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- RENDER 512 v1.0
- Copyright (c) 1991 J. C. Stanford
-
- RENDER 512 v1.0 is a FREEWARE program. A FREEWARE program
- is one which you may freely distribute, but you cannot charge for
- it or alter the program or contents of the documentation in any
- manner.
-
- ==================================================================
-
- RENDER 512 is similar to CAD-3D 2.0 in that it takes CAD-3D *.3D2
- object files and displays them on the screen as solid objects.
- However RENDER 512 adds a few additional features:
-
- o Rounded objects are drawn with smooth shading across their
- surface. No more polygon edges.
-
- o Objects may be drawn with highlights.
-
- o Objects may cast shadows on other objects.
-
- o Rendered pictures are created and saved in SPECTRUM 512 format.
- NO MORE 16 COLOR LIMIT!!
-
- o Number of objects and lightsources is limited only by memory.
-
- o Every object may have its own individual color palette. It is
- possible to have 80 objects, each a different color!
-
- CAD-3D v2.x or Cyber Sculpt are required to create objects.
-
- ==================================================================
- COMPATIBILITY
-
- This program should work on all standard Atari ST models with
- color monitor and 1 meg or more memory. Compatibility with the TT
- is not confirmed, but is not expected. Compatibility with modified
- ST's featuring accelerators or overscan is dubious. If Spectrum
- 512 works on your computer, then RENDER 512 should also.
-
- ==================================================================
-
- RUNNING THE PROGRAM
-
- To run the program first ensure that REND512.PRG, REND512.RSC, and
- SHOW512.0 are located in the same directory. RENDER 512 must be
- run from medium resolution. Then run REND512.PRG.
-
- ==================================================================
-
- BRIEF TUTORIAL
-
- Once the program has loaded the camera and rendering screen is
- displayed. The white box in the center of the screen is where
- loaded objects are displayed. The slider bars below and to the
- right control the camera viewpoint. The three buttons in the upper
- right corner allow editing the object and lightsource attributes.
- The remaining buttons on the right select the rendering style. The
- menubar allows access to desk accessories and options to load and
- save files.
-
- To load a group of objects which have been created with CAD-3D or
- Cyber Sculpt select LOAD .3D2 from the FILE drop down menu. When
- the item selector comes up select the file you wish to load.
- Information about the objects will be displayed as loading
- progresses, and when completed the objects will be displayed in
- the view window.
-
- The position from which the objects are viewed may be changed with
- the camera controls, which consist of a horizontal angle slider
- bar, a vertical angle slider bar, and a zoom slider bar. The
- horizontal angle rotates the camera left and right around the
- center of the object universe. The vertical angle rotates the
- camera up and down around the viewpoint center. Zoom increases and
- decreases the image's magnification, with 999 the greatest and 0
- the smallest magnification. The slider bars may be adjusted just
- like the bars in a normal GEM window. Once the camera has been
- adjusted to the desired position clicking the mouse in the view
- window will redraw the objects from the new camera location.
-
- There are three different rendering options. GOURAUD, PHONG, and
- PHONG with SHADOWS. These are selected with the three buttons on
- the right. All three options will draw the loaded objects in Solid
- mode with smooth shading, from the same camera position as shown
- in the view window.
-
- Gouraud shading is the quickest rendering option. It will draw the
- objects with smooth shading, but the shading may rough and uneven.
- It is best used for testing what the final image will look like.
-
- Phong shading is a much more accurate shading routine and provides
- a much better image, but takes alot more time. It also produces
- images with specular highlights. Specular highlight is the term
- used for the glare reflected off an object from a lightsource.
-
- Phong with shadows is identical to the above option, but objects
- cast shadows on each other.
-
- Clicking the mouse on the desired option will select it and
- deselect the others. Clicking on the RENDER IT button will then
- begin the object rendering process. If Gouraud or Phong shading is
- selected the screen will blank and the image will begin drawing
- line by line from top to bottom. Don't be alarmed that the image
- looks terrible, this is due to the manner in which Spectrum 512
- images are stored. To get a better look at the image press the
- space bar. After a moment the screen will go blank and the image
- will be properly displayed. Pressing the spacebar again will
- resume drawing. This again may take a couple moments. If you
- decide you don't like how the current image is turning out
- pressing the UNDO key will stop the rendering and return you to
- the main screen. Once the image has completed drawing it will be
- displayed in Spectrum format. Press the RETURN key to exit to the
- main screen.
-
- Phong with Shadows works a little different. When RENDER IT is
- selected a shadow pre-processing phase is entered. This phase
- examines the objects to see which ones may cast and receive
- shadows. The objects are displayed from the viewpoint of the
- lightsource and green boxes are drawn to show the pre-processing.
- This is repeated for each lightsource. Once the pre-processing
- phase is complete rendering continues as in Gouraud and Phong
- shading.
-
- Once an image has been rendered it may be saved as a *.SPC file
- for later viewing. From the main screen select SAVE .SPC from the
- FILE menu. The file selector will appear for you to select the
- file name to save it as.
-
- To exit RENDER 512 select quit from the FILE menu.
-
- =================================================================
-
- FILE MENU
- ---------
- Items under the file menu allow the loading and saving of files,
- and exiting RENDER 512.
-
- LOAD .3D2 :
- Selecting this option loads a *.3D2 object file created with CAD-
- 3D v2.0 or Cyber Sculpt. All objects in the file are loaded, the
- ambient light level is set, and three RENDER 512 lightsources are
- created matching those in the file. Selecting this option will
- erase any objects and lights currently in memory.
-
- MERGE .3D2:
- This option is similar to LOAD .3D2 except the objects currently
- in memory are not erased. The current lightsources and ambient
- level are retained and the new lights are discarded.
-
- LOAD .RD1:
- This loads a *.RD1 3-d object file and erases any objects
- currently in memory. *.RD1 files are similar to CAD-3D's *.3D2
- files, but are used only by RENDER 512 and contain additional
- information about object attributes and additional lightsources.
-
- SAVE .RD1:
- Selecting this saves a *.RD1 file to disk. This file will contain
- all objects and lightsources currently in memory, along with any
- modified object color palettes.
-
- SAVE .SPC:
- This option saves a rendered image in Spectrum 512 compressed
- format for viewing outside RENDER 512. This option may not be
- selected if no images have been rendered.
-
- QUIT:
- Exits RENDER 512. All objects in memory will be lost.
-
-
- DEFAULTS
- --------
- Clicking on the DEFAULTS button brings up a dialog box which
- allows changing the rendering parameters which will be assigned to
- any future CAD-3D objects which are loaded.
-
- OBJECT RESOLUTION:
- This variable is used by the shadow pre-processing phase to ensure
- that no shadows are missed on the edges of objects. It specifies
- how many faces there are around one circumference of a round
- object. If rendering objects with shadows which have a very coarse
- polygon resolution this number should be decreased.
-
- SPECULAR PERCENTAGE:
- This variable sets the intensity of the specular highlights. 100%
- provides full highlight intensity, while 0% would not display any
- highlights.
-
- SPECULAR COEFFICIENT:
- This variable controls how large the highlights are. The larger
- the number, the smaller the highlight area.
-
- BREAK POINT:
- This sets the angle between faces below which the faces are smooth
- shaded, allowing cubes and other blocky objects to retain their
- unique edges. At 90 deg everything but a cube would be rounded. At
- 0 deg none of the objects would be smooth shaded.
-
- SHADOW OPTIMIZATION DEPTH:
- This variable controls how closely the object space is examined
- for possible shadow intersections in the shadow pre-processing
- phase. Higher depths can save memory and rendering time, but at
- the cost of a much longer pre-processing phase. The optimal value
- varies from scene to scene based on object and lightsource
- placement, but the default value is usually adequate.
-
-
- OBJECT EDIT
- -----------
-
- Clicking on the OBJECTS button allows editing each object's
- attributes. This option is not selectable if no objects are in
- memory.
-
- The directory on the right shows all objects in memory, and the
- corresponding number of vertices and faces. The list may be
- scrolled up and down using the scroll bar.
-
- The visibility of an object may be turned on or off by clicking on
- the corresponding SHOW/HIDE word in the directory.
-
- To edit an object click on the object's name in the directory. The
- object's current attributes will appear on the right. An object's
- name may have up to 16 characters, and multiple objects may have
- the same name. The rendering attributes previously discussed in
- the defaults section may be individually set for each object.
- Selecting another object to edit or selecting EXIT will save any
- modifications made.
-
- Each object has its own color palette, which is initially set to
- the one saved by CAD-3D. RENDER 512 performs its own shading and
- does not use the shading groups of CAD-3D. Each object may have
- its own unique set of 16 colors. However, one can-not recolor
- individual faces at will from within RENDER 512. (Get 3-D Object
- Colorizer v1.0, CEDIT3D.LZH on Genie. Another adequate piece of
- software from John Stanford.) You are limited to the number of
- different colors the object was created with. In other words, you
- can change every face which was colored blue to red, et cettera,
- but all faces which are the same color number will all change at
- the same time. That said, here's how to do it. The right side of
- the screen contains a grid of 16 boxes, most of which will
- probably be shaded out. Clicking on one of the unshaded boxes will
- enter the color dialog for that color number. The slider bars are
- used to mix the red, green, and blue components for the new color.
- Any face which was colored with that color number will be changed
- to the new color.
-
-
- LIGHTSOURCE EDIT
- ----------------
- Clicking on the LIGHTS button allows editing the individual
- lightsources. RENDER 512 permits up to 21 lightsources. The lights
- are set up a little differently from CAD-3D. RENDER 512 does not
- allow lightsources located within the object space as CAD-3D does.
- Each light has a horizontal and vertical angle, identical to the
- camera. These angles specify the location of the lightsource. If
- this is confusing, just think of the light as the view camera set
- at the specified angle. Setting the camera at that angle will
- place the camera at the same location as the lightsource, looking
- from the lightsource to the viewcenter.
-
- The lighting intensity is also different from CAD-3D, ranging from
- 0 to 100 instead of 0 to 7. To change the position or intensity of
- a lightsource use the cursor keys or the mouse to move to the
- desired entry and type in the new value. Lightsources may be
- turned on of off by clicking on the corresponding ON/OFF entry.
-
- Clicking on the ADD button adds another lightsource to the bottom
- of the list. To delete a light, click on the number of the desired
- light to highlight it, the select DELETE.
-
- The ambient light intensity is shown in the upper right. The
- ambient light is a non-directional light which illuminates all
- object faces evenly. It is always on, but may be effectively
- turned off by setting the intensity to 0.
-
-
- SETTING THE VIEWPOINT (CAMERA)
- ------------------------------
- The camera location may be set in two ways, by direct entry or
- with the slider bars.
-
- To directly enter the camera location click on the box in the
- lower left corner labeled VIEWPOINT which shows the current camera
- position. This opens a dialog box from which the new camera angles
- may be entered.
-
- The slider bars work similarly to those in CAD-3D, and are
- functionally identical to standard window slider bars. The actual
- image in the view window will not change until the mouse is
- clicked within the view window. There is a boxed letter V to the
- right of the horizontal slider. This box will be highlighted if
- the camera position has been changed since the image was updated.
-
- The image in the view window is drawn with all back-facing
- polygons removed, i.e. any object face which would not be visible
- from the viewpoint.
-
-
- RENDERING
- ---------
- This subject was effectively covered in the tutorial. Images will
- always be rendered from the current camera viewpoint, irregardless
- of the camera position from which the view window was last drawn.
-
- =================================================================
-
- MEMORY CONSIDERATIONS
- ---------------------
- RENDER 512 uses ALOT of memory! It is quite possible to run out of
- memory in the middle of rendering an image or even at the very
- end. Due to the nature of the rendering algorithm it is impossible
- to predict a scene's memory requirements prior to rendering as it
- varies based on object and lightsource positioning.
-
- If RENDER 512 runs out of memory while loading a file the load
- will be truncated at the last completed object. RENDER 512
- attempts to optimize the storage requirements of each object, so
- that when initially loading a CAD-3D *.3D2 object it may use
- considerably more memory than the final optimized object will. If
- you are loading a 3D2 file with several objects and run out of
- memory, try resaving the file from CAD-3D in several parts,
- loading the largest objects first. This will sometimes allow you
- to load the whole file.
-
- Rendering with shadows consumes alot more memory than rendering
- without, and this increases with each lightsource. A compromise
- had to be made between shadow rendering time and memory
- conservation, and the rendering time won.
-
- ================================================================
-
- ENJOY!!!!
-
- Any and all comments, ideas, and criticisms are welcome!
- I can be reached on GENIE as J.STANFORD2 or on the Dugout BBS in
- Kansas City (816) 373-9589.
-
- John C. Stanford
- 7-28-91
-
- ==================================================================
- ==================================================================
-
- AND WATCH FOR *** RENDER 512 V2.0 *****
-
- COMING EVENTUALLY TO A GENIE FILE LIBRARY NEAR YOU!!
-
- With new and fascinating features!
-
- o More lightsource types! Lights within the object space.
- Spotlights.
-
- o Texture and environment mapping.
-
- o Extensive animation capablities.
-
- o More stuff I haven't thought of yet!
-
- COMING SOMEDAY!!!
-
- =====================================================================
- Spectrum 512, CAD-3D, and Cyber Sculpt are trademarks of Antic
- Software.
- =====================================================================
- ====================================================================
- This program is supplied in the belief that it operates as specified,
- the author shall not be liable in any circumstance whatsoever for any
- direct or indirect loss or damage to property incurred or suffered by
- the customer or any other person as a result of any fault or defect
- in the goods or services supplied by the author and in no
- circumstances shall the author be liable against consequential
- damage or loss of profits (whether or not the possibility thereof was
- separately advised to it or reasonably forseeable) arising from the
- use or performance of such goods or services.
-
-
-
-
-