home *** CD-ROM | disk | FTP | other *** search
-
- A-Render Instructions:
- ----------------------
-
- Type 'render heart' to start the render program.
-
- There are only a few menu choices in render, and one of those is quit, so
- that only leaves 2 menu items of importance. The menu selection Save
- Picture will save the current rendering to the current picture file as
- named in the world file. The menu selection Next Picture will skip
- rendering the rest of the current picture and move to the next line of the
- world file. The menu selections can also be chosen by holding the 'A' key
- to the right of the space bar, and typing 'N', 'S', or 'Q'.
-
-
- Most of the different options of render are controlled by a file called the
- world file. This file will have a .world suffix added to it (like
- heart.world). The program Edworld was created to make the editing of the
- world file as easy as possible, but you'll need to understand the function
- of the options before you can use A-Render the best.
-
-
- You enter Edworld by typing 'edworld heart' (or any .world filename).
- If a world file is found, it is read and the frames are listed. If no
- world file is found, the message 'Couldn't find world file' is displayed,
- along with a listing of no frames, just the heading line.
-
-
- If you have no frames defined, you'll have to add one before you can edit
- it. For example, type '2' to add a frame, then '1' to add it as frame 1.
- Then, to edit a frame, type '1 <RETURN>' followed by the frame number.
-
-
-
-
- Here is a description of the options functions:
- (with a general range of the options values)
-
-
- 1. Print level - Selects the print messages for the background screen.
- Level 0 prints only minimal messages.
- Level 1 also prints the R.G.B. value for each pixel.
- Level 2 and beyond print debugging messages.
- (Range: 0 - 2)
-
-
- 2. Render mode - Selects the render mode.
- Mode 0 render's the picture to the HAM screen, and waits for the
- user to select Next Picture in the menu.
- Mode 1 duplicates mode 0, but automatically saves the HAM picture to
- the specified picture file, and proceeds to the next picture.
- Mode 2 renders the picture to disk in 3 files, (pic.r, .g, .b),
- in an 8 bit per color mode.
- (Range: 0 - 2)
-
-
- 3. Intensity multiplier - An overall intensity setting for a scene.
- This will allow you to adjust the overall lighting in a world,
- depending on the specific lighting conditions. The more light
- sources you have, the lower this number should be.
- (Range: .1 - 100)
-
-
-
-
-
-
-
- 4. Resolution multiplier - Sets the rendering resolution.
- Since rendering takes so long, we have a method for making a rough
- image in a short time. Render does this by calculating rays for a
- lower resolution screen, and blowing the dots up when displayed.
- For example, we can calculate an image in 1/4 the time by making
- the calculated pixels equal 4 pixels on the screen. The ray traced
- pixel in this case would be 2x2 screen pixels, and the value for
- RESOLUTION MULTIPLIER would be 2. Try a few different values and
- you'll understand what it does.
- (Range: 1 to 40)
-
-
- 5. Shadows on - Sets the shadows to ON or OFF.
- Calculating shadows takes a considerable amount of time. A picture
- with one light source and shadows ON takes twice as long to calculate
- than with shadows off. A picture with two light sources will take
- three times longer, three lights would be four times longer.
- Type in a '1' and shadows will be ON, '0' means OFF.
-
-
- 6. Start line - You set a pixel line as the top starting line for
- rendering. This is feature that is useful in restarting picture
- calculations. There are 400 lines in the display. If you set
- RESOLUTION MULTIPLIER to 5, and START LINE to 10, it will start
- rendering at screen line 50, skipping the top 1/8 of the picture.
-
-
- 7. Transparency - When no object is to displayed at a pixel, and this
- is 0, then a black pixel is plotted. If this is a 1, then nothing
- is plotted, leaving the pixel as it was, for a transparency to the
- background.
-
-
- 8. Physical file name - This specifies the file that render will load
- as the 3-D database for this frame. A name like heart.phys or
- heart.phys.1 is appropriate.
-
-
- 9. View file name - Specifies the view pyramid to use for this frame.
- The views are kept in the subdirectory /VIEWS and have names like
- 'front', 'top', 'left', 'angle'.
-
-
- 10. Lights file name - Specifies the light file to use for this frame.
-
-
- 11. Picture file name - Sets the Filename for the save of the IFF
- picture. If render mode is 1, then the HAM image is saved in the
- picture file.
-
-
-
-
-
-
- This is a good place to take a break if you like. If you come back to
- A-Render later, simply type
- 'cd HEART'
- to change back to the HEART directory, where you left off.
-