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- Thank you for examining Lexicor's Phoenix Object Renderer Demo.
-
- Phoenix will run on all Atari ST, Ste, TT030 and Falcon030
- computers with 1 meg or more memory.
-
- This demo contains all the features and capabilities of the actual
- program, except that horizontal black bars will be added to the
- rendered images.
-
- Due to a bug in the Atari TOS 1.0 ROMs when allocating memory,
- when run on such systems the demo will crash when loading large
- objects. This bug has been circumvented in the actual program
- allowing it to run on all TOS versions.
-
- Phoenix is available from select Atari dealers, or directly from
- Lexicor Software Corp. for $49.95 plus $5.00 shipping.
-
- Lexicor Software Corp.
- 58 Redwood Rd.
- Fairfax CA 94930
- (415) 453-0271
-
- Phoenix comes with:
-
- o Two 720K disks containing:
- 1)Phoenix Object Renderer
- 2)68030/68882 version of Phoenix
- 3)Accessory for rendering animations with CyberControl V1.1
- 4)Delta file builders and players for Spectrum and TTLow
- animations
- 5)Several sample RD1 Object files
-
- o 108 page manual
-
- -----------------------------------------------------------------
- =================================================================
- -----------------------------------------------------------------
-
- This Chapter contains several tutorials which will demonstrate
- some of the most important features of Phoenix.
-
- Important note: On a computer with only 1 meg of memory it may be
- necessary to remove your auto folder programs and desk accessories
- to provide Phoenix with enough memory to load and render the
- tutorial objects.
-
- Tutorial One - Configuring Phoenix and Loading Objects
- ------------------------------------------------------
-
- In this first tutorial we will configure the graphics settings of
- Phoenix, and load and render a sample object.
-
- Configuration
-
- Run the Phoenix program so that Phoenix's main screen is
- displayed and select the Configure item under the File menu. The
- Configuration Dialog allows you to change the graphics settings
- for your computer. Since different computer models have different
- graphics resolutions we must tell Phoenix how we want to view
- our image. We will only be concerned with two sections of the
- Configuration Dialog for now, Render View and Image Resolution.
-
- The Render View controls determine how an image will be displayed
- by Phoenix. You should select the BEST option unless you are
- using a 3rd party graphics card in which case you should select
- CURRENT.
-
- The Image Resolution controls let you set the pixel resolution and
- number of colors for any images you render. You may pick from
- several default resolutions, or create images using customized
- settings. Right now we want to create an image we can view from
- within Phoenix so we will use one of the defaults.
-
- If you have a ST or STe pick SPECTRUM resolution. This creates
- images in the 512 color .SPC format. (NOTE: on Mega STe's your
- speed must be set to 8mhz to view Spectrum images. Spectrum images
- may not be viewable on machines with some accelerator boards.)
-
- If you have a TT030 you should pick TT LOW resolution. This will
- create a 256 color GIF file.
-
- If you have a Falcon030 you should pick one of the Falcon modes.
- Choose FALCON TV if you are using a television or Atari SC1224
- monitor. Choose FALCON VGA if you are using a VGA monitor.
-
- If you are using some other graphics card then you should select
- CURRENT.
-
- Click on the EXIT button when you have finished setting the
- options.
-
- From the main screen now select the Save CFG item under the File
- menu. This will save your configuration settings to disk so that
- you don't have to re-set them every time you run Phoenix.
-
- Loading an Object
-
- We are now ready to load an object. We'll use Lex, a simple stick
- figure, for our examples. Select the Load RD1 item from the File
- menu and load the LEXMAN.RD1 file from the Graphics disk. This
- file contains several objects which make up Lex. As each object
- loads its name and status will be displayed. When the file has
- finished loading it will be displayed in the View Window.
-
- Lex doesn't look like much, does he? We need to change our
- camera's position to get a better look at him. Phoenix
- defaults to the Orbital camera which always looks at the center of
- the 3D world. You can reposition the camera by rotating it around
- the 3D world using the Horizontal and Vertical slider bars. Click
- twice on the left half of the Horizontal slider to change the
- Horizontal angle to -20°. The UPDATE indicator becomes highlighted
- to show that we've changed our camera position but our view
- won't redraw yet, allowing us to make more changes. Increase the
- Vertical angle by clicking on the top half of the Vert slider so
- that it is 50°. We'll also decrease the zoom (magnification) of
- our camera in the same manner so that the zoom is set to 140. When
- you've finish changing the settings click in the View Window to
- redraw the objects from the new camera position. Now we can see
- the whole figure with the camera looking down from the top left.
-
- Rendering the Scene
-
- Now its time to render Lex so we can see what he looks like in
- color. Select the POLYGON option under Shading Choices on the main
- screen and then click on the RENDER SCENE button. The file
- selector will appear for you to choose the name to save the image
- as. You may use any name you wish and Phoenix will automatically
- add on the extender for the type of image it will create: SPC, GIF
- or TGA. The rendering status display will appear to show you how
- the rendering is progressing. When the image has finished
- rendering it will be saved and the main screen will be displayed
- again.
-
- To view your image click the mouse on the "Phoenix" box or
- Phoenix icon at the bottom of the main screen. Press the space-bar
- to return to the main screen.
-
- Tutorial 2 - Lights, Cameras and Smooth Shading
- -----------------------------------------------
-
- Lets examine the image we just rendered in tutorial one. Notice
- how the front and right side of Lex is alot brighter than the
- left. (Our left, not his!) This is because when we loaded Lex we
- also loaded a lightsource from the file. This is a Solar light
- located in the Top Right of the 3D world. Solar lights always
- shine towards the center of the 3D world.
-
- Scene Outline Window
-
- We can look at the Scene Outline Window in the upper right of the
- main screen to see where this light is. This window gives us a
- view of the entire 3D world and shows the location of the objects,
- lights and camera in the scene. Initially the TOP icon will be
- selected and the view is looking down from the Top of the 3D
- world. Any objects in the scene are displayed as red boxes. The
- camera's position is displayed as a black box and the black line
- shows the direction the camera is aimed. The black asterisk shows
- the position of our light. You can click on the FRONT or LEFT icon
- to view the world from different sides. Notice where our light is
- located and why Lex was illuminated the way he was.
-
- Adding Lights
-
- Lets add a Spotlight and focus it on Lex's head. Select the Lights
- item from the Attributes menu to enter the Lights Dialog. On the
- left is listed all the lights in our scene. Notice that there are
- actually two other Point lights in our scene besides our Solar
- light. These lights have been set to OFF though and thus aren't
- visible and don't cast any light in our scene. Lets turn our Solar
- light off also by clicking on the word ON in the list. The light's
- setting will switch to off. The Solar lights position is shown on
- the right half of the dialog. Solar lights are positioned by
- angles just like the Orbital camera from Tutorial One.
-
- To add our new light click on the ADD button and select Spotlight
- from the list of choices. The new light will be added to the list
- and it will become selected (its name is highlighted). Change the
- name of this light by clicking in the Name: text field and type in
- MY_SPOT. Next we'll set the position of this light. Spotlights can
- be placed anywhere in the 3D world and their position is described
- by a set of three coordinates. Enter the values <X:-3600,Y:-
- 4400,Z:4500> to place the light in the upper left corner of the 3D
- world. The next entry is the Spotlight Coefficient. This value
- determines how broad a radius of light the Spotlight casts. Change
- this setting to 60 for a tightly focused light. Spotlights also
- have a direction which is defined by directional Heading and Pitch
- angles. Because we know we want it to point at Lex's head we can
- use a shortcut though. Click on the OBJ CENTER button next to the
- Heading entry. A list of all the objects in the scene will appear.
- Double click on the object head to aim the spotlight at that
- object. We'll also set the intensity for our spotlight. The
- intensity controls how bright the light is. We want to dim our
- light slightly, so click on the intensity value for our spotlight
- and enter a new value of 70.
-
- Before we leave the Light Dialog we also need to set the intensity
- of the Ambient light. This is a fill light which casts light
- evenly throughout the 3D world and will prevent the unlit portions
- of Lex from being completely black. Click on the Ambient Intensity
- value and enter a new value of 20. Then click on the EXIT button
- to return to the main screen. Notice that MY_SPOT is shown as a
- black diamond in the Scene Outline Window with a black line
- showing its direction.
-
- The Universal Camera
-
- Lets use one of the other Camera types now. Select the Cameras
- item from the Attributes menu to enter the Camera Viewpoint
- Dialog. This dialog shows the setting for each of Phoenix's
- Cameras. Click on the Universal Camera button to select it as our
- active camera. We could position the camera here just as we did
- with our spotlight, but we'll use the main screen for that instead
- so just click on the OK button.
-
- The Universal Camera can be positioned and look anywhere in the 3D
- world so the Horizontal and Vert slider controls are missing from
- the main screen now. This camera is positioned using the cursor
- keys and the Scene Outline Window. Use the up, down, left and
- right cursor keys to move the camera's box around in the Scene
- Outline Window. You can use the different View Icons to move the
- camera in all three dimensions. Position the camera so that it is
- in the Top Front Right of the 3D world.
-
- You can set the point the camera is looking at by holding the
- <control> key down while using the cursor keys. Position the focus
- point so that the camera is looking at Lex's neck. Don't forget to
- click the mouse in the View Window to update the screen display
- to the camera's new position. Finally adjust the zoom setting up
- so that Lex's head and upper body is visible in the View Window.
-
- Remember the first image we rendered of Lex? Objects like his head
- and chest looked like they were made up of many flat surfaces,
- giving them a faceted look. Change the Shading setting to PHONG
- and render our new scene. If you are impatient to see the final
- results you can press the space bar while rendering to view the
- image in progress. Press the space bar again to resume rendering.
- When the image finishes rendering view the image. Notice how his
- head and chest are now shaded so they look like curved surfaces.
- If you look closely at his head you'll also see a white area where
- the reflection of the light created a highlight. Also observe how
- the spotlight caused his head to be more brightly lit than the
- lower portions of his body.
-
- Lets save this scene so we can return to it later if we wish.
- Select the Save RD1 entry from the File menu and and enter the
- filename MYLEX.RD1 to save the object as. Your current lighting
- and camera settings will be saved in the file along with the
- objects.
-
-
- Tutorial 3 - Textures
- ---------------------
-
- If you've exited Phoenix or made other changes to your object
- since the last tutorial then reload MYLEX.RD1. This time we'll add
- some more color to Lex using one of Phoenix's more powerful
- features: Texture mapping.
-
- Select the Objects item from the Attributes menu to enter the
- Objects Dialog. All objects in the 3D world are displayed on the
- left half of the dialog. The object parameters for the currently
- selected object (highlighted in the list) are displayed on the
- right side of the dialog.
-
- Wood Texture
-
- First we'll apply a wood texture to Lex's shoulders. If the
- shoulder object is not already highlighted then select it by
- clicking on its name in the list. Next click on the TEXTURE button
- just below the Object Texture field and select wood grain to enter
- the Wood Grain Solid Texturing Editor. The shoulder object will
- appear in the Texture Window along with several brown concentric
- circles. These circles represent the rings of wood grain and you
- should think of them as extending into the screen - as if you were
- looking down onto the center of a tree. The position of our
- shoulder object shows how the wood grain will eventually be placed
- on the object.
-
- Although we could use this texture as is, lets make a few changes
- to it. The first thing we'll do is increase the spacing between
- the rings. Click the mouse on the right SCALE arrow and hold it
- down to increase the scale to around 220%. Notice that the U button
- has been highlighted, indicating that the window needs to be
- updated. Click on this button to redraw the texture window with
- the new setting. We can also change the orientation of the object
- within the wood. Using the HORIZ and VERT scroll arrows set the
- Horizontal angle to about 20° and the Vertical angle to around
- 60°, and update the Texture Window. Note that this time we rotated
- the object instead of the wood grain. The object will still be in
- the same place when we go back to the main screen, but we've
- changed how the texture will be placed on the object. As a last
- step lets move the center of the grain rings. Press and hold the
- mouse button down on the small asterisk in the center of the
- rings. A small dotted box will appear which you can drag around in
- the window which shows where the new center of the grain rings
- will be. Drag it down to the lower left an inch or so. The rings
- will now redraw in their new location. Click on the exit button to
- return to the Objects Dialog. Note that the TEXTURE button is now
- highlighted, indicating that a texture has been applied to that
- object.
-
- Marble Texture
-
- Now lets apply a marble texture to the Lbicep object. Select the
- object, click on the TEXTURE button, and select MARBLE texture.
- The Marble Solid Texturing Editor is very similar to the one for
- wood grain, however here the position of the veins of marble are
- indicated by vertical lines. The marble veins are much further
- apart than the rings of wood grain so we'll want to decrease the
- Scale to around 40% and increase the Horizontal angle to 50°. You
- can also view the positioning of the texture from the left side of
- the texture by clicking on the SIDE button. In this case we can't
- tell very much about the texture however because the marble veins
- lie in the same surface as the screen. One advantage of the Side
- view though is that you can use the VERT scroll arrows to spin the
- object. Increase the Side Vertical angle to 45° and then return to
- the Front view. Notice how this changed the orientation of the
- object. Click on the Exit button to return to the Objects Dialog.
-
- Lets apply marble to the Rbicep object also, but we'll do things a
- little differently this time. Enter the Marble Solid Texturing
- Editor for this object and from the Front view set the Scale to
- 60% and the Vertical angle to 30°. Enter the Side view and set its
- Vertical angle to 17°. Now click the mouse in the white bar titled
- BASE on the right side of the screen. This lets you change the
- base (lightest) color of the marble by setting the individual red,
- green and blue values. Change the color so that red is 60, and
- both green and blue are at 100. Click on OK to return to the
- texture editor. Our marble will now be made up of shades of this
- color.
-
- We have two more settings to change before we're done: the
- Color and Grain Perturbation values. These settings determine how
- turbulent (varied) the changes in color and grain are. Lets set
- the Color value to 0.60 and the Grain value to 13.0. Exit back to
- the Objects Dialog.
-
- Image Mapping
-
- You can also wrap any image around an object. Lets "draw" a face
- onto Lex using an image created in Prism Paint. Select the head
- object and select IMAGE MAPPING from the TEXTURE button to enter
- the Image Mapping Editor. Notice that the color bar has been
- replaced with several mapping options which allow us to change how
- the image is mapped onto the object. Since Lex's head closely
- resembles a sphere we will pick the SPHERE option under S MAP and
- select S MAP NORMAL under O MAP. The Texture Window contains a red
- circle which shows the position and size of the sphere we will fit
- the image onto. The left edge of the image will be placed against
- the dotted line on the front of the sphere and wrapped around
- (counterclockwise if viewed from the top) until the right side of
- the image touches its left side. The image will be shrunk at the
- top and bottom of the sphere so that it completely covers its
- surface. When the texture is applied using the options we have
- picked you can think of the surface of the sphere shrinking in
- until it wraps onto the surface of the object.
-
- You should check the scale value to make sure that the red circle
- totally encloses the head object (it doesn't hurt anything for the
- circle to be bigger). Our only problem is that right now the edge
- where the left and right sides of the image meet is in the front
- of Lex's face. Increasing the Horizontal angle to 180° will
- reposition the texture so that the seam is on the back of Lex's
- head where we want it.
-
- The last step is to pick the image we want to use for his face.
- Click on the IMAGE button to display the Texture Directory which
- contains a list of all image maps in memory. Since we haven't
- loaded anything yet the list will be empty. Click on the LOAD
- button and select a GIF image. The file we wish to use is called
- HEAD.GIF and is in the TEXTURES folder on the Graphics disk. Once
- the image has loaded its file name will be displayed in the
- Texture Directory. Double click on this name to use the texture.
- The name will appear in the box on the right side of the Texture
- Window. Click on EXIT to return to the Objects Dialog. Before we
- go on we need to change the reflection values for the head as we
- don't want it to look shiny like a Christmas tree ball. We can do
- this by setting the Specular Reflection Percentage to 0%. This
- will prevent the lights from creating any reflections on the
- object.
-
- While we're here lets change the setting for one more object.
- Select the body object, click on the Object Transparency entry and
- enter a new value of 30%. This will make the object partially
- transparent and allow some of the objects behind or inside it to
- be visible. Click on EXIT to return to the main screen and render
- your scene. Make sure that the PHONG Shading Choice is selected as
- textures will only work in the Phong and Phong w/ Shadows modes.
-
- The different textures certainly make our object more interesting,
- don't they? You should save your object as an RD1 file now and
- then experiment some more by changing the texture values and
- positions and seeing what effect they have. Reload the object we
- textured when you're ready to go to the next tutorial.
-
- Tutorial 4 - Positioning and Shadows
- ------------------------------------
-
- Object Positioning
-
- Lex still looks awfully stiff and lifeless. We can help him out
- alot by posing him in a more realistic position. Select the
- Positioning item from the Attributes menu to enter the Positioning
- Screen which allows you to graphically reposition and resize
- objects, lights and cameras. The screen is divided into two
- halves: the Positioning Window on the left and the Toolbox on the
- right. The Positioning Window is initially set to display the
- entire 3D world from the Front view.
-
- Click on the Zoom tool to enter zoom mode. When the mouse is moved
- into the Positioning Window it will change shape into a magnifying
- glass. Drag a box around Lex to zoom in for a closer look at
- him. You can now use the scroll bars to pan around the 3D world.
- If you zoomed in too close you can click on the + or FULL VIEW
- buttons to expand the scene.
-
- To reposition an object you must first select it. This is done by
- dragging a box over the object while holding the <ctrl> key down.
- The selected objects will be re-drawn in red. <ctrl>-dragging a
- new box will deselect the current objects and select a new set.
- Holding the <shift> key down while <ctrl>-dragging will leave the
- previous objects selected when selecting a new group.
- <ctrl><shift><alt>-drag can be used to deselect only a few objects
- out of a group. You can also select individual objects by name
- using the OBJECT button in the SELECT section of the Toolbox.
-
- To pose Lex first select the ROTATE tool to rotate objects. Then
- select the POINTER button under the ROTATE/SCALE CENTER options.
- This lets you rotate the objects around any position you select
- with the mouse. Now select all three objects in his right arm by
- <ctrl>-dragging a box around them. Make sure only these three
- objects are selected. Move the mouse pointer so its center is over
- the joint between the upper arm and his shoulder. This is the
- point we will rotate the arm about. Holding the mouse button down
- will cause a dotted box to be drawn around the selected objects.
- Moving the mouse right or left will rotate the outline to show
- where the new position of the objects will be. Rotate the arm so
- it is angled outward and then release the mouse button. The
- objects will be drawn in their new positions. Now just select the
- hand and forearm and do the same rotation around the elbow. Select
- the hand only and repeat the rotation around the wrist.
-
- We've now moved his arm so it looks like he is reaching outward.
- To make him reach forward also select all three objects in the arm
- again. Now switch to the Top view and rotate about the shoulder
- again so the arm is reaching forward. Repeat the process of
- selecting the other parts of the arm and rotating them. Use this
- method to re-position the rest of his body in a realistic
- position.
-
- Although we don't need them right now, notice that along with
- Rotate there are also tools for resizing and dragging objects. You
- are also not limited to just positioning objects. Clicking on the
- SHOW CAMERAS and SHOW LIGHTS buttons will display their positions
- also. These may be selected and positioned just like an object.
-
- When you've finished positioning Lex click on EXIT to return to
- the main screen.
-
- Merging Objects
-
- Now lets add an additional object to our scene using the merge
- file option. Select the Merge RD1 item under the File menu and
- load the file BOARD.RD1 from the Graphics disk. Return to the
- Positioning Screen and use the V-DRAG tool to move the board
- object up or down so Lex's feet are just touching it. (Or you
- could select all the objects in Lex and move him instead.)
-
- Rendering With Shadows
-
- In the last step of this tutorial we'll create an image with
- shadows. It won't be something you'd want to put on your Christmas
- cards next year, but it will demonstrate the process well enough.
-
- Go back to the Lights Dialog and turn our Solar light back on. To
- get a good effect you'll want to turn its intensity down to 60.
- You should also increase the Vertical angle of the light to 50°.
-
- Return to the main screen. Now we want to reposition our Universal
- Camera using cursor keys so it is in the far Top Front Left corner
- of the 3D space. Next center the focus point on the hip object
- using the cursor keys or the OBJ CENTER option in the Cameras
- Dialog. Adjust the zoom setting so that Lex is completely visible
- in the View Window.
-
- Select the PHONG W/ SHADOWS Shading mode and render the scene.
- After you have selected the image's filename Phoenix will
- begin a shadow pre-processing phase where it examines the scene to
- determine which object faces can cast and receive shadows. The
- pre-processing will be performed once for every light in the scene
- (six times for each Point light). In our case it will pre-process
- our Solar light and our Spotlight. When the pre-processing phase
- has completed rendering will begin as in the other Shading modes.
-
-
- This concludes our set of tutorials. You should now understand
- enough of Phoenix to start creating and rendering your own
- scenes.
-
-
-