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- More Define Instructions:
- -------------------------
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- Type 'define heart'
- The view pyramid and light source will be displayed upon entry to define.
- The current view and light filenames are retrieved from the .world file.
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- First we start just like we did before:
- -----------------------------------------------
- Loading our previously designed heart:
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- Click in a window with your left mouse button, then pick LOAD AN OBJ up
- in the Define DB's menu. When the screen flips, click the left button
- again and type in the file name of our heart, 'digi.obj', then <RETURN>.
- When asked for the object number, type 1, then <RETURN>.
- You can pull down the screen by grabbing the top line and pulling down.
- Check that digi.obj loaded correctly. (Digi always saves its file as
- digi.obj . Refer to the CLI commands rename and copy if you need them.)
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- Now add the new objects to memory:
- ----------------------------------
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- Load the objects shaft.obj, head.obj and feather.obj to objects 2, 3, and
- 4, respectively. These are the objects we created with the lathe.
- Just follow the steps as for loading digi.obj .
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- To make it easier to load these four objects later, do this:
- Click in a window.
- Pick SAVE OBJECTS in the Define DB's menu.
- Click in the window.
- Type 'heart.objs <RETURN>'
- Now, next time you enter, just LOAD AN OBJ, typing in heart.objs for the
- filename. Type 1 for the object number to start loading at object 1.
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- Click in a window.
- Pick LOAD ENTITYS in the Define DB's menu.
- Click in the window.
- Type 'heart.ent <RETURN>' This retrieves our present heart entity.
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- Now to define the location and other attributes of the 3 new entitys in
- our world:
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- Click in a window with your left mouse button.
- Pick 'Edit Entitys' in a menu.
- Click in the console window and enter the following values
- in response to the prompts.
- Edit Frame Number - 1
- Edit Entity Number - 2
- Parent Object - 2
- X Location - 50
- Y Location - 48
- Z Location - 62
- X Scale - 2
- Y Scale - 2
- Z Scale - 2
- X Rotation - 0
- Y Rotation - 0
- Z Rotation - 157
- Red Content - .7
- Green Content - .7
- Blue Content - .7
- Randomize - 0
- Diffuse Coefficient - .8
- Specular Coefficient - .8
- Specular Power - 90
- Parent Object - 0 non-functional, still type them in as zero.
- Child Count - 0 "
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- Click in a window with your left mouse button.
- Pick 'Edit Entitys' in a menu.
- Click in the console window and enter the following values
- in response to the prompts.
- Edit Frame Number - 1
- Edit Entity Number - 3
- Parent Object - 3
- X Location - 50
- Y Location - 48
- Z Location - 62
- X Scale - 2
- Y Scale - 2
- Z Scale - 2
- X Rotation - 0
- Y Rotation - 0
- Z Rotation - 157
- Red Content - .2
- Green Content - .2
- Blue Content - .9
- Randomize - 0
- Diffuse Coefficient - .6
- Specular Coefficient - 2
- Specular Power - 100
- Parent Object - 0 non-functional, still type them in as zero.
- Child Count - 0 "
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- Click in a window with your left mouse button.
- Pick 'Edit Entitys' in a menu.
- Click in the console window and enter the following values
- in response to the prompts.
- Edit Frame Number - 1
- Edit Entity Number - 4
- Parent Object - 4
- X Location - 50
- Y Location - 48
- Z Location - 62
- X Scale - 2
- Y Scale - 2
- Z Scale - 2
- X Rotation - 0
- Y Rotation - 0
- Z Rotation - 157
- Red Content - .9
- Green Content - .7
- Blue Content - .2
- Randomize - 0
- Diffuse Coefficient - .8
- Specular Coefficient - .4
- Specular Power - 50
- Parent Object - 0 non-functional, still type them in as zero.
- Child Count - 0 "
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- Click in a window.
- Pick 'SAVE ENTITY' in the OPTION menu.
- Click in a window.
- Type in a entity filename (use heart.ent again) as the save file.
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- Click in a window.
- Now pick 'MAKE PHYS DB' in a menu to create the physical database. Type
- in a physical filename (use heart.phys), this is the same name we typed in
- the world file for the physical file. Type in '1' for the frame number.
- Make Phys will take a minute. The physical database is the result of
- processing the object-shape specs, and the entity specs such as location,
- scale, rotation, surface properties into a single file in a real space
- coordinate system. The new object will be drawn in wire-frame in the
- three views.
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- Click in a window.
- Pick quit in a menu to exit Define.
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- This is a good place to take a break if you like. If you come back to
- A-Render later, type:
- 'cd HEART'
- to get back to the HEART subdirectory, where you left off.
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- Adding light sources -
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- To add a light source, click in a window and pick EDIT LIGHT in a menu.
- If you have 1 light source, type in 2 for the new light number.
- You will get the same light prompts as before, try these numbers:
- Light X Location - 40
- Light Y Location - 75
- Light Z Location - 45
- Light Red Intensity - .7
- Light Green Intensity - 1
- Light Blue Intensity - 1
- Light Distance Falloff - 1
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- You should now see two light sources (displayed as dots) in the 3 views.
- Use SAVE LIGHTS to save them again as heart.lights.
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- Editing the view -
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- Click in a window.
- Pick EDIT VIEW in the Define DB's menu.
- Click in the window.
- Type in these values at the prompts:
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- Location X - 50
- Location Y - 100
- Location Z - 60
- Rotation X - 90
- Rotation Y - 0
- Rotation Z - 0
- Distance to image plane - 20
- Real image plane size in X - 10
- Real image plane size in Y - 7.25
- Image plane pixels in X - 320
- Image plane pixels in Y - 399
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- Click in a window.
- Pick SAVE VIEW in a menu.
- Click in the window.
- Type '/VIEWS/top <RETURN>' .
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- Click in a window.
- Pick QUIT.
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- Before your image will render with the top view, remember you must use
- the program Edworld to change the view filename in the world file !!!!
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- This is the conclusion of the tutorial, and the creation of the heart
- picture. Use edworld to set the RESOLUTION MULTIPLIER to 1 for the
- highest quality image. Rendering of the HEART at this resolution
- will take about 20 hours.
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