- your rendering, but also to image generation time. The default
- setting for [Transparency] is ON. Toggling [Transparency]
- off will cause all objects which are assigned light-transmissive
- materials to appear opaque. Leave [Transparency] set to off
- for quick draft renderings, and for renderings that do not
- include transparent objects.
-
- <SEE ALSO>
- Dithering
- Fading and Fog
- Fast shade
- Grid Size
- Image File Dialog Box
- Image File Procedures
- Pixel Aspect Ratio
- Resolution
- Samples Per Pixel
- Shadows
- Antialias
- Bits Per Pixel
-
- \Expert Dialog Box
- The Expert dialog box specifies ray depth and bucket sizes -
- again, settings that don't need adjustment for every new
- rendering. Ray depth and "bucket size" control the ray tracing
- calculations. Use the [Erase rendering file] toggle to
- conserve disk space, and the [Generate bump map] toggle to
- create gray scale image files used in bump mapping.
-
- The Expert dialog box contains text boxes for Ray Depth and
- Light, Space, and View Bucket Size, all of which affect the
- complexity of the ray tracing. Toggles for Erase Rendering File
- and Generate Bump map are also provided on this menu.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Ray Depth
- To grossly simplify, a ray tracing program follows a ray of
- light from the viewpoint through a pixel on the screen until it
- hits an object in the scene. Then the ray may be absorbed by
- the object, transmitted through a transparent object, bounced
- out of the scene, or bounced off the object to hit another
- object.
-
- [Ray depth] specifies the maximum number of ray bounces
- that BIG D will calculate. The default is 4, and ray tree depth
- rarely exceeds this number, so higher settings usually have
- little effect on speed. [Ray depth] can be set as high as 10,
- however. The effect of ray depth is most critical when
- rendering reflective surfaces, from which light bounces more
- than 4 times.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Bucket Size
- A ray tracing program tests each ray to see if it intersects any
- of the objects in a scene. If each ray were tested for each
- object, the process would take a very long time.
-
- "Bucket Size" is a search system that works by dividing the
- volume of a scene into sampling modules. This system saves
- time by eliminating - in large chunks - areas that are not
- affected by a particular ray.
-
- If the ray intersects nothing in a "bucket," the scan moves on
- to the next bucket. If the ray does intercept an object in the
- bucket, then the scan is over, no more buckets need be
- searched.
-
- The [Bucket size] setting specifies the maximum number of
- objects per bucket. Higher settings require less RAM. The
- division of the scene into sub-volumes is not affected by the
- blocks and layers of the model.
-
- The default setting for Bucket Size is 200. Don't change
- it unless you get an out-of-memory error message.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Erase Rendering File
- During the rendering process, BIG D creates both an image
- file and a rendering file. The image file is a pixel map or bit
- map; the rendering file stores calculations which will speed
- future renderings of the same scene.
-
- Rendering files can eat up disk storage, but also can save time
- in successive renderings of the same scene. Thus the render-
- ing file is not essential, but very helpful if you need to do
- further renderings of a scene.
-
- If you toggle on [Erase rendering file] and proceed with
- specifying all the necessary variables (lights, views, materials,
- etc.), BIG D will generate both rendering and image files, and
- erase the rendering file once the image file is produced. The
- default setting for [Erase rendering file] is "Off".
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Generate Bump Map
- [Generate bump map] creates a greyscale image file when
- you render the scene. The image file can then be used to set
- height variations on bump-mapped surfaces. The program sets
- pixel intensity based on the distance of an object from the
- camera, with higher = closer and lower = farther away.
-
- The default setting for [Generate bump map] is OFF.
- [Generate bump map] should be set to ON only if you are
- creating a greyscale image.
-
- Bucket Size
- Erase Rendering File
- Expert Dialog Box
- Expert Dialog Procedures
- File Compression
- Generate Bump Map
- Ray Depth
-
- \Lights Menu Overview
- BIG D offers several types of lighting for illuminating your
- model. The Lights menu allows the use of Point, Spot, and
- Directional lights, the Sun, Ambient and Background light, and
- X-ray lights. It also allows you to control the fading of light
- with distance, and fog.
-
- All lighting options are accessed through the Lights menu.
- The Lights menu lists four dialog boxes: Add Light, Delete Light,
- Edit Light, and Lighting Options.
-
- (Lighting Options controls Ambient Light, Background, and
- Fading/Fog operations.) If no lights are defined in the scene,
- the Delete Light and Edit Light options are disabled. The
- lighting equipment supplied by BIG D falls into two
- categories - global and local. The global operations accessed
- from Lighting Options (Ambient Light, Background, and
- Fading/Fog) affect the whole rendering in a consistent manner.
-
- The options accessed from the Add Light dialog box - Point,
- Spot, and Directional lights, as well as the Sun - locate
- specific lights in a specific place, and cast shadows in
- specific directions. The X-ray light option can be activated for
- any of these lights.
-
- BIG D allows you to define any number of directional, point,
- and spot lights, and the program compiles a list of the lights as
- you define them. You must always define at least one light to
- generate an image. If you are not familiar with the program, it
- is best to start with neutral-color lights at default brightness
- settings.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Lighting Options Procedures
- 1. Pick [Lights] on the main menu bar, and [Lighting
- Options], which controls Ambient Light, Background, and
- Fading/Fog, from the pull-down menu.
-
- 2. In the Ambient Light group box, use the Hue, Saturation,
- and Value slide bars (or RGB slide bars) to define the color of
- the light (or pick the text box, type in a number, and press
- [Enter]). The color patch will change as you change the color
- settings. Use the Brightness text box to specify Ambient Light
- brightness.
-
- 3. Select a color for Background using the HSV slide bars or
- text boxes in the Background group box.
-
- 4. Establish Fading parameters by specifying a percentage in
- the Maximum fade text box/slide bar. Leave the start and end
- distances at default settings except for special cases. Toggle
- on Fog if you want to use it.
-
- 5. When you are satisfied with your choices, pick the [OK]
- button, which returns you to the main menu bar. Picking
- [Cancel] will abort any changes that you made.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Define a Light Procedure
- 1. Pick [Lights] from the main menu, and [Add Light] from
- the pull-down menu to call up the Add Light dialog box. BIG
- D will assign consecutive numbers to lights as you define
- them. (The title of the Add Light dialog box will be "Light
- #1" for the first light, and so on.)
-
- 2. BIG D assigns a default name to each light. The default
- name is the first four letters of the BDS file name and a four-
- digit number (e.g. "LOGO0001"). If you don't want to use the
- default name, pick the text box labeled "Name:" and type in a
- new name. Then press [Enter].
-
- 3. Toggle the X-ray light button On or Off. (X-ray lights are
- used to bring out detail in shadows.)
-
- 4. Specify color for the light using the text boxes/slide bars
- labeled Hue, Saturation, and Value in the Color group box.
- The color patch will change as you change the settings. Set
- Brightness by picking the text box, typing in a number, and
- pressing [Enter].
-
- 5. Using the scroll list button labeled "Type," select a type of
- light: Point, Spot, Directional, or Sun.
-
- 6. Each different type of light has its own Geometry dialog
- box. Pick the Geometry button to call up the appropriate
- dialog box.
-
- 7. Use the Geometry dialog box to locate the light in relation
- to your model. When you have located the light, pick [OK] to
- return to the Add Light dialog box.
-
- 8. When you have defined the light to your satisfaction, pick
- [OK]. Pick [Cancel] if you wish to get rid of your changes.
-
- When you pick [OK] or [Cancel], the Edit Light dialog box
- appears in case you want to do any last minute editing. Pick
- [Done] to return to the main menu bar.
-
- 9. If you wish to define another light without returning to the
- main menu bar, pick [Add New Light], which calls up a fresh
- Add Light dialog box for the next light. If you have defined
- a series of lights and wish to go back to the previous light,
- pick [Previous Light].
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Delete a Light Procedure
- 1. Pick [Lights] from the main menu bar, and [Delete Light]
- from the pull-down menu.
-
- 2. If you have defined only one light, a screen appears that
- asks, "Do you really want to delete Light #1?" If you really,
- really want to, pick [Yes]; if you want to think about it some
- more, pick [No] to return to the main menu bar.
-
- 3. If you have defined more than one light, picking [Delete
- Light] calls up the Delete Light dialog box, which contains a
- scroll box labeled "Light," and lists all of the lights which
- have been defined.
-
- 4. Pick the light that you wish to get rid of (the light name
- will highlight in the scroll box) and then pick the [Delete
- Light] button. A screen will appear asking if you really want
- to delete the light. Pick [Yes]. (Picking the [Done] button on
- the Delete Light dialog box will send you back to the main
- menu without deleting anything.)
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Edit a Light Procedure
- 1. Pick [Lights] from the main menu bar, and [Edit Light]
- from the pull-down menu.
-
- 2. If you have defined only one light, picking Edit Light will
- send you to the dialog box for that light, which is identical to
- the Add Light dialog box.
-
- 3. Make the changes you need, using the same operations that
- you used to define the light originally. When you have
- finished, pick [OK]. The Edit Light dialog box (see below)
- will appear. Pick [Done] to return to the main menu bar.
-
- 4. If you have defined more than one light, picking Edit Light
- from the pull-down menu will call up the Edit Light dialog
- box, which contains a scroll list of the lights defined. Pick
- the light you wish to edit, and then the [Edit Light] button, to
- call up the light's dialog box, which is identical to the Add
- Light dialog box.
-
- NOTE: If you wish to edit any of the Lighting Options, simply
- pick [Lighting Options] from the pull-down menu to get the
- same dialog box that you used. Change Ambient Light,
- Background, or Fading settings and then pick [OK].
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Ambient Light
- Ambient light is background light which is applied to all
- surfaces equally, regardless of their location or orientation.
- Ambient light is used to simulate light which is reflected from
- the atmosphere, and from other objects in the scene.
-
- Without Ambient light, surfaces which are shaded from all
- other light sources will appear black, similar to photographs
- taken on the surface of the moon. Use Ambient light to
- illuminate surfaces which are in shade.
-
- 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 Reflectivity Coefficient.
- Adjust Hue, Saturation, and Value (or Red, Green, and Blue)
- using the slide bars or text boxes. If you are using the HSV
- colorspace, Hue is a number between 0 and 360. Saturation is
- a percentage, with 0 being completely unsaturated (no color),
- and 1 being the fully saturated hue. Value ranges from 0
- (black) to 1 (white). Check your results with the color patch.
- For normal use, Ambient light color should be kept close to
- neutral by setting Saturation close to 0, and Value close to 1.
-
- Ambient Light's brightness is measured as an absolute number
- from 0 to 100 (not a percentage). Typical brightness values
- for Ambient Light vary from 1 to 3. The default value is 1.
- When you have defined the full array of lights in a rendering,
- you may need to adjust Ambient light.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Background
- The Background of your rendering functions as both light and
- color. The color setting for Background determines the color
- and brightness of any image pixel which does not intersect an
- object in the scene.
-
- For example, suppose you want to render a cam shaft. If you
- show the cam shaft "floating in space," every part of the screen
- that is not the object "cam shaft" is Background.
-
- However, if you construct a table to put the cam shaft on, and
- a flat plane to serve as a backdrop behind the table, the table
- and backdrop are defined by BIG D as objects, and are not
- affected by the Background definition.
-
- The Background area will not reflect light back into the
- rendering. However, if the rendering contains shiny surfaces,
- those surfaces can reflect the background color.
-
- In the Background group box, set color for the Background
- pixels using the Hue, Saturation, and Value (or RGB) slide
- bars or text boxes. As in Ambient Light, Hue is a number
- between 0 and 360, and Saturation and Value are percentages.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Fading and Fog
- The Fading option controls the amount that light diminishes as
- it travels through space; objects far away from the screen are
- darker than objects close to it.
-
- The default setting for Start distance is zero, which is at the
- camera. End distance defaults to twice the distance from the
- camera to the farthest point of the model. For most render-
- ings, you should leave these settings as is. (If, for some
- reason, you want to set up a more extreme light fall off,
- decrease the End distance setting.)
-
- Maximum Fade is a percentage - the value difference
- between the start and end point. The default for Maximum
- Fade is 0.50. If you want less fading, set Maximum Fade to
- a smaller value. Increase the Maximum Fade percentage to darken
- the scene more drastically.
-
- Fog diminishes the sharpness of objects as they recede from
- the camera - sort of like, well, fog. It mimics the effect of
- the atmospheric perspective often seen in paintings and
- photographs. Fog operates by mixing in pixels of Background
- color with the pixels of the model's material color. Toggle on
- Fog to add a diffusing effect to the darkening obtained by
- using Fading.
-
- The "thickness" of Fog is determined by the Maximum Fade
- percentage. Thickness is a linear gradient or buildup from
- near distance, where it starts at zero thickness, to far
- distance, where the full percentage you specify takes hold,
- staying in place out to infinity. Even if 1.0, or 100% fog, is
- specified, there will be no fog in the near distance; the 100%
- will take effect at the far distance, and stay in effect to
- infinity.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Add Light Dialog Box
- Selecting Add Light from the Lights menu calls up the Light
- dialog box, used to add or edit individual lights. BIG D will
- automatically number the lights that you define. The first time
- you select Add Light, the dialog box will appear with the title
- "Light #1".
-
- Name
-
- In the upper left corner of the dialog box is a text box labeled
- "Name:". BIG D assigns a default name to each light as you
- define it - the first four letters of the BDS file, followed by
- a four-digit number, beginning with 0001. If this seems
- unnecessarily boring, or if you wish to categorize your lights
- in some way (e.g. neon0001, neon0002), you can assign names
- to the lights by picking the text box, typing in the new name,
- and pressing [Enter].
-
- Type of Light
-
- Use the "Type" scroll list to designate a light as Directional,
- Point, Spot, or the Sun. Pick the box and hold down the pick
- button to call up the list of types. Move the cursor over the
- type you want and release the button.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \X-Ray Lights
- Use the X-ray toggle button at the top right of the dialog box
- to specify whether or not any defined light - Point, Spot,
- Directional or Sun - is an X-ray light. An X-ray light is a
- special type of BIG D light that does not cast shadows.
-
- The term "X-ray" does not refer to seeing the insides of things,
- as does a medical X-ray; BIG D's X-ray lights shine through
- things, like Superman's X-ray vision.
-
- X-ray lights brighten surfaces in a scene according to the angle
- of the surface in relation to the direction of the light. The
- more nearly perpendicular a surface is to the light's direction,
- the more X-ray light it receives.
-
- X-ray lights are useful for lightening cast shadows and
- modeling shaded surfaces. Cast shadows can either aid or damage
- the illusion of three-dimensional reality. A set of cast shadows
- from a dominant light source gives the eye clear and simple depth
- cues, whereas multiple sets of shadows from multiple light
- sources can become confusing and cluttered.
-
- Shadows cast by a single light source in a rendering are
- usually too black to look realistic, unless Ambient light is
- adjusted to compensate. If increasing Ambient light enough to
- brighten shadows washes out the rest of the rendering, you can
- use X-ray light to brighten selected surfaces only.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Color
- A material's hue is the "color" of the material. Hue is defined
- as an angle between 0° and 360° on a color wheel. Red is at
- 0°, green at 120°, and blue at 240°. Select a material's hue
- with the Hue slide bar, or type a number, and press [Enter].
-
- Use the Material Properties dialog box to create new colors by
- editing existing colors. The Color group box contains three
- slide bars and text boxes, and a color patch. The color patch
- changes continuously to show the effect of your adjustments.
- You can specify either an HSV-based color model or an RGB
- color model when you use the Display dialog box in the
- Options menu. The HSV model is the default.
-
- The combination of settings you specify on the Hue, Satura-
- tion, and Value (or RGB) slide bars defines the color of the
- light. Keep the color close to neutral unless you're
- setting up a special effect, such as stage lighting.
-
- The Brightness text box sets the intensity of the light on a
- scale of whole numbers from 1 to 100. The default value is 1;
- typical values are 1 - 4. As more lights are added to a scene,
- the brightness increases cumulatively. The more lights used,
- the lower the brightness should be for each individual light.
- You'll probably have to go back and adjust brightness after
- you have specified all the necessary lights.
-
- <SEE ALSO>
- RGB Model
- HSV Model
-
-
- \Light Geometry
- After you select a type of light, pick the Geometry button to
- call up the appropriate dialog box for locating that type of
- light. Keep a light located outside of the visible area of the
- rendering, unless you model a light fixture to contain it, or
- unless you intend to use it as a UFO.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Point Lights
- A point light is located at an infinitely small point in three-
- dimensional space, defined by its x, y, and z coordinates. A
- point light radiates light rays in all directions equally.
- Light bulbs are examples of point lights.
-
- A "Fading" group box appears at the bottom of the Geometry
- box for this light. The fading effect begins at the camera lens
- (or at zero), where the point light is at 100% intensity, and
- increases in a linear manner, until it reaches the point
- determined by the fade distance value.
-
- "Fade" is the amount of fading, as a value between 0.0 and 1.0 -
- the default is 0.5. When the fade distance is reached, the
- fading stays at the level determined by "Fade" (0.5, say), from
- the fade distance out to infinity.
-
- There are two ways to locate a point light:
-
- 1. Use the Source text boxes in the Point Light Geometry
- dialog box to enter x, y, and z coordinates. You do not have
- to specify a target for a point light since it shines equally in
- all directions. When you enter new values in the text boxes, the
- light icon in the viewports will change position to match the
- new coordinates.
-
- 2. Use the Top and Front viewports to graphically locate a
- point light in relation to the wireframe model. The Top
- viewport shows the light icon's location relative to the x-y, or
- "ground" plane. The Front viewport shows the altitude of the
- light on the z-axis (the height of the light). Point light icons
- are eight-rayed circles.
-
- Move the cursor over the light icon in the Top viewport. Click
- to select the light, and hold down the button. Use the mouse
- to drag a rubberband line from the light icon to a new position.
- When you release the pick button, the icon snaps to it.
-
- Then move the cursor to the Front viewport and repeat the
- operation to raise or lower the light. As you drag the light
- around in the viewports, the numbers in the x, y, and z text
- boxes will change to reflect the new positions.
-
- Note: If you can't see the icon in the viewports, it is probably
- located too far from the model to be within the border of the
- viewport.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Spot Lights
- A spot light is similar to a point light that has been fitted
- with a reflector, which corrals the light rays into a cone. The
- angle, or spread, of the light cone is adjustable. Spot lights
- can be aimed at any area of a scene.
-
- The Spot Light Geometry box requires you to position both the
- light's Source and its Target, and to specify a Spread Angle
- for the light. Changing the "Fading" default settings is
- optional.
-
- There are two ways to locate a spot light:
-
- 1. Use the Source and Target group boxes. Enter x, y, and z
- coordinates in the Source text box. Do the same operation to
- locate the Target.
-
- 2. Use the viewports to graphically locate the Light and its
- Target with the mouse. The Target icon is a box with an X
- inside, and the Light icon is an eight-rayed circle. As you
- move the icons, the text box values will change.
-
- You must also specify the spread angle of a spot light using
- the Hot spot (default 50) and Fall off (default 60) text boxes
- in the Spread Angle group box. "Hot spot" is the full-intensity
- area or cone of the spot light. "Fall off" is the cone of
- lessening intensity from the Hot spot cone to the surrounding
- darkness (or otherwise-illuminated area).
-
- In selecting a spread angle, consider whether to illuminate the
- entire scene, or highlight a particular area. The area lit
- depends on the distance from the target to the light.
-
- A "Fading" group box appears at the bottom of the Geometry
- box. "Fade" is the amount of fading, as a value between 0.0 and
- 1.0, and the default is 0.5. The process is this: the fade
- effect is zero at the (spot) light's source, and increases on a
- linear gradient out to the fade distance specified, where its
- effect becomes constant (the constant 0.5, or whatever you've
- entered in "Fade") from there to infinity.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Directional Lights
- A directional light emits rays which are parallel to each other,
- as if the light were located an infinite distance from the scene.
- Because a directional light is located along a vector, rather
- than at a specific distance from the model, there is no icon in
- the viewports to show its location; the only way you can locate
- a directional light is by using the Geometry dialog box.
-
- Since it has no specific distance from the model, the intensity
- of a directional light does not diminish as it travels through
- space. Generally, therefore, directional lights appear brighter
- than point lights of equal intensity.
-
- Use the text boxes in the Directional Light Geometry box to
- specify angles for Bearing and Altitude.
-
- Bearing sets the horizontal angle, which is measured in the x-y
- plane counter-clockwise from the positive x-axis (or "3
- o'clock" in the Bearing diagram). The vertical angle, or
- Altitude, is measured up (0° to 90°) or down (0° to -90°) from
- the x-y plane. Zero degrees is at 3 o'clock on the Altitude
- diagram.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \The Sun
- The sun is a special directional light. Locate the sun by
- entering the appropriate latitude, site orientation (north
- angle), day of year, and time of day. BIG D uses this
- information to calculate the exact
- bearing and altitude of the sun.
-
- The North Angle is a horizontal angle which points toward true
- north, relative to the coordinates used in your model. The angle
- is measured in the x-y plane counter-clockwise from the positive
- x-axis of the model. For example, if true north is in the
- positive y direction in your model, the north angle should be set
- to 90° in BIG D.
-
- Use the Latitude slide bar or text box to specify your location
- on earth relative to the equator. Latitude is measured as an
- angle from -90° to +90°. A positive latitude (0° to +90°) is
- used in the northern hemisphere and a negative latitude (0° to -
- 90°) is used in the southern hemisphere. Keep a large world
- map on hand to look up latitudes (or a globe is more fun,
- because you can spin it).
-
- Specify the month of the year and the day of the month 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. Pick the Month scroll list, locate the cursor over
- the month you want, and release the pick button. Enter the
- day of the month in the Day slide bar or text box.
-
- The hour and minute of the day set the exact position of the
- sun, and are based on military time. When setting the hour,
- use 1-23 hours. Four o'clock PM is 16 hours and 00 minutes,
- for example, and one minute before midnight is 23 hours and
- 59 minutes. One minute after midnight is 00 hours and 01
- minutes.
-
- 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. You may also need to
- adjust for Daylight Savings Time.
-
- Adjust the sun's color with the Hue, Saturation, and Value (or
- RGB) slide bars or text box, just as you would any other light.
- (Science fiction illustrators can have fun with this one.) A
- colored sun simulates sunlight which is filtered through the
- atmosphere. For example, an orange hue can emulate the
- setting sun. Typical Brightness values for the sun range from
- 1 to 3.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Exiting Add Light
- There are four ways to get out of the Add Light dialog box:
- [OK], [Cancel], [Previous Light], and [Add New Light].
- Picking [OK] confirms your changes. Picking [Cancel] aborts
- any changes you have made. After you pick either [OK] or
- [Cancel], the Edit Light dialog box appears on the screen, just
- in case you might want to do some more editing. Pick [Done]
- to return to the main menu bar.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Light Summary
- Assign Materials and define a View before you start working
- with Lights. Then specify Lighting Options: Ambient Light,
- Background, Fading and Fog. Remember that reflective
- objects in your rendering will be affected by the Background
- color, e.g., a reflective gold object may look green if you use
- a blue background.
-
- Keep the color of Point, Spot, and Directional lights close to
- neutral (or slightly orange for incandescent, slightly blue for
- neon) unless you're setting up a special effect.
-
- The more lights you use, the less intensity you need per light.
- You will probably have to go back and adjust the lights after
- you do a preliminary rendering. Use as few lights as possible
- to light the scene, in order to reduce shadow confusion and
- rendering time. Use X-ray lights to boost brightness and
- lighten shadows in specific areas that need them, often behind
- objects facing the main light source.
-
- Locate Point and Spot lights by either typing in coordinates
- or moving the icons in the viewports. Directional lights and
- the Sun must be located with their respective Geometry dialog
- boxes.
-
- <SEE ALSO>
- Light Summary
- Lights Menu Overview
- Add Light Dialog Box
- Define a Light Procedure
- Directional Lights
- Light Geometry
- Point Lights
- Spot Lights
- The Sun
- X-Ray Lights
- Delete a Light Procedure
- Edit a Light Procedure
- Background
- Lighting Options Procedures
- Ambient Light
- Exiting Add Light
-
-
- \Views Menu Overview
- To define a view in BIG D, you specify a location for the
- Camera, and a location for the Target. The camera is the point
- from which you wish to view the model. The target is the
- point toward which you look. Where you position the camera
- and target determines how the final rendering will look, as if
- your eye were the camera, and what you see when you look
- toward the target is the "snapshot" of the final rendering.
-
- The Views menu lists only three options: Add View, Delete
- View, and Edit View. (You must define at least one view of
- a model before you can generate an image.)
-
- BIG D supplies three procedures for locating the camera and
- target: dragging the icons in the viewports; typing in x, y, and
- z coordinates; and using the Tools menu down the right side
- of your screen.
-
- When you use the Files menu to first load a scene, the Top
- and Front viewports appear on the right side of your screen.
- As soon as you pick an option from the Views menu, a third
- viewport appears in the lower left corner of the screen, and the
- camera and target icons appear in the Top and Front viewports.
- The wireframe models in the Top and Front viewports always
- show isometric (parallel) views - top, front, back, right, etc.
-
- The purpose of these viewports is to show the location of the
- camera and target in relation to the model, and to let you
- graphically change the camera and target locations.
- The lower left viewport is an entirely different matter. In this
- viewport, what you see is what you get - in the rendering.
-
- The wireframe model in the lower left viewport changes its
- position (shrinks, swells, tilts, rotates, scoots right or left)
- as you enter view settings, drag the icons, or play with the
- Tools. The position of the wireframe model in this viewport will
- be the position of the model in the rendering.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
-
- \Define a View Procedure
- 1. Pick [Views] from the main menu bar, and [Add View]
- from the pull-down menu. When you select [Add View], the
- third viewport will appear in the lower left corner of the
- screen.
-
- 2. The Add View dialog box will appear with the title "View
- #1." The text box labeled "Name:" will show a default view
- name consisting of the first four letters of the current BDS
- file, combined with a four-digit number, in this case, "0001."
- Example: file0001. Leave the "Name:" space alone unless you
- can't stand the default name.
-
- 3. Leave the button labeled "View active" toggled ON.
-
- 4. In the Options group box, use the scroll list button labeled
- "Projection:" to choose either Perspective or Parallel
- projection. "Perspective" is the default.
-
- 5. Use the text box labeled "Lens:" to change the lens focal
- length of the camera, if you need to. The default is 35.
-
- 6. Leave "Twist angle:" at its default of zero, for now.
-
- 7. Locate the Camera and Target. The 3-D viewport in the
- lower left corner of the screen changes to show your adjust-
- ments. There are three different methods you can use:
-
- 7-A. In the Camera and Target group boxes, pick the text boxes
- labeled x, and then type in coordinates, pressing [Enter] after
- each x, y, and z have been entered.
-
- 7-B. Using the mouse, pick the Target icon (a small square
- with an "X" inside) in a viewport, hold down the pick button,
- and drag it into a new position. Then select the Camera icon
- (a "box" camera, literally) and position it. Use the Top
- viewport to position the icons in relation to the x-y plane, and
- the Front viewport to position the icons vertically.
-
- 7-C. Use the Tools menu icons (down the right side of the
- screen) to position the Camera and Target in increments, pan
- the camera and target in relation to the model, adjust twist
- angle and lens focal length, and control zoom functions.
-
- 8. When you are satisfied with the view shown in the lower
- left viewport, exit the Add View dialog box by picking the
- [OK] button. The [Cancel] button erases any changes you
- made. If you have defined more than one view, picking [OK]
- or [Cancel] calls up the Edit View dialog box, which lists all
- Views defined of a model. Pick [Done] on the Edit View
- dialog box to return to the main menu.
-
- 9. Pick [Add New View] on the Add View dialog box if you
- wish to go directly to a fresh Add View dialog box to define
- another view. When you have defined more than one view,
- picking [Previous View] sends you back to the Add View
- dialog box for the previous view.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Delete a View Procedure
- 1. Pick [Views] from the main menu, and [Delete View] from
- the pull-down menu.
-
- 2. If you have defined only one view, a screen will appear
- that asks, "Are you sure you want to delete this view? View
- #1 - 1." Pick the [Yes] button (or the [No] button, if you
- change your mind).
-
- 3. If you have defined more than one view, picking [Delete
- View] calls up the Delete View dialog box, which contains a
- scroll box listing all the views you have defined of the model.
-
- 4. Pick the view you wish to delete (it will highlight in the
- scroll box) and press the [Delete View] button. Press the
- [Done] button if you want to keep the view after all.
-
- 5. When you press [Delete View] the "Are you sure you want
- to delete this view?" screen appears. Pick [Yes].
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Edit a View Procedure
- 1. Pick [Views] from the main menu, and [Edit View] from
- the pull-down menu.
-
- 2. If you have defined only one view, the Add View dialog
- box for that view reappears. Use the same procedures to edit
- the view that you used to originally define the view. Pick
- [OK]. If you have defined more than one view, the Edit View
- dialog box will appear for any last minute editing. Pick
- [Done] on the Edit View dialog box to return to the main
- menu.
-
- 3. If you have defined more than one view, picking [Edit
- View] calls up the Edit View dialog box, which contains a scroll
- box listing all the defined views of the model.
-
- 4. Pick the view you wish to edit (it will highlight in the
- scroll box) and press the [Edit View] button. The Add View
- dialog box for that view will appear. Make the changes you
- need and press [OK].
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Active Views
- When you choose a BDS (scene/model) file to render, BIG D
- will render every view you ever defined of that
- model, even if some of the views have already been
- rendered - unless you use the View Active operation to
- deactivate some of the views.
-
- For example, suppose you have defined five views of a house
- you're rendering. Yesterday, you did the finished renderings
- of Views 1 and 2. You played around with it some more
- today; Views 3 and 4 are okay, and View 5 is spectacular.
- You're pressed for time, and you only need a rendering of
- View 5. BIG D will render all five views unless you toggle
- View Active OFF for Views 1, 2, 3, and 4.
-
- 1. Pick [Views] from the main menu, and [Edit View] from
- the pull-down menu.
-
- 2. The Edit View dialog box displays a scroll list of the views
- defined of the BDS file. To the right of each view file name
- is a View Active toggle button. Pick the buttons to turn off
- the views you don't want rendered. The toggle button contains
- a black square if it is ON. If the button is blank, it's toggled
- OFF.
-
- 3. When you have finished with the toggle buttons, pick the
- [Done] button to return to the main menu.
-
- 4. If you want to look at a view before you toggle it off,
- select the view name in the scroll box, and pick the [Edit
- View] button. A dialog box for that view will appear, and if
- you still want to deactivate it, toggle off the [View Active]
- button on the dialog box.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \View Name
- You may want to render several views of the same model -
- for a walkthrough sequence, for an animation, or just to
- experiment. Each separate rendering of a model has its own
- file name. BIG D assigns each view/rendering a default file
- name, which uses the first four letters of the BDS file name
- and a four-digit number, e.g. logo0001.
-
- You can assign a name of your own choice by picking the
- "Name:" text box, typing in a name, and pressing [Enter].
- Make a note of each view you define, and its file name.
-
- File Names
-
- From the time you load a model and scene, until the moment you
- view the final image, the current file assumes several aliases.
-
- Suppose you want to make several renderings of an apartment
- building. (The economy has picked up, and multifamily
- projects have revived.) The DXF file comes into BIG D with
- the name "mlfm9208". Load the DXF model file
- (mlfm9208.dxf) and the BDS prototype scene file (bigd.bds);
- the resulting model/scene file gets a new name (say,
- apartmnt.bds). Actually, you can name it anything -
- godzilla.bds.
-
- Usually, the next step is to set rendering variables and assign
- materials using the Options menu. You don't have to worry
- about file names at this point. BIG D assigns your operations
- to whatever BDS file is the current file (the last one loaded.)
-
- When you get ready to define views, the Add View dialog box
- appears with a default name, apar0001, for the first view -
- the first four letters of the BDS file (apartmnt.BDS) and a
- four-digit number. Subsequent views are named apar0002,
- apar0003, etc.
-
- Next, define the lights. The Add Light dialog box comes up
- for the first light with apar0001 as the default name for the
- light. Yes, this is the light name, not the view name. Light
- names and view names use the same form - first four letters
- of the BDS file plus four-digit number - but don't worry;
- they stay in different places and don't get themselves mixed
- up.
-
- When you have assigned materials and rendering variables, and
- defined lights and views, you're ready to render. The Render
- Scenes dialog box lists scenes to render under the BDS name,
- so you'll pick the file listed as apartmnt.bds.
-
- Once BIG D has rendered the image (or images), use the Show
- Image dialog box to view it. The listings in the Show Image
- scroll box revert to the View name plus an Image File Type
- extension, so you'll see apar0001.gif, apar0002.gif, etc., and
- you can pick the particular view you wish to see.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Views and Lights
- You can define only one set of lights for each BDS scene/-
- model file. Suppose you have set up one view of a model, and
- defined the lights for that view.
-
- Next, you define another view of the same model from another
- angle. You might want to shift the lights a little bit, or do
- one daytime and one nighttime rendering. The changes you make
- in the lights for the second view will also change the lights in
- the first view.
-
- To get more than one lighting setup for the same model, you
- must create a separate BDS file. Simply go back to the Files
- menu, and type in a new name for the BDS scene/model file.
- The new BDS file will retain the materials and rendering
- variables you've already specified. Use the new BDS file to
- define a new view with a different lighting setup.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Projection
- Use the Projection scroll list button to specify parallel or
- perspective projection. In a parallel projection, edges which
- are parallel in the 3D model are parallel in the generated view.
- The Top and Front viewports show parallel projections.
- Parallel projections include plans, elevations, and isometric
- views.
-
- A perspective projection gives a more realistic representation
- of the 3D model. Edges parallel in the model converge toward
- "vanishing points" in perspective.
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Twist Angle
- The Twist Angle option enables you to generate scenes that
- show the model tilted up to the left or right. (Either for artsy
- effects, or to simulate the view from a banking airplane.)
-
- If an invisible wire were stretched from the camera to the
- target, Twist Angle would rotate the camera about the axis of
- the wire. The Twist Angle setting determines the degree of tilt
- added to the scene. A twist angle of 90° turns the model on
- its side; 180° turns it upside down.
-
- The angle of twist is measured counter-clockwise from the
- positive x-axis of the camera, not the x-axis of the model.
- Since the camera is being twisted instead of the model, tilting
- the camera up on the right causes the model to appear to tilt
- up on the left. The default setting for Twist angle is 0°.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Entering Coordinates
- When you import a DXF model file, the model's coordinates
- come into BIG D with it. The origin - 0,0,0 - in the model
- will be 0,0,0 in the BIG D rendering. In many modeling
- programs, the origin is in the lower left corner of the x-y
- plane, or "ground" plane, which is also the ground plane in
- BIG D's Top viewport.
-
- In the Camera and Target group boxes, enter a coordinate for
- each axis by picking the appropriate text box and typing in a
- number, and pressing [Enter]. The default unit of linear
- measurement is inches.
-
- You can change the default unit, either during installation, or
- by using the Display dialog box on the Options menu.
-
- Dragging the Icons
-
- The camera icon is a small "camera". The target icon is a
- square with an "X" inside. The camera icon is connected to
- the target icon by a line. For the first view that you define of
- a model, the camera icon with have a number "1" beside it.
- The camera icon for a second view of the same model will be
- labeled "2", and so on.
-
- The Top viewport displays the location of the camera relative
- to the x-y plane, and the Front viewport displays the camera's
- height, or its position relative to the z axis.
-
- To move an icon, position the cursor over the icon and press
- the pick button. Hold down the button, and drag the end of
- the view line to a new location. When you release the pick
- button, the icon will jump to the new location. The text box
- x, y, and z coordinates will change to specify the new position.
-
- \Tools Menu
- The column of symbols down the right side of your screen is
- used for fine-tuning the view, and other arcane operations.
-
- Most Tools operations require that you activate a specific
- viewport by picking any spot within that viewport.
- Operations that change the orientation of the model relative to
- the borders of the Top or Front viewport may or may not
- change the final rendering. Operations that change the
- orientation of the model in the lower left viewport will change
- the view in the rendering.
-
- If you get the camera icon so far from the model that it
- disappears off the edge of the viewport, you can retrieve your
- camera by using the Zoom Out symbol. Zoom out far enough so that
- the camera is included in the viewport. Then use the mouse to
- drag the camera closer to the model, and Zoom Extents to restore
- the model to its original size.
-
- If you get hopelessly snarled up experimenting, press [Cancel]
- to abort your changes, and [Done] on the Edit Views dialog
- box, to return to the main menu. Pick [Views] and then [Add
- View] to get back to Add View dialog box.
-
- Adjusting the Target
-
- At the top of the Tools menu is a bull's eye with eight
- directional arrows, which adjusts the location of the target.
- Each arrow will rotate the location of the target around the
- camera location. You must activate the lower left viewport to
- use the Target symbol.
-
- Picking the up arrow will rotate the target upward about the
- camera. This causes your center of view to move upward (the
- model appears to move downward). When you select the right
- arrow, the model will appear to move to the left. This might
- be upsetting, because it appears to be the opposite of what
- should happen. Keep in mind that it is the target (where
- you're looking) that is moving, not the model.
-
- The other arrows move the target in their respective directions.
- If you pick the head of the arrow, the target moves at a larger
- increment than if you pick the tail.
-
- Adjusting the Camera
-
- The camera symbol is a little camera surrounded by eight
- arrows. Pick the arrows to rotate the camera a small amount
- around the target. Selecting the up arrow (for example) will
- rotate the camera upward about the target. This enables you
- to view the model from a higher elevation. Picking the head of
- the arrow moves the camera in larger increments than picking the
- tail does. You must activate the lower left viewport to use the
- Target.
-
- Twist Angle
-
- The three-quarter circles with arrowheads adjust the twist angle
- of the camera. Picking the clockwise - circle vector on the
- left twists the camera clockwise around an imaginary line from
- the camera to the target. (Remember - this will make the
- model appear to twist counterclockwise.) Picking the counter-
- clockwise vector does the opposite.
-
- To use the Twist Angle operation, you must first pick the
- lower left viewport, since its orientation is a line from camera
- to target.
-
- Pan
-
- The Pan icon is a plus with arrowheads on ends of each arm,
- surrounded by eight more arrows. "Pan" moves both camera and
- target, but keeps them in the same position relative to each
- other.
-
- Selecting the right Pan arrow causes both the camera and
- target to move to the right. This causes the model to slide to
- the left, relative to the screen, but keeping the same orienta-
- tion. The other arrows move the camera and target in their
- respective directions.
-
- If you activate the Top or Front viewport, you can use Pan to
- change the position of the model in the viewport. However,
- you must activate the lower left viewport to make Pan affect
- the final rendering.
-
- Zoom
- The Zoom In symbol consists of two arrows pointing toward
- each other. Picking Zoom In moves the camera closer to the
- target while maintaining the same orientation.
-
- Picking the Zoom Out symbol - the two arrows pointing
- away from each other - steps the camera back from the
- target, and makes the model smaller in relation to the size of
- the viewport.
-
- Zooms only affect the final rendering if you activate the lower
- left viewport.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Lens Focal Length
- Lens (or lens focal length) controls how wide a view of the
- model is generated. Lens settings are measured in millimeters,
- and range from 5mm to 1000mm.
-
- Low settings specify a short focal length, which produces a
- wide angle view, similar to a wide angle lens. The model is
- smaller in relation to the size of the frame.
-
- High settings specify a long focal length, which produces a
- narrow angle view, similar to a telephoto lens. The model is
- larger in relation to the size of the frame.
-
- The Lens default setting is 35, which produces an angle similar
- to the normal human cone of vision. The lens focal length, in
- effect, sets the position of the top, bottom, and side borders of
- the scene.
-
- Increasing the lens focal length is similar to using the Zoom In
- operation. However, using a high Lens setting will cause the
- model to appear bigger in the screen without causing the
- increased perspective distortion that would occur if the camera
- were zoomed in to increase the model size.
-
- To set the lens focal length, pick the text box, type in the
- desired value, and press [Enter].
-
- The two magnifying glasses (Tools Menu) can be used to adjust the camera's
- lens focal length.
-
- The glass with the plus sign increases the lens setting, which
- makes the model appear larger - similar to using a telephoto
- lens. The glass with the minus sign lowers the lens focal length
- setting, which makes the model appear smaller in relation to
- the viewport, similar to using a wide-angle lens. (Plus =
- bigger model, minus = smaller model.) Default setting is 35.
-
- You can use the Lens symbols to change the lens focal length
- in any activated viewport, but only the lower left viewport will
- change lens focal length in the rendering, and in the "Lens:"
- text box.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Zoom Window Procedure
- The mountain range symbol below the magnifying glasses
- enlarges a portion of the model by zooming the camera into a
- window within a viewport.
- To create a Zoom Window:
-
- 1. Activate one of the three viewports by picking any point
- within the viewport.
-
- 2. Pick the Zoom Window symbol.
-
- 3. Pick a location in the activated viewport for one corner of
- the Zoom Window, and hold down the pick button.
-
- 4. Move the mouse in a diagonal direction to "drag open" a
- window. (The window then expands from your first point.)
-
- 5. When you're satisfied with the window's size and location,
- release the pick button. The area within the window will
- expand to fill the viewport.
-
- 6. To get rid of the zoom window, pick the Zoom Extents
- button (the cube symbol) to the right of the Zoom Window
- symbol.
-
- You can zoom a window in any activated port, but only the
- lower left port affects the rendering.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Zoom Extents
- The cube symbol is also a special case of zooming. Picking Zoom
- Extents automatically zooms the camera so that the border of the
- viewports is at the outermost points of the model.
-
- If the model is wider than it is high, the extreme left and right
- points will define the position of the edge of the viewport. If
- the model is taller than it is wide, the highest and lowest
- points set the borders. The model retains its proportions and
- orientation toward the camera.
-
- If you have defined a "base" or a "backdrop" for a model,
- Zoom Extents will enlarge to include all of these planes, but
- will not necessarily extend far enough to include the camera.
- You can use Zoom Extents on any activated viewport, but only
- the lower left viewport will affect the final rendering.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
- \Vector Pan Procedure
- The Vector Pan symbol is a right-leaning arrow. You can use
- Vector Pan to slide the model along a line in any direction.
-
- 1. Activate one of the three viewports, and then pick the
- Vector Pan symbol.
-
- 2. Press the pick button to choose a start point in the viewport.
- Holding down the pick button, drag the cursor to the end
- position you want, and release the button.
-
- 3. The model will move in the direction of the line, for a
- distance equal to the length of the line.
- Vector Pan can be used in any activated viewport, but only the
- lower left viewport affects the rendering.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Zoom Previous
- The U-turning arrow is Zoom Previous, and allows you to
- "reset" the Zoom to the previous setting.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Show Views
- Normally, if you are not using the Views menu, the view icons
- - camera and target - are not visible in the Top and Front
- viewports. If you're using another menu and need to see the
- icons, pick the Show Views symbol, which is the left-looking
- eyeball at the bottom of the Tools menu. Pick the symbol
- again to get rid of the icons.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Show Lights
- The small light bulb is the Show Lights symbol. If you are
- using a menu other than Lights, pick the Show Lights symbol
- to display Point and Spot light icons in the Top and Front
- viewports.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Adjusting the Viewports
- Each viewport has a small button in the upper right corner, and
- another one in the upper left corner. Picking the upper right
- button expands that viewport to fill the screen. Pick the button
- again to shrink the viewport back to normal size.
-
- Pick the button in the upper left corner of the viewport to call
- up a scroll list of view points - Top, Bottom, Left, Right,
- Front, Back. If you pick "Right", for example, the wireframe
- model in that particular viewport will rotate to display the
- right side. Although the model will move, relative to your point
- of view, the camera and target icons will remain in the same
- position relative to the model.
-
- Once you have the new view - as shown in the lower left
- viewport - defined to your liking, select the [OK] button to
- save the view. Select [Cancel] to abort your changes.
-
- <SEE ALSO>
- Show Lights
- Show Views
- Tools Menu
- Vector Pan Procedure
- Zoom Extents
- Zoom Previous
-
-
- \Exit Add View Dialog Box
- If you want to define another view without returning to the
- main menu, pick [Add New View] to call up a fresh Add
- View dialog box. It will be titled "View #2" and the "Name:"
- text box will contain the new name, e.g. "logo0002". If you
- have defined more than one view, pick [Previous View] to go
- directly back to earlier views.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Views Summary
- You may render a view of a model from any angle, using
- either parallel or perspective projection. Define a view by
- specifying a location for camera and target, Lens focal length
- (default 35), and Twist angle (default 0.)
- BIG D will generate an image file (rendering) for every view
- you define of a BDS file unless you toggle off unwanted views
- with the View Active button. BIG D will assign a default
- name to each view.
-
- Camera and target may be located by typing in x, y, and z
- coordinates, by dragging the icons in the viewports, and by
- using the Tools menu. You must activate a viewport to use
- most Tools.
-
- Adjusting Lens focal length is similar to changing the focus of
- an actual camera, and changes the size of the model relative to
- the size of the viewport frame.
-
- Twist Angle rotates the camera around the axis of a line
- between camera and target.
-
- <SEE ALSO>
- Adjusting the Viewports
- Active Views
- Ports
- Projection
- View Name
- Views Menu Overview
- Views Summary
- Views and Lights
- Define a View Procedure
- Lens Focal Length
- Delete a View Procedure
- Edit a View Procedure
- Twist Angle
- Exit Add View Dialog Box
-
- \Render Menu Overview
- The Render menu provides only two options: [Render Scenes]
- and [Show Image]. Render Scenes renders a chosen scene file
- photorealistically. Scene files consist of a model, materials,
- and scene settings (camera, lights, and rendering variables), all
- saved in a .BDS file. Render Scene uses the largest share of BIG
- D's processing time.
-
- The second option, [Show Image], simply calls up and shows you a
- file saved in a .GIF, .PCX, .WIN, or .TGA (TARGA) format. Of
- course, any files in these formats can also be viewed with Show
- Image.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Render Scene Procedure
- Use the Render Menu to render the current .BDS Scene File
- The current scene file is the last file you loaded during a
- session. The Render Scenes dialog box appears with the
- current scene file listed in the text box labelled "Name."
-
- 1. Pick [Render] from the main menu-bar and [Render
- Scene] from the pull-down menu.
-
- 2. Pick the [Render] button on the Render Scenes dialog box.
- BIG D will generate an image file for each of the views you
- have defined of a scene. (See "Views" section.)
-
- NOTE: If you made changes to the scene settings (e.g., moved
- camera, changed light settings, etc.), a dialog box will ask if
- you want to save the scene file. Pick [Yes] if you want the
- changes to be saved, or [No] if the changes are temporary.
-
- Render Several Scenes at a Time
-
- 1. Pick [Render] from the main menu-bar and [Render Scenes] from
- the pull-down menu.
-
- 2. Check the current directory listed next to the label "Direc-
- tory:". Use the Directories scroll box if you need to retrieve
- scene files from other directories.
-
- 3. Pick one of the scene files you want to render from the
- Files scroll box, then click on the [Add scene] button to add
- it to the scene list ("Scenes to render" scroll box). Repeat
- this for each scene file you want to render.
- 4. Pick the [Render] button to start the rendering process.
-
- NOTE: Rendering may take minutes or hours depending on the
- number of views defined per scene file, rendering settings,
- complexity of the model, and how many scenes you have
- decided to render.
-
- Re-rendering a scene (after the initial rendering) may take the
- same amount of time, OR less time, depending on the changes
- you made to the scene. If possible, BIG D re-uses parts of the
- previous rendering, thus speeding subsequent renderings
- considerably.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Show Image Procedure
- 1. Pick [Render] from the main menu-bar.
-
- 2. Pick [Show Image] to call up the dialog box.
-
- 3. Check the current directory. Use the Directory scroll box
- if you need to change directories.
-
- 4. Check the file type (listed next to the label "Type:"). GIF
- is the default file type.
-
- To change the file type, position cursor over the file type
- shown, then pick and hold to display a scroll list of the other
- file types - TGA, PCX, and WIN. Release the mouse button
- over the desired file type.
-
- 5. Use the Files scroll box; click on the file you wish to view.
-
- 6. Pick [Show Image]. BIG D will display the rendering on
- the monitor, probably shocking you senseless.
-
- 7. When you've finished staring at the rendering, hit [Esc] to
- return to the Show Image dialog box.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Render Scenes Dialog Box
- The Render Scenes option is used to create (the final) image
- files. BIG D generates image files in one of four formats:
- TGA, PCX, WIN, or GIF. (Use the Options-Image File dialog
- box to set file type).
-
- At the top of the Render Scenes dialog box is the button
- labelled Render Options, which comes up with a default of
- "Render to Screen". This directs BIG D to render the scene
- to the screen, as you might expect. The other option is "Text
- Only," which renders with only a status-box on your screen,
- reporting progress of the rendering. The status-box will
- change its place from top to bottom of the screen, to avoid
- "burning in" the image. The status-box specifies that you may
- abort the rendering with the [Esc] key.
-
- If you choose the Rendering Option "Render to Screen", BIG
- D will first give you a status-box, so that you can see how to
- abort the rendering, and then your screen will go black. An
- 8X8 block of pixels will now paint the rendered picture, first
- to the right, and then to the left. Choosing "Render to Screen"
- allows you to see the image as it "develops," and abort
- immediately if the settings aren't right.
-
- You can render the current scene, or render a whole list of
- scenes from files you put into the "Scenes to render" scroll
- box.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Rendering a Group of Files
- The rendering of a group of files takes place as a batch-
- process, which means lining up a group of scenes you want
- rendered one after another, just like a bunch of people standing
- in line at a savings-and-loan, waiting to throw away their
- money. The program renders the group of files you select
- without bothering you, once you've set the process in motion.
- Batch processing can be done overnight to keep from tying up
- the computer during peak use times, or tying yourself up
- during your own peak use time.
-
- Add scenes to the "Scenes to render" list by selecting a scene
- file from the Files scroll box, and then picking the [Add
- Scene] button. Delete scenes by picking a scene from the
- "Scenes to render" scroll box, and then picking the [Delete
- Scene] button.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Show Image Dialog Box
- The Show Image option is used to look at existing image files -
- usually the last step in the rendering cycle.
-
- Use this option to view preliminary renderings (so
- you can fine-tune settings), and to view the finished products.
-
- <SEE ALSO>
- Render Menu Overview
- Render Scene Procedure
- Render Scenes Dialog Box
- Rendering Options
- Rendering a Group of Files
- Show Image Procedure
-
-
- \Using Autocad
- Before you can render a model, you must create the model. Use
- AutoCAD or other modeling software to create the model, and save
- it in DXF format (in AutoCAD, use the DXFOUT command). BIG D
- recognizes both ASCII and binary DXF file formats.
-
- Supported Entities
-
- BIG D supports the following 3D entities:
- *3D faces
- *3D polygon meshes (3D surfaces made up of 3- or 4- sided faces)
- *3D extruded entities (in AutoCAD, objects with a thickness)
- *surfaces of revolution
- *blocks
- *closed shapes made up of lines, arcs, or polylines
- *circles
- BIG D also recognizes layering and coordinate system information.
-
- Layers
-
- After loading a model into BIG D (Open DXF option), you must
- assign materials to the various layers. When building the model,
- be sure to set up the layers so that the layers are organized by
- material. For example, you might have a "concrete" layer
- containing all the objects made out of concrete.
-
- Coordinate System Data
-
- BIG D uses the coordinate system information associated with each
- entity in your drawing. If you use AutoCAD's local coordinate
- systems (UCS command) to build the various parts of a model, keep
- all the edges of a surface on the same coordinate system -
- don't switch coordinate systems in the middle of a 3D entity.
-
- Extruded Entities
-
- BIG D recognizes AutoCAD extruded objects. If you draw a square,
- for example, and then assign a thickness to the square, BIG D
- will treat the object as a rectangular prism. Using extruded
- entities simplifies the modeling process, and keeps the file size
- to a minimum.
-
- To see how this works, load (DXFIN command in AutoCAD) the sample
- model named house.dxf (bigd\acadsup\ subdirectory) into your
- modeling program, and then examine the entities that make up the
- model. You'll notice that the majority of objects making up this
- model are simple extruded shapes, and that the entities are
- layered by material.
-
- Closed Shapes
-
- Closed shapes, such as circles and polygons, are treated by BIG D
- as surfaces. Any closed shape will be treated as a surface if
- the shape was drawn on a single coordinate system, and if the
- shape is "perfectly" closed. Within each shape, the endpoints of
- arcs, lines, and other entities must match, and have the same
- layer, elevation, thickness, and coordinate system.
-
- You can create a hole in a surface by placing a closed shape
- within another closed shape. Again, the layer, elevation,
- thickness, and coordinate system must match for the two
- shapes.
-
- This simplified modeling technique will speed up the modeling
- process and keep the file size manageable.
-
- Surfaces of Revolution
-
- Although BIG D recognizes 3D polygon meshes created by AutoCAD's
- REVSURF command, BIG D also supplies a LISP routine you can use
- within AutoCAD. The BDRSURF routine makes surfaces of revolution
- handled more efficiently by BIG D.
-
- Follow the steps listed below to use this routine:
-
- 1. Copy the BDRSURF.LSP file from the ACADSUP subdirectory to
- the AutoCAD subdirectory.
- Change directory to the autocad subdirectory (example: CD\ACAD
- [Enter]). Assuming that the BIG D work directory is named
- "bigd6", type:
-
- copy C:\bigd6\acadsup\*.*[Enter]
-
- 2. To load the routine, you must first load AutoCAD; then at the
- command prompt, type:
- (load "bdrsurf")[Enter]
-
- 3. Draw an axis line parallel to the Y axis.
-
- 4. Draw the profile of the surface of revolution using arcs,
- lines, or polylines. The profile should be on the right side of
- the axis line.
-
- 5. Type BDRSURF [Enter] to run the routine.
-
- 6. Enter a block name (maximum 31 characters).
-
- 7. Pick the end of the axis line as the insertion point.
-
- 8. Enter the included angle (usually 360° for a closed figure).
-
- 9. Pick the entities that make up the profile of the surface of
- revolution.
-
- 10. Use the INSERT command to insert the newly created block.
- Pick the insertion point, and enter scale factors and rotation
- for the block.
-
- 11. Use the DXFOUT command to export the model to BIG D.
-
-
- Other Modeling Software
-
- BIG D was originally designed to be used with models created by
- AutoCAD, but you can load models created by other modeling
- programs. Regardless of the source, all models must be in DXF
- format.
-
- Try loading various 3D entities from your modeling program to
- verify compatibility.
-
- \File Formats Overview
- File formats used by BIG D can be divided into 3 categories: 3-D
- model files, BIG D program files, and image files (renderings).
-
- 3-D Model Files
-
- 3-D model files must be in DXF format to be used by BIG D. The
- DXF file format, first used by AutoCAD, has become one of the
- standard file formats used to transfer drawings and 3-D models
- from one CADD system to another. BIG D extracts the layer
- settings, block names, and model coordinates from the DXF file.
- DXF is a "vector" file format created by Autodesk, Inc.
-
- BIG D Program Files
-
- Listed below are a number of files you will access (knowingly or
- unknowingly) as you ork with BIG D:
-
- BDS files (files with a .bds extension) are scene files created
- when you save a scene using the Files menu. Scene files are
- ordinary text files containing the settings for camera, lights,
- layer/material assignments and other rendering variables
- You should copy important BDS files to floppy disk.
-
- BDE files are graphic entity files containing the geometric
- description of the model. BDE files are compiled from the DXF
- model file when you use the Open DXF option. BDE
- files are saved in binary format.
-
- BDM files contain the settings for material properties. The BIG
- D material libraries (example:, bigd.bdm) are stored in the \lib
- subdirectory under the BIG D work directory (default name
- is \bigd6). If you make changes to a particular material (by
- selecting Options-Materials), BIG D will create a backup of the
- old material file assigning a BDK extension to the backup.
-
- SCR files are text files containing rendering instructions that
- run BIG D in batch mode. SCR files are normally created by BIG D
- but you can use a text editor to create your own scripts.
-
- User-generated scripts can be used to create a series of related
- renderings, for example: a walk-through of a building.
-
- LOG files are generated when you render a scene. The LOG file
- contains elapsed time and other rendering stats. Because it is a
- text file, you can examine a LOG file using the DOS "TYPE"
- command, or you can load it into a text editor. You can print
- out BDS and LOG files to document scene settings and rendering
- stats.
-
- ERR files are generated if the program encounters an error. You
- should examine the ERR file and print it out before calling for
- technical support.
-
- BDSHOW Utility
-
- BDSHOW.EXE is a program used to view renderings outside of BIG D.
-
- Simply type BDSHOW followed by the image file name and extension
- (example: BDSHOW HOUSE.GIF [Enter]). To create a slide show,
- make a batch file containing a command line for each image file
- (see example below).
-
- (batch file name SHOW.BAT)
- BDSHOW HOUSE1.GIF
- BDSHOW HOUSE2.GIF
- BDSHOW HOUSE3.GIF
- BDSHOW HOUSE4.GIF
-
- To make your slide show portable, copy the image files to a
- floppy disk along with the bdsetup.exe and bdshow.exe files.
- To display the slides on another system:
-
- 1. Copy the files over to the hard drive.
-
- 2. Run the BDSETUP utility to configure the "Rendering device"
- (match to installed display card).
-
- 3. Type the name of the batch file (example: SHOW [Enter]).
-
- Image Files
-
- Image files are the end product of the rendering - generated when
- you use the Render Scene option. You can generate renderings in
- GIF, TGA, WIN, and PCX formats. If you plan to transfer or view
- the image file with another program, you will have to choose the
- image file type supported by the other program.
-
- Image files contain a pixel by pixel representation of the screen
- image - numbers in the file represent the color of each pixel on
- the screen. For high resolution settings, the image file can be
- very large. (Image files are ordinarily found in formats using
- compression methods to reduce file size.)
-
- Note that BIG D's Show Image feature supports only 8 bit, 256
- color GIF and PCX image files. TGA image files may be 8, 16, 24,
- or 32 bit, however.
-
- Image File Types
-
- BIG D supports the following image file types (listed by file
- extension):
-
- GIF is the default BIG D image file type. BIG D supports 8
- bit/256 color GIF files, only. GIF is a Compuserve graphics
- format designed to provide color image file interchange across a
- variety of hardware and software platforms. GIF files use
- Lempel-Ziv-Welch compression to reduce file size. A number of
- conversion/manipulation utilities are available for GIF files.
-
- TGA (TARGA) is the file format originally used by Truevision high
- resolution graphics boards. TARGA files provide a standard file
- format for true-color images at high resolution. If you have a
- card/monitor capable of displaying more than 256 colors, you
- can specify 16, 24, and 32 bit modes for TARGA files. They may
- be uncompressed or use run-length encoding. (Some software does
- not recognize compressed TGA files.)
-
- WIN is a TGA file with a different extension. You can use these
- formats interchangeably (simply rename the file).
-
- PCX is a Zsoft image file format used by PC Paintbrush and
- Publisher's Paintbrush. PCX files are 8 bit image files (they
- have a maximum of 256 colors), which use run-length encoding as
- their means of compression.
-
- SCR or Script Files
-
- SCR or script files (.scr extension) can be used to run BIGD in
- "batch mode" to generate a series of renderings. You can set up
- a script file to:
-
- * render several different scene files without having to load
- each scene through the BIGD interface. For example, you can
- render a series of models overnight.
-
- * render several image files from a single scene file without
- changing the original settings for the scene - for example,
- several test renderings (test1.gif, test2.gif, test3.gif,
- etc.) with different settings for ambient light.
-
- The following procedures describe how to create a script file
- with examples of applications.
-
- Use a text editor or word-processor to create a script file and
- save the script file as an unformatted text file (ASCII file)
- with an .scr extension.
-
- Suppose you wanted to do two renderings from two different scene
- files. We'll use the sample scene files logo.bds and house.bds,
- that came with the program.
-
- 1. Load your text editor or word processor and type in the
- following commands:
-
- scene logo.bds
- perspective on
- camera 28,-60,25
- target 0,0,4
- lens 50
- fullshade -r logo1
- scene house.bds
- perspective on
- camera
- target
- lens
- fullshade -r house1
-
- Save the file as loghouse.scr (be sure to save from a
- word-processor as plain ASCII text).
-
- The first line loads the scene file named logo.bds. The next 4
- lines set up a particular view. You must include camera and
- target settings in the script file for each scene to be
- rendered. The fullshade command (fifth line) is the command that
- starts the rendering process and generates the image file
- (logo1.gif). The -r directs the rendering to the
- screen. Leaving off the -r would direct the rendering to file
- only (i.e., text mode rendering). Ex: fullshade house1 (as the
- last line of the script above).
-
- 2. The next example illustrates how to set up a script file to
- render several variations of a single scene.
- The listing below will render logo.bds with two different
- settings for ambient light intensity. Using your text editor,
- type in the following commands:
-
- scene logo.bds
- perspective on
- camera 28,-60,25
- target 0,0,4
- lens 50
- ambientintensity 3
- fullshade -r ambient3
- ambientintensity 4
- fullshade -r ambient4
- To run your script files:
- from the DOS-prompt in the BIG D directory, type:
-
- C:\>bigd -sfilename[Enter]
-
- without typing the .scr extension on the filename.
-
- In general, script files contain the same command syntax as a
- scene file. Script files may contain any combination of commands
- as long as at least one view (camera and target settings) is
- defined within the script file. Lights, lighting options,
- layer-material assignments, and image file settings can all be
- set with a script file. The only variables that cannot be set
- from a script file are the material properties/texture/bump
- variables.
-