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- ****************************************************************
- * A GFA RAYTRACE TUTORIAL OF SORTS Nick Smith May, 1992 *
- ****************************************************************
-
- ST Format UK's recent publishing of GFA Raytrace on its JUNE 92
- coverdisk provides an opportunity for thousands to experience the
- wonderful world of raytracing on the ST. I hope others will find
- the program as fun to play with as I have and find imaginative ways
- to put its tools to work.
-
- I'm writing this tutorial to help new users get up to speed
- quickly and guide them up the learning curve before frustration
- sets in and prevents them from really seeing what the program is
- capable of. While this tutorial will be no substitute for the
- manual, I'm hoping it will provide enough info to lock in some
- fundamental concepts of using Raytrace and get you beyond the
- trial and error phase into getting pleasing, predictable results.
-
- The biggest challenge GFA Raytrace presents is the sheer number of
- variables: 3 axes, 5 material types, 10 reflectivity/transparency
- settings, 12 object types, 360 degrees of viewing angles, 512
- colors, 64,000 pixels to fill a screen, and a million combinations
- all add up to alot of things to get under control at once when a
- scene is created and rendered. So, lets work our way through
- some of these variables and by the end I hope you'll have a sense
- of cohesion that will help you generate the kind of picturess GFA
- Raytrace's authors knew the program was capable of.
-
-
- X, Y, Z
-
- Navigating in RT's 3-D editor is the single biggest hurdle to
- come to grips with. Never having taken geometry, I had to
- relearn coordinate systems. This may seem obvious to some, but
- I had to remember X as across as in 'a cross' & 'x-country skis'
- to lock that in, Y as '(Y)up and down', and Z (in a German accent)
- 'Zee depth iz set vith za Zee axis'. DUH!, but hey it helped...
-
- Most operations of placement and movement of objects require that
- you do so focusing on AT LEAST TWO WINDOWS. Which two are most
- important depends on which axis you are placing; X: Top and Front,
- Y: Front and Right, Z: Top and Right. Especially when you need
- to MOVE or KILL an object, your crosshairs must be in the objects
- bounding box in At Least Two Windows.
-
- Once you have selected an object to ADD, Right Click and your cross-
- hairs will appear to help you place it. Press the HELP key, and your
- crosshairs will be labeled X,Y,Z. Note that the orientation of your
- axes will vary for each view window!
-
- RT is one of the few ST programs that rely heavily on the Right mouse
- button. Right clicking from the ADD menu brings up your crosshairs
- for placement. Then, when the Right Botton is dragged, it sets the
- Z axis (depth) of the object or point you're currently placing.
- Left Clicking consistently locks points or objects into place.
- I cannot emphasize enough how important these concepts are!
-
- *********************************************************************
- If there is only one thing you get out of this tutorial, this is
- it - the most unintuitive aspect of the program that must be
- grapsed is placing your Z axis: You need to Right Drag the mouse up
- and down to move an object back or bring it forward in your 3-D world.
- Release the R Button to hold the Z axis in place. Focus on the Top
- and Right views when setting this coordinate for accurate placement.
- As the brief tutorial in ST Format mentioned, you may want to set up
- your Z axis first, then focus on setting X & Y. Left Click to set.
- *********************************************************************
-
- Placing an object on the X and Y axes are more intuitive; merely
- move your mouse side to side, or up and down to position it, then
- Left Click to lock it in place. UNDO to abort any placement
- operation in progress.
-
- If you click on 1/1 Window Scale in the editor you will zoom out and
- see two things in the Right View window. The X is the center of your
- world and cannot be moved, it is only a point of reference. The + sign
- is your observer (camera) and can be moved at will by selecting Observer
- and moving it to a new position. From the front view these overlap
- by default and look like an asterisk *. You can see the center X
- in the right view window's far right edge, but the observer is not
- visible at 1/2 scale. Use 1/1 to get a overview of your workspace.
- Use Window Scale 1/4 or 1/8 to zoom in for accurate placement of
- objects (adjusting the window sliders may be necessary.) Also
- helpful when trying to Move or Kill objects very close together...
-
- A side issue: There are 3 types Scales used by the program, Window
- Scale sets your workspace view. Rayscale in the Edit menu sets
- the zoom level of the camera within your world. In Raytrace mode,
- Scale sets the size of the pic to calculate. The manual does
- apologize for using similar terminology for three very different
- functions, keep these distinctions in mind.
-
-
-
- FOLLOW THE SEQUENCE!
-
- Okay, once you grasp the coordinate aspects and get an idea of
- how to move around in your 3-D world, the only other difficulty to
- overcome is putting things into it. Understand that Raytrace is
- a very MODAL program. At its lowest level, it has three modes;
- EDIT, RAYTRACE, AND ANIMATE. You are in one of these three at
- any given time. And specifically in EDIT mode, each menu option
- on the right selects a sub-mode and has a very specific sequence
- for you to follow.
-
- Consider the ADD object function. Click on Add and choose an object
- type (a sphere - the circle with a cross in it.) Now you must
- choose the color of the sphere by dragging the RGB sliders (white
- is default). Then select Material and you will move to another
- mode where you choose Type (Dull is default, choose Mirrored.)
- Select Percent (60% is default, choose 40%.) Click Exit to leave
- Percent Mode, Click Exit to leave color/material mode. Then place
- your object by Right Clicking and using the crosshairs as described.
-
- So note, this basic act of Adding an object to your 3-D world
- involves stepping through a very specific sequence of _modes_
- that must be followed in order. And this is common to many of
- Raytrace's other functions: Say you want to change the color of
- the sphere you just placed; to change an existing object, select
- EDIT then choose Object, then choose Color. Right click and the
- crosshairs will reappear in effect asking you to tell the program
- which object you want to edit the color of. Move the crosshairs to
- fit within the bounding box of the sphere In At Least Two Windows,
- Left Click. Now the RGB sliders appear. Drag them to a new color
- and Exit. Tho you can't see it now, when rendered the object will
- have the new chosen color.
-
- This pattern is similar for the other EDIT modes. To Move an
- object, select Edit/Object/Move. Right Click and then lock in your
- crosshairs within the objects bounding box and drag to a new position,
- Left Click to set it.
-
- Now lets ADD a Lamp. (Ya gotta have a lamp if you want to see
- anything!) Select ADD, choose the light bulb icon. The RGB sliders
- appear (default is white, leave it that way for now.) Right Click
- and the crosshairs appear with a lamp symbol at its intersection.
- If we want a Lamp above and to the side of our sphere, we have to pay
- close attention to its position in the view windows. Set its depth
- (Z axis) first by focusing on the Right view and place it in the upper
- right hand corner of the window by Right Dragging the mouse down to
- move it to the right hand side of the window, or in the Top view, to
- the bottom of the window. This places the lamp between you (the +
- Observer) and the object. Release the right button to leave in place,
- then focus on the Front view to set it horizontally and vertically so
- that it is somewhat centered and above the sphere. Left click to
- lock the lamp in position. If you weren't satisfied with its position,
- you could step through the Edit/Lamp/Move sequence to fine tune it.
-
- The acts of adding an object and lamp, changing their material or
- color, and then moving them are fundamental to navigating the
- program. The above exercise shows how a logical sequence is
- imposed on the user. In your head, a conversation of sorts needs
- to take place and would sound like this:
-
- "I want to ADD a SPHERE that's BLUE, and TRANSPARENT partially(50%).
- I want it this far away from me(Z), sitting here(Y) in my viewpoint,
- and off to the side(X). I'll ADD a LAMP that's WHITE and to the upper
- left of the sphere. I'll ADD a GROUND and place it, EDIT the GROUND
- SIZE to SMALL, then EDIT the GROUND COLOR by PICKING YELLOW and MOVING
- THE SLIDERS to RED."
-
-
- A DOZEN TO CHOOSE FROM, CRUDE BUT BASIC SHAPES
-
- The first icon in the ADD menu, the Ground/Horizon is actually both
- in one; Right Click to choose which and begin placement. Note
- the Ground cannot be placed above the middle of your word - if
- you try it will snap automatically to -1 X coordinate. It will
- appear only in your Right and Front views as a horizontal dotted
- line. The Horizon is used to set the lower limit of a Sky picture
- if you choose to load one. It too appears as a dotted line, but only
- in the fourth Perspective view window.
-
- The next icon is the default Walls - Predefined rectangles that
- are placed for you automatically. You can select Left or Right
- Walls, and the 1-5 option gives you walls placed at various
- angles. Once set, you can always move them later. What's
- significant here is that they are just rectangles, but were created
- in the proper sequence so that texture map pics loaded onto them
- appear in the proper position.
-
- Next, the rectangle. Only three of its four corners needs to be
- set, the program will calculate the fourth. No matter where you
- begin your rectangle the first line that stretches from the
- origin point will be the 'top' of a texture mapped pic if you
- choose to use one. To place one as a wall, set the upper right
- corner first, drag to upper left and set that point, then down.
- A final left click will set the rectangle in place. The triangle
- is identical, except the third point will stretch out lines from
- the first two points set.
-
- The ellipse is probably the most important object to grasp because
- other objects; the Pie, Ellipse Segment, Cylinder Segment,
- Cylinder and Cone ALL depend on setting a circular shape first
- as the objects base in the same manner. It begins with setting
- the center point, setting a second for one point on the outer
- circumference, then setting yet another. This is because it is
- an ellipse tool. You need the third point to create oval shapes.
- If you want to create perfect circles, watch your view windows
- closely before locking in the last point. From the top view
- you should strive for a perfect circle if you are placing the
- base of a cone or cylinder horizontally on the ground.
-
- The other objects all continue from there. Vertical objects like
- the cone and cylinder require you to then stretch the object to
- determine its height and the direction it extends in, then lock
- it in place.
-
- Most complicated are ellipse/pie/cylinder segments which once the
- base ellipse is set then require placing start/end, inside/out-
- side circumference points. Much more complicated than...
-
- THE SPHERE!
-
- Piece of cake. The basic building block of any tracing. After
- setting the center with a left click, simply move the mouse to
- expand or shrink the circumference, then click to set it.
-
- I spent many months just using spheres in my initial tracings.
- Plop down a sphere, play with its material, colors, percentages.
- Add a second lamp, change your ground size, load a ground pic,
- load a sky pic, set Smear to ON. To hell with trying any complex
- objects! There's a HUGE learning curve just having one single sphere
- and seeing all the variables that can affect it. When you get to
- the point where you KNOW what a sphere scene will look like before
- you even attempt to trace it, you can actually start getting
- creative with the program, and have gotten over the hump.
-
-
- LIGHT UP YOUR LIFE
-
- Tricky things Lamps are, Add a second, and suddenly the first
- doesn't have the effect it did alone. Lamps are very distance
- dependent. Generally the lamp closest to the object will have
- the most effect, the one farther away may have little or none.
- Very unpredictable. Generally, I have a main white lamp for my
- scene, then may add a colored lamp far off to the side and lower
- to add a glow to the side of objects to highlight them.
-
- Also be aware you're mixing light, not solid pigments. Shine a
- single Blue light on a Red sphere and it will be BLACK (not
- purple!) The red sphere has no blue component in it to reflect
- _any_ of the blue light! Important concept. Initially, stick
- with colored objects with white lamps or vice versa to avoid
- unpleasant surprises.
-
-
- GET SOME PERSPECTIVE!
-
- *** Read this section twice! It holds the keys to ***
- *** helping you create your best raytraced scenes ever. ***
-
- Perspective is what makes the difference between a dull tracing
- and one that has depth. There are four arrows in the Edit mode
- to let you shift your viewing angle - worth experimenting with.
- Also try various Rayscale settings: it acts as a zoom/fish eye
- lens in combination with your Observer's placement. Don't be
- afraid to get radical - view a scene like a drunk who's fallen
- on the floor, or from above looking down from a helicopter! Don't
- limit yourself to the default observer position/angles the
- program gives you. Moving your observer and losing your objects
- in the perspective window is a good start, stumble around with
- the four arrows till you can finally get things into view again.
- Chances are you'll come up with an interesting viewpoint.
-
- Perhaps the most important concept to grasp is to separate your
- lamp position from your observation point. Looking at the world
- straight on like a coal miner with a lamp in your helmet produces
- dull pics where the objects themselves hide the shadows they create
- and the scene looks flat. Like dramatic lighting in photography,
- place your lamp slightly to the side of an object to see more of the
- shadow. Lower your lamp to stretch the shadow even further. This is
- what makes a scene with depth and interest, what we're striving for.
-
- + Observer THIS: NOT THIS:
- L Lamp L
- o Sphere L + +
- ___ Ground _____o______ _____o______
- Interesting.. BORING!!!
-
- The Grand canyon is best viewed at sunrise and sunset! Place your
- lamps and observer accordingly to make the most of shadows and
- highlights.
-
-
- SO, WHAT DOES IT LOOK LIKE?
-
- Okay, so now you've got your scene laid out, let's move to the
- RAYTRACE menu. No sense bothering with a full screen trace at
- this point. Note the 1 / [1] [2] [[4]] [8] option near the
- bottom. This defaults to 1/4 scale on boot up. Use this to
- get a small (3" x 3") tracing of your scene to get a faster
- preview before commiting an hour or more to a full screen trace.
- I've found the 1/8th scale to be too small to see enuff detail.
- And the 1/2 scale is important when using texture maps to see the
- pattern clear enough. The tendency to get color streaks when
- the program begins to run out of colors on a scanline are usually
- not visible till you are in 1/2 scale or larger. (see the Color
- Problems section of the manual) Generally 1/4 is best for for the
- edit, test, edit, test cycle.
-
- Select Do Raytracing for a preview. Use the Do Area function when
- say, you change your ground colors and just want to see the changes
- on the bottom half of the screen. It will present you with a
- horizontal line to begin your tracing at and work down from there,
- saving a few minutes unecessarily retracing an area that hasn't
- changed. Again good for testing purposes.
-
- Use HELP to peek at a trace in progress, any key to resume, and
- ESCape to terminate and return to the Raytrace menu.
-
- Select Do And Save when you're ready to commit to a tracing and
- want the security of unattended write to disk.
-
- But before you do that, move back to EDIT mode and select STATUS.
- Here you are presented with several options. The first is
- Compression OFF/ON. Since my viewer program RAYVIEW and Lonny
- Pursell's RAY2SPEC converter only work on uncompressed .SUL pics
- I recommend setting compression OFF before your final trace.
-
- Do note the Load/Save Screen functions in the Raytrace menu.
- You can use this to load both types of Raytrace formats SUL/SCL,
- as well as Neo, Degas or -uncompressed- Spectrum (SPU) pics.
- If you have compressed Raytrace pics you want to convert to
- uncompressed, use Load Screen, go to the Edit mode and select
- Status then toggle Compression off then select Save Screen again
- from the Raytrace menu. Sorry no external converter exists.
-
- Check out the other options in the Status menu. Smear has an
- interesting effect on smoothing spheres. And try Ground Light
- Weak/Strong to see its effect on your ground pattern/map.
-
-
- TEXTURE MAPPING
-
- Raytraced pics really get interesting when you start using
- texture maps; picture files placed onto objects surfaces.
- Granite columns, wood tables, Marble floors are possible when
- such maps are used. There is a good selection of basic patterns
- I created on GEnie as RAYTEX1.LZH to get you started.
-
- Note only several of the object types can be mapped - a rectangle
- (or wall), the ground, ellipses, cylinders, and triangles.
- Experiment with a sample pic to see how each type places the
- object onto its surface.
-
- Although texture mapped objects and sky pics can load uncompressed
- Spectrum pics (as well as Neo/Degas) Only 16 color pics can be used
- as a ground.
-
- Speaking of Sky Pics, be aware of three things: First that unlike
- the ground, objects will not cast shadows on the sky. I try to
- keep objects away from the back area when using sky pics to aviod
- having the shadow being clipped off by the Sky pic itself.
-
- You MUST place a Horizon in the prespective window from the Add Ground
- option in order to have a Sky. All skies have a horizon, right?
-
- Sky pics tend to aggravate 'color problems' since a very colorful
- sky pic may use up all 48 colors per scanline itself - and force
- your objects to grab out of only those 48 colors and streaking
- will result. Single color-range sky pics work best, a gradient
- of blues or gray thru white clouds will keep the number of colors
- used at a minimum and leave the rest of the 48 for the objects
- themselves. This may not make sense now, but when color streaking
- crops up in certain scenes you'll know what causes it. If you
- place 5 differently colored spheres horizontally across the same
- scanlines, you'll force Raytrace to start picking and choosing colors
- for you, usually two thirds of the way across the screen is where
- colors will begin to be substituted.
-
-
- REFLECT A MOMENT
-
- In fifty words or less: USE MIRRORS!!!! Lots of interesting
- results when a mirror acts as a second veiwpoint. Texure map a
- mirrored rectangle to make a wood tabletop look varnished or a
- marble floor look highly polished. Use a rectangle placed
- horizontally as a ground to reflect objects sitting on it. Place
- a mirror as a backdrop and get a good view of the backside of
- the objects in front of it.
-
-
- SEE THRU, PEEK-A-BOO
-
- Perhaps most difficult to get good results with is the Transparent
- object type. High percentages work best. Lots of trial and
- error here, but having other objects or textures beneath or behind
- a transparent one shows off its ability to refract light rays.
-
-
- ONLY ON SPHERES!
-
- The program is inconsistent on this: But BRIGHT and TEXTURED
- (with a grid on the surface - not as in Texture Map) as materials
- ONLY WORKS ON SPHERES. The program really ought to grey these out
- when selecting materials for other object types, and its not clearly
- spelled out in the manual. If you try them on other objects, they
- will default to dull. (a related issue; percentage only affects
- degree of mirroring or transparency - again this should have been
- greyed out when using Dull, Bright, or Texured objects.)
-
-
- THE END?
-
- Thats it, I'm toasted here. Lots of topics left untouched, but
- hey that's what the manual is for right? I hope at least some
- shred of this proves helpful to somebody out there. And if it
- does, you can prove it by sending me some samples of your work on
- disk, I'm anxious to see what others can wring out of this neat
- program. Please take the time to send some pics my way!
-
- Join other Raytrace users on GEnie in the ST Roundtable Category
- 22 GFA, Topic 4 GFA RAYTRACE and help me keep a lively discussion
- going. I can be reached in E-Mail there to S.SMITH65.
-
- or float a disk into my mailbox:
-
- Nick S. Smith
- 4406 5th Avenue South
- Minneapolis, MN 55409 USA
-