home *** CD-ROM | disk | FTP | other *** search
- REAL 3D Support Area
-
- File: realtimes1.LHA
- Size: 142462
- Type: Real 3D fonts
- Description:
-
- REAL 3D EXAMPLE DISK #4
- -----------------------
-
- This disk, which is in public domain, contains the first part of the
- 3D font 'RealTimes'. The letter shapes include bevelings.
-
- The rest of the font is contained in the example disk #5.
-
- To install the font set to your system, create a drawer 'RealTimes' under
- the 'Objects' drawer of your 'Real' directory. Then copy the drawers
- of the disks #4 and #5 under the new 'Realtimes' directory.
-
-
- Some hints
- ----------
-
- If you have large reflective surfaces combined with several letters
- in a scene, rendering may get slow. Sometimes remarkable speed-up can
- be obtained by leaving part of the letters away from reflection
- calculations. For example, it may be quite enough to take the front
- surfaces of the letters into account in reflections.
-
- The internal structure of the letters of this font set is such, that
- the letters can be manipulated easily using wildcard modifications of
- Real 3D. Each letter consists of three subobjects, which have the names
- 'front', 'body' and 'back'. Furthermore, 'front' and 'back' consist of
- certain amount of polygons and some other surfaces.
-
- This regular naming can be utilized in many ways. For example, if you
- look at the letters so that the back bevelings are not at all visible,
- those parts may be deleted in the following way:
-
- - Collect all the letters under one hierarchy level (= 'word'), if they
- are not yet organized that way, and activate that level.
- - Select Modify->Wildard->Delete.
- - Activate the NAME field and type 'back?*' to the corresponding
- string field, and select OK.
-
-
- If you want to make golden letters with plastic middle parts, do the
- following:
-
- - Activate the letter collection as in the previous example.
- - Set the material of the letters to gold (Modify->Hierarchy->Material).
- - Select Macro->Define.
- - Set the material of the letters to plastic.
- - Select Macro->End. Now you have defined a macro for changing the material
- to plastic.
- - Select Modify->Wildard->Macro.
- - Activate the NAME field and type 'body?*' to the corresponding
- string field, and select OK.
-
-
- If you have letters floating above a wavy, reflective water surface and
- the rendering seems to be too slow:
-
- - Activate the letter collection as in the previous example.
- - Select Macro->Define.
- - Select Extras->Info and activate NOREFLECT field.
- - Select Macro->End. Now you have defined a macro for activating the
- NOREFLECT feature.
- - Select Modify->Wildard->Macro.
- - Activate the MATERIAL field and type the name of the material, which you
- have selected for the letters ('default', etc.) to the corresponding
- string field, and select OK.
- - Now all primitives of the letters should have NOREFLECT property.
- Nevertheless, the front and back surfaces should not have it. Therefore:
- - Select Macro->Define.
- - Select Extras->Info and make sure that NOREFLECT field is de-activated.
- - Select Macro->End. Now you have defined a macro for deactivating the
- NOREFLECT feature.
- - Select Modify->Wildard->Macro.
- - Activate the NAME field and type 'polyg*?' to the name string field,
- and select OK.
-
- Now all primitives but front and back polygons have NOREFLECT property.
- Usually this means, that only about 5 % of surface elements of the letters
- are reflected, which may give really astonishing increase in rendering speed.
- Note, that the first Wildcard->Macro identification was made using material
- property just to easily match all the primitives.
-
-
-
- Submitted by: Bruce Brown - Genesis Digital Images
- Date of submission: 7 June 1992
-