V2 Main Help Index
 VOLUMM4D's  HELP: THE RENDERER

RENDERER OVERVIEWS

What is the Renderer ...

How to use the Help key in the Renderer

RENDERER'S MENU

Project menu

Options menu

Transfer menu

Help menu

RENDERER'S DIALOG BOXES

Main dialog box (current project)

Ray-tracing settings dialog box

OTHER VOLUMM4D'S ON LINE HELP

VOLUMM4D Tutorial

MODELER  documentation

PLAYER documentation


What is the renderer V2
What is the Renderer :

You have created a file (.MAQ) with the Modeler made up of keyframes from your animation, or simply a model to create a still life image.

Now all you have to do is ask VOLUMM4D'S Renderer to calculate the images of your film in order to obtain the finished product. The Renderer is very different from the  Modeler because of its pressbutton program.

You choose the various options for calculating the images and then start the program which will automatically calculate the images (animated or inanimated).


How to use help for the renderer
How to use the Help key in the Renderer

While using the Renderer you can get help by choosing commands in the help menu or by pressing the F1 key.

WinHelp is then loaded with its online documentation.

Depending on the context, WinHelp will automatically displays the Main Contents topic or the topic relative to your situation in the Renderer (for example, it will display the documentation for the menu you have choosen or will display the dialog box where you are).

When WinHelp displays one of Renderer's dialog boxes and you click on an active part  of the image (called a jump), the pointer will change to the shape of a hand specifying that there is information.

You can get help from different buttons or dialog boxes by simply clicking on the desired part.


Main dialog box (current project)

Click on the desired part of the next dialog box representation to get help ...


V2 file button
 File button (main dialog box)

Press this button to change your current model file. The Renderer will display the  File Open dialog box so that you can choose the model file that you have saved with the Modeler.


V2 Wireframe button
Wire-frame button (main dialog box)

When choosing this option you select the Wire-frame mode.

Here, objects are represented as in the Modeler. The only difference is that you can see the object's colors. This mode is used most often for quickly previewing the animated computing.

An example of an image with 16 colors:

See also : Polygon mode, Pixel mode, Ray-tracing mode


V2 Wireframe button
Polygon button (main dialog box)

When choosing this option, you select polygon mode.

Here, objects are represented by a set of polygons using meshing points.

The Painter algorithm ereases the hidden surfaces.

All polygons of the model are painted, starting with the furthest and finishing with those nearest the camera. In short, the first polygons are hidden by the subsequent ones.

Just as in the Wire-frame mode, this one can also be used to rapidely compute animation.

An example of an image with 16 colors:

See also : Wire-frame mode, Pixel mode, Ray-tracing mode


V2 Wireframe button
Pixel button (main dialog box)

When choosing this option, you select the pixel mode.

This is the first realistic mode where images are computed on a pixel by pixel basis:

-Hidden surfaces are removed with precision (Z Buffer algorithm).

-Spline surfaces and phong facets are smoothed out.

-Color and bump mapping are applied.

-Spot and solar lightning are taken into account when shading surfaces according to their aspects.

Transparancy, refraction and reflexion as well as casted shadow parameters are not taken into account in this mode.

Despite these limitations this mode offers a good features / time cost ratio.

An example of an image with 16 colors:

Choosing this option displays the Pixel settings dialog box  :

Click on the desired part of the next dialog box representation to get help ...

See also : Wire-frame mode, Polygon mode, Ray-tracing mode


V2 Ray-tracing dialog box
Ray-tracing button (main dialog box)

When choosing this option you select the Ray-tracing mode.

This is the most realistic mode.

Images are computed on a pixel by pixel basis.

Spline surfaces and phong facets are smoothed.

Color, bump and opacity mapping are applied.

Spot and solar lightning are applied for shading surfaces according to all their attributes (defined in the Modeler).

This mode is based on a global illumination model where object interaction is taken into account.

You are able to see the image of an object in the reflection of another or through a transparent one.

Authentic casted shadows can be computed according to the positions of the spots or sun.

This is the prefered mode for high quality image rendering.

The rendering can,  however, be very timely, especially when the frames are complicated and when many special effects are used.

It is essential to know the cost of particular situations or options:

-The time cost proportionaly increases with the number of light sources casting shadows.

-Time cost (fastest to slowest) can be classified according to the attributes:

-Angular, or phong mode is three times faster than spline mode.

-Objects with no reflexion or transparency.

-Objects with reflexion or transparency.

-Objects with reflexion and transparency.

-Objects with reflexion and transparency forming a closed surface (because of internal reflexion)

In all the preceding cases the number of Rays casted in the frame is affected.

(See also : Rendering Time Evaluation in Ray-tracing mode)

An example of an image with 16 colors:

Choosing this option displays the Ray-tracing settings dialog box allowing to configure the Ray-tracing process and environment. :

Click on the desired part of the next dialog box representation to get help ...

See also : Wire-frame mode,Polygon mode Pixel mode., Rendering Time Evaluation in Ray-tracing mode


Rendering Time Evaluation
Rendering Time Evaluation  (Ray-tracing mode)

On Ray-tracing Mode, the Renderer proposes  to have a time cost evaluation.

If you agree, the renderer will compute  with 1/100 resolution of your image, and displays the rendering time.

You can then start the rendering or go back to the main dialog box.

This time evaluation can be distorted, in particular with the Adaptive Anti Aliasing mode.

In fact, in this mode, number of rays are not directly resolution dependant.

We then can't known with accuracy numbers of rays (more you have resolution and less relatively time will increase).


HORIZON H button
ZENITH H color box (Ray-tracing dialog box)

Zenith H is an abbreviation for ZENITH HIGHT.

This box shows the color of the vertical hight direction in the sky.

This color is also reproduced in the spherical sky representation on the right.

If you click on this button, it becomes active (surrounded by a black frame) allowing you to change the corresponding color with the Red Green Blue scroll bars.


HORIZON H button
HORIZON H color box (Ray-tracing dialog box)

HORIZON H is an abbreviation for HORIZON HIGHT.

This box shows the color of the horizontal hight direction (the color that Renderer will blend to from ZENITH H) in the sky.

This color is also reproduced in the spherical sky representation on the right.

If you click on this button, it becomes active allowing you to change the corresponding color with the Red Green Blue scroll bars.


HORIZON B button
HORIZON B color box (Ray-tracing dialog box)

HORIZON B is an abbreviation for HORIZON BOTTOM.

This box shows the color of the horizontal bottom direction (the color that Renderer will blend to from ZENITH B) in the sky.

This color is also reproduced in the spherical sky representation on the right.

If you click on this button, it becomes active allowing you to change the corresponding color with the Red Green Blue scroll bars.


ZENITH B button
ZENITH B color box (Ray-tracing dialog box)

Zenith B is an abbreviation for ZENITH BOTTOM.

This box shows the color of the vertical downward direction in the sky (if there is no ground).

This color is also reproduced in the spherical sky representation on the right.

If you click on this button, it becomes active allowing you to change the corresponding color with the Red Green Blue scroll bars.


GROUND color button
GROUND color box (Ray-tracing dialog box)

This box shows the color of the ground which is also displayed in the ground representation square and in the bottom of the spherical sky representation if the GROUND check box has not been selected.

If you click on this button it becomes active allowing you to change the corresponding color with the Red Green Blue scroll bars.


SKY check box
SKY check box (Ray-tracing dialog box)

By clicking on this box you will alternatively activate and inactivate the environmental sky simulation with the color currently defined for each color box on the left of the Ray-tracing dialog box.


GROUND check box
GROUND check box (Ray-tracing dialog box)

By clicking on this box you alternatively activate and inactivate the environmental ground simulation with the color currently defined for the ground color box at the left of the Ray-tracing dialog box.


SKY representation
Environmental SKY simulation representation (Ray-tracing dialog box)

This colored disk represents an approximate result of the color blending occurring in the sky of the Renderer if the SKY check box is activated.

The sky is a sphere with an infinite radius that includes all the objects of the Modeler frame.

The four different color boxes ZENITH H, HORIZON_H, HORIZON B, ZENITH B allow you to define the corresponding initial colors or sky mapping.

Sky simulation is useful for effectively creating (without making an object in the Modeler) an environment for the frame.

This environment will be considered in every reflection or transmission effect in the frame.

For example, this will create a sense of an isolated mirroring sphere by reflecting color variations on its surface.

See also : GROUND simulation


GROUND representation
Environmental GROUND representation (Ray-tracing dialog box)

This colored square represents the color of the ground of the Renderer when the GROUND check box is activated.

The ground is an infinite horizontal plane (XZ) that crosses the Modeler frame at the origin of the reference (symbolized by a diamond in the Modeler).

Caution: Contrary to the SKY representation, this pseudo object can hide objects  or parts of an object from the observer.

For example, a  primitive with its default position (0,0,0 in Modeler's coordinates) will be horizontally cut into two parts by the Renderer's ground, and the observer will see one or the other depending on its position (above or below the XZ plane).

The ground color box  allows you to define the ground color or ground mapping.

Ground simulation is useful for effectively creating an environment for the frame (without making an object in the Modeler).

Ground simulation will be taken into account in every reflection, transmission or shadow casting effect in the frame.

For example, a better idea of the position of relative objects will be given in a simple frame if used in conjonction with sun or spot Shadow casting.

See also : SKY simulation


Ray-tracing settings RGB scroll bars/input boxes
Red green blue scroll bars (Ray-tracing settings dialog box)

These scroll bars are used to modify the RGB components of the environmental color currently selected (ZENITH H, HORIZON_H, HORIZON B, ZENITH B , or GROUND color boxes).

On the lefthand side of the scroll bars, three boxes contain the corresponding intensity value for each component.

This value varies from 0 to 255 allowing for the possibility of 16.7 Millions colors.

It is also possible to directly enter into the box  a color intensity value.


Ray-tracing max recursivity level
Recursivity input zone (Ray-tracing settings dialog box)

This scroll bar (or the corresponding input box) is used to modify the maximum recursivity depth of the ray-tracing process.

The maximum recursivity depth limits the amount of ray movements in the frame, which can greatly affect the rendering time.

Diagram of possible ray generation depending on maximum recursivity depth :


Ray-tracing Ambient light
Ambient light input zone (Ray-tracing settings dialog box)

This scroll bar (or the corresponding input box) is used to modify the ambient light.

This value varies from 0 (no ambient light) to 100 (maximum ambient light). 	Ambient light will add a systematic component comming from all directions and going towards the regular light source (sun light or spots) which will smooth out shadows and decrease the color contrast.

Be careful not to burn your image with to much ambient light.


Ambient light definition
Ambient light is the amount of light emitted by diffuse reflexion onto each object from all directions.

This type of lightning is time consuming on the ray-tracing method, so we approximate it by a white light coming from all directions with fixed intensity. (see: Ambient light input zone)


Ray-tracing default push button
Default push button (Ray-tracing settings dialog box)

This button is used to reset all Ray-tracing settings to the default values:

No sky.

No ground.

Recursivity=4.

AMBIENT light=10.

All colors to black.


V2 ray-tracing OK  button
OK button (Ray-tracing settings dialog box)

This button closes the dialog box and validates current ray-tracing settings.


V2 ray-tracing Cancel button
Cancel button (Ray-tracing settings dialog box)

This button closes the dialog box and discards any changes made to the current ray-tracing settings.


Sky Mapping dialog box

The Sky Mapping dialog box is displayed when the option of the same name is checked in the Ray-tracing dialog box.

It is possible to associate a bitmap file with the Sky which will then replace the multi-color definitions of the Sky color boxes

You can also set the X & Y number of repetitions of the bitmap image on the entire spherical sky.

Click on the desired part of the next dialog box representation to get help ...


Sky mapping number of repetitions
X & Y number of repetitions (Sky Mapping dialog box)

These two input boxes display the current number of repetitions of the Sky Mapping Image around the spherical sky.

(for further details see sky mapping orientation).

-The X value specifies the number of horizontal repetitions with one turn of the sphere (with a default value of 1.0 signifying the horizontal extension of the image around the sphere).

-The Y value specifies the number of vertical repetitons with one turn of the sphere (with a default value of 1.0 signifying the vertical extension of the image around the sphere).


Sky mapping orientation

The bitmap image and/or its repetitions are mapped on the sky using spherical projection.

The top of the image is mapped on the North pole of the sphere, the bottom is mapped on the South pole.

The image is mapped on the inside of the sphere from left to right, and clockwise around the upper vertical axis.


Sky mapping file name
Mapping File Name (Sky Mapping dialog box)

This displays the current Sky Mapping File name, if any.

You can use the above File or Delete push buttons to change this file name.


Sky mapping file button
File push button (Sky Mapping dialog box)

Press this button to change your current  Sky Mapping file.

The File Open dialog box will then be displayed so that you can choose the bitmap image file to paint the Sky .


Delete sky mapping file button
Delete push button (Sky Mapping dialog box)

Press this button to delete your current  Sky Mapping file.

If you validate these settings by pressing the OK push button your sky will then activate those colors defined in the color boxes  .


Sky mapping Ok button
OK button (Sky Mapping dialog box)

This closes the Sky Mapping dialog box and validates current sky mapping settings


Sky mapping Cancel button
Cancel button (Sky Mapping dialog box)

This closes the Sky Mapping dialog box and discards any changes made to the current sky mapping settings


Sky mapping Cancel button
Ground Mapping dialog box

The Ground Mapping dialog box is displayed when the option of the same name is checked in the Ray-tracing dialog box.

It is possible to associate a bitmap file with the ground in order to replace the color defined in the ground color box.

You can also set the X & Y dimensions of the bitmap image in the 3D space coordinate.

Click on the desired part of the next dialog box representation to get help...


Ground mapping dimensions
X&Y motif dimensions (Ground Mapping dialog box)

These two input boxes display the current dimensions of the Ground Mapping Image which will be infinitely repeated on the ground plane of the 3D space coordinates.

These dimensions give you the relative size information of the objects in the current frame.

-The X value specifies the width of your image (with a default value of 100.0).

-The Y value specifies the height of your image (with default value of 100.0).

note: in the Modeler (with default space units setting), primitives initialy have 100.0 by 100.0 by 100.0 dimensions in 3D space coordinates.


Ground mapping file name
Mapping File Name (Ground Mapping dialog box)

This displays the current Ground Mapping file name, if any.

You can use the above File or Delete push buttons to change this file name.


Ground mapping file button
File push button (Ground Mapping dialog box)

This button is used to change your current  Ground Mapping file.

The File Open dialog box will then be displayed so that you can choose the bitmap image file to paint on the ground.


Delete ground mapping file button
Delete push button (Ground Mapping dialog box)

This button is used to delete your current Ground Mapping file.

If you validate these settings by pressing the OK button your sky will then have the colors defined in the color boxe.


Bitmap definition

A bitmap file is a data file representing a 2 dimensional image created from pixels.

Images generated by the Renderer are bitmap files.

The Renderer also uses the bitmap file for mapping purposes (see : File Format).

Another way of numericaly storing an image is with vectorial definition. This type of 2D graphic file is not actually recognised by the Renderer.


Pixel definition

A pixel is the smallest modifiable color entity of a bitmap image or computer display.


Ground mapping Ok button
OK button (Ground Mapping dialog box)

This button closes the Ground Mapping dialog box and validates all current ground mapping settings


Ground mapping Cancel button
Cancel button (Ground Mapping dialog box)

This button closes the Ground Mapping dialog box and discards any changes made to the current ground mapping settings


V2 Resolutions choice button
Resolutions-choice button (main dialog box)

Click on the desired part of the next dialog box representation to get help...


V2 Resolutions list box
Resolutions list box (Picture resolution dialog box)

By default this list box displays the current resolution settings.

Using it you can choose one of the following predefined standard  resolutions :

WIDTH	HEIGHT	ASPECT RATIO %	TYPE
320	200	120	Standard MCGA
640	480	100	Standard VGA
800	600	100	Standard SVGA
1024	768	100	Standard SVGA
1280	1024	100	Standard SVGA
1024	683	100	24*36 slide outputs on imager.
2048	1366	100	24*36 slide outputs on imager
4096	2730	100	24*36 slide outputs on hight resolution  imager..
X	Y	A	Custom user defined resolution.

Where WIDTH, HEIGHT are the picture's horizontal and vertical dimensions in pixels, and ASPECT RATIO determines the pixel's shape (X/Y ratio) of the device on which you will display the rendered picture.


Pixels aspect ratio
Pixel Aspect Ratio definition

ASPECT RATIO determines  the pixel's shape of the device on which you will display the rendered picture.

In most cases ASPECT RATIO is 100, a square pixel; in other cases it's the physical ratio (device's pixel width/device's pixel height) multiplied by 100.

For example, MCGA 320 by 200 screens have an aspect ratio of 120 because MCGA pixels are rectangular with a width 1.2 times superior to their height.


V2 width input box
Width input box (Picture resolution dialog box)

This displays the selected width for the current project, which is the horizontal dimension of the image that the Renderer will generate.

You can directly change this value by entering a value of your choice, or by selecting a predefined value in the Resolution choice list box.

If you directly enter a new WIDTH, this value will be stored in the custom setting line of the Resolution list box.


V2 aspect input box
Aspect input box (Picture resolution dialog box)

This displays the  selected ASPECT of the current project.

You can directly change this value by entering a value of your choice, or by selecting a predefined value in the Resolution choice list box.

If you directly enter a new ASPECT, this value will be stored in the custom setting line of the Resolution list box .


V2 height input box
Height input box (Picture resolution dialog box)

This displays the selected height of the current project, which is the vertical dimension of the image the Renderer will generate.

You can directly change this value by entering a value of your choice, or by selecting a predefined value in the Resolution choice list box.

If you directly enter a new HEIGHT, this value will be stored in the custom setting line of the Resolution list box


V2 resolution  OK  button
OK button (Picture Resolution dialog box)

This closes the dialog box and validates all current resolution settings.


V2 resolution Cancel button
Cancel button (Picture Resolution dialog box)

This closes the dialog box and discards any changes made to the current resolution settings.


V2 OK  button
OK button (main dialog box)

This closes the dialog box and validates all current settings in order to save them as a project file


V2 Cancel button
Cancel button (main dialog box)

This closes the dialog box without saving any changes made to the current settings


V2 OK  button
Render button (main dialog box)

This closes the dialog box and starts the rendering once all settings have been completed.

A settings summary is displayed for confirmation.

If you select OK the corresponding rendering is started.

In case of mistake you can go back to the main dialog box by selecting the cancel button.

In ray-tracing mode a Rendering Time Evaluation is proposed before the renderer's starting.


V2 File format  button
File Format button (main dialog box)

Click on the desired part of the next dialog box representation to get help...


Screen picture check box
Screen images check box (File Format dialog box)

This option enables you to save your images according to the current windows' display driver, in one of the file formats available in the File Format list box on the right.

This will allow the internal 24 bits images to be converted with 16 or 256 colors depending of your display driver.

If your driver displays more than 256 colors (32,786 or 65,536 or 16,777,216) than this check box is grayed and only 24 bits images can be saved.

See also: 24 bits images check box


Screen picture list box
Screen images list box (File Format dialog box)

This list box displays the current file format selected for the screen image saving.

If you click the downward arrow it will display the list of available file format. :

iff LBM file	Interchange File Format plane by plane compression scheme.(LBM type=InterLeave BitMap) Widely recognised on AMIGA@ platforms.Introduced by Electronic arts DeluxePaint software.
PaintBrush PCX file	PC paintbrush RLE compressed on a pixel by pixel basis.
Windows BMP file	MS Windows' file format, not compressed.

See also: 24 bits images check box


24 bits Picture check box
24 bits images check box (File Format dialog box)

This option enables 24 bits saving (rendered image stored as internally computed  with 16,777,216 possible colors) in one of the file formats available in the File Format list box on the right.

This check box is always available and independant of your current display drivers whether you choose a pixel or ray-tracing mode.

In wire-frame and polygon rendering mode this check box is available only if your driver displays 32,768 colors or more.

See also: Screen pictures check box


24 bits Pictures list box
24 bits images list box (File Format dialog box)

This list box displays the current file format selected for a 24 bits image saving.

If you click the downward arrow it will display the list of available file format. :

.TGA brut (type 2)	Widely recognised Targa 24 bits File format
.TGA compacted (type 10)	TARGA 24 bits File format with RLE compression
iff .I24 file	24 bits Interchange File Format plane by plane compression scheme.(same type as lbm).
BRUT (.RED.GRN.BLU)	One file for each color components, with one byte per pixel, without any compression or header information. (useful for reading more easely the images on a programms)
PaintBrush .PCX file	24 bits version of the paintbrush file format RLE compressed on a pixel by pixel basis.
Windows .BMP file	24 bits version of the Windows TM file format, not compressed.

See also: screen pictures check box


Animation list box
Animations list box (File Format dialog box)

This list box displays the current file format selected for animation saving.

If you click the downward arrow it will display the list of available file formats:

Anim .ANM	The ANM file format is a DELTA compressed animation File Format first defined by Electronic Arts for its DPaint ANIM software line under MS-DOS (initially only in 320 by 200 and 256 colors mode) which have been extended in VOLUMM4D to support any resolution/color mode.  (320*200*256 color animations produced by the Renderer are still compatible with DPaint ANIM).
Anim .AVI	Microsoft Video For Windows(TM) file format. In the actual VOLUMM4D 's version this file format is uncompressed. It's principally intended to export animations (in whatever color/resolution mode) to other multimedia software  compatible with this standard.


File Format OK button
OK button (File Format dialog box)

This closes the dialog box and validates all current File Format settings.


Antialiasing  check box in Pixel
Antialiasing check box (Pixel settings dialog box)

This dialog box appears in the pixel mode and offers none or two levels of systematic antialiasing:


Antialiasing  check box in Pixel
Antialiasing check box (Ray-tracing dialog box)

This dialog box appears in the ray-tracing mode and offers none or three levels of adaptive anti-aliasing:


pixel OK  button
OK button (Pixel settings dialog box)

This button closes the dialog box and validates current pixel settings.


Pixel  Cancel button
Cancel button (Pixel settings dialog box)

This button closes the dialog box and discards any changes made to the current pixel settings.


Systematic Antialiasing in pixel mode
Systematic antialiasing

In the pixel mode, the anti-aliasing method used by the Renderer is a post-filtering method which needs an effectively higher resolution for the rendering than what the user selected.

At the end of the rendering process the supplementary computed pixels are combined to produce the final pixels (by averaging the colors of two or more pixels to give the color of one final pixel).

For example, to render an (X*Y) image the Renderer first generates :

-an image with (X+1)*(Y+1) resolution in a minimum level mode, which will not significantly increase the rendering time.

-an image with (2*X)*(2*Y) resolution in a maximum level mode, which will quadruple the rendering time.


Adaptive Anti-aliasing in ray-tracing
Adaptive anti-aliasing

In the Ray-tracing mode the anti-aliasing method used by the Renderer is an adaptive method.

Anti-aliasing requires more color information then available with the user selected resolution.

However, instead of systematically increasing the rendering resolution as in the pixel mode, the ray-tracer algorythm analyses the pixels color variation while rendering.

If it detects an important variation it will then recursively cast supplementary rays into the frame in order to determine an accurate average color.

This method results in a better quality/time cost ratio. The Ray-tracing is often less the 2 times slower with Maximum Anti-Aliasing activated. (4 times with Systematic Anti-aliasing in Pixel mode).

See Also: Rendering Time Evaluation in Ray-tracing mode


What is Aliasing/Antialiasing
What is aliasing / antialiasing?

Computer images are created by using discrete pixels.

Even with height resolution, the regular layout of the pixels gives the appearance of a staircase, especially along shallowly slanted borders between two very different colors.

These obtrusive artifacts are called aliasing.

In the pixel and Ray-tracing modes, the Renderer uses a technique called anti-aliasing in order to reduce this staircase effect.

Anti-aliasing hides the artifacts by slightly blurring sharp color transitions.  	Depending on the level you have chosen, this will consequently increase the rendering time and visual quality.


V2 Background  button
Background check box(main dialog box)

This option allows you to put an inanimated image in the background.

The Renderer displays the File Open dialog box  for you to choose a bitmap file. 	Once selected, it will be systematically displayed behind your rendering .This bitmap file, no matter what its resolution or original color palette may be, will automatically be resized in order to fit your current resolution settings.

See also: Foreground  check box (main dialog box)


V2 Foreground  button
Foreground  check box (main dialog box)

This option allows you to put an inanimated image in the foreground.

The Renderer displays the File Open dialog box  for you to choose a bitmap file. 	Once selected, it will be systematically displayed in front of your rendering (the black color in the bitmap file will be transparent).

This allows you to have certains effects such as wire fencing, etc...

This bitmap file, no matter what its resolution or original color palette may be, will automatically be resized in order to fit your current resolution settings.

See also: Background  check box(main dialog box)


V2 Loop  button
Loop option (main dialog box)

This option allows the program to interpolate images between the last and first frame, giving the animation an infinite cycle.

Once selected, you are able to specify the number of images between the last and first frame with the Number of Images button.


V2 rendering from option
Rendering from input box (main dialog box)

If your current model contains several frames, this input box will enable you to enter a different value other than 1 for the beginning of the animation interpolation process.

This number refers to the first image that the Renderer will generate in the animation (taken from the defined numbers in the Number of images dialog box).


V2 Main dialog title bar
Dialog title bar (main dialog box)

This displays the current model file for your project; if none have been chosen it will invite you to select one using the Model File button.


V2 Anim option
Anim check box (main dialog box)

If selected and your current model contains several frames,  successive images of your animation will be stored in an ANM compacted animation file, or AVI uncompacted animation file (an animation file can be displayed by the Player in real time) depending on the File Format selection.

See Also : Frame by Frame, transfer Playing


V2 Anim option
Frame by Frame check box (main dialog box)

If selected your next rendering will be stored on your hard disk as independent bitmap files.

The format and extensions of the files depend on your selections in the File Format dialog box.

The name of the bitmap files is composed of the first four letters of the model file name followed by the image number, if  your model contains several frames.

Caution if neither this option nor the Anim option is selected, your pictures will be rendered without any file saving.

See Also : Anim option , transfer Playing


V2 Number of pictures option
Number of pictures button (main dialog box)

Click on the desired part of the next dialog box representation to get help...


Animation  Scene list box
Scene list box (Animation settings dialog box)

This displays a list of all the frames contained in the current model file.

Once a line is selected in this list, the input box 'Number of Pictures between' (on the right in the Animation settings dialox box) is linked to this line.

Therefore all modifications in this input box refere to the active line in the list box.


Number of  images between input box
Number of images between input box (Animation settings dialog box)

This displays the number of images the Renderer will generate between frames according to the current line selected in the Scene list box on the left of the Animation settings dialog box.

You can directly enter a number to modify the displayed value or use the underneath scroll bar to modify it with the mouse.


Number of  images between input box
Number of images between scroll bar (Animation settings dialog box)

You can use the scroll bar to modify the current Number of images value displayed above in the Animation settings dialog box


Total animation's umber of  images
Total animation's number of images  (Animation settings dialog box)

This displays the total number of images in the animation according to values entered for each or all frame intervals in the Number of images input box  above in the Animation settings dialog box.


Animation settings ok button
OK button (Animation settings dialog box)

This closes the Animation settings dialog box and validates all current animation settings.


Animation settings Cancel button
Cancel button (Animation settings dialog box)

This closes the Animation settings dialog box and discards any changes made to the current animation settings.


V2 Sun light group
Sun light (main dialog box)

This group controls all of the sun light settings.

Sun light is Renderer's specific light source with constant parameters :

-White color.

-Parallel rays.

-Intensity does not depend on the distance (unlike Modeler's punctual light source).

 It can be, of course, combined with Modeler's punctual light source.

You can specify the following parameters :

-Shadow

-Intensity

-Orientation

Caution: Do not assume that a visible surface is always lightened by the sun, as shown in the above picture and due to parallel sun rays.

Horizontal surfaces are visible but unlightned.

One of the most common case of this problem is the use of  ground in Ray tracing setting with the observer in front view where the ground is black.


Observer definition
Observer/Camera definition:

The observer, or camera, is the location from which the frame is viewed in the Modeler.

You can indirectly change it's location by using the Modeler's visualise menu.

You can see it in the active Window in the Multi Windows mode (in the Modeler). by activating the camera item in the Multi Window option menu.

The observer location stored in the model file (.maq) is the last location you had chosen in the Modeler before saving it.


Sun Shadow check box in Ray-tracing
Sun check box (Ray-tracing dialog box)

When this box is checked the sun light casts shadows.

By unchecking this box, you will accelerate the ray-tracing process.


Lamps shadow check box in Ray-tracing
Modeler's Lamps  check box (Ray-tracing dialog box)

When this box is checked the modeler's lamps  cast  shadows, if their shadow attribute in on in the modeler..

By unchecking this box, you will accelerate the Ray-tracing process without  the need to modify lamps in the model.


Sun Shadow check box in Pixel
Sun check box (Pixel settings dialog box)

When this box is checked the sun light casts shadows.

By default this option is off, because the shadows are Ray traced in Pixel mode. This hybrid method allows  good quality shadows casted, but the rendering time and the memory need increase perceptibly. The rendering time will stay on average, half as in pure Ray-tracing mode.


Lams shadow check box in Pixel
Modeler's Lamps  check box (Pixel settings dialog box)

When this box is checked the modeler's lamps cast shadows, if their shadow attribute is on in the modeler.

By default this option is off, because the shadows are Ray traced in Pixel mode. This hybrid method allows  good quality shadows casted, but the rendering time and the memory need increase perceptibly. The rendering time will stay on average, half as in pure Ray-tracing mode.


V2 Intensity input box
Intensity input box (main dialog box)

This displays the current intensity of the sun light.

An intensity value can be directly entered (0 to 160) into this input box.

-A value of 0 specifies that there is no sun light.  Your frame will only be ligthned by Modeler's spotlights defined in the frame, if any.

-A value of 100 specifies that there is a maximum  of lightning for a white object with a specular intensity of 0 (which is equivalent to a maximum of diffuse intensity).

Values greater then 100 can be specified if your frame is composed of darker objects, but some of them may be burned by the sun light.

See Also: Intensity scroll box,Sun light


Objects and light interaction

In reality, light allows us to see objects.

Image synthesis also uses a rather precise simulation of light (by an illumination model) which allows virtual objects created by the user to be seen.

When a light ray heats a surface, one part of it's energy is absorbed and the other is either transmitted or reflected.

The reflected part can be divided into two categories :

- Diffuse reflection : It's the part of light energy absorbed by the surface and then re-emitted in all directions (with an intensity depending on the direction of the light). As the light is filtred by the absorption, it is re-emitted in the object's color. It is this type of reflexion which allows us to see the color of the global object.

-Specular reflexion : It's the part of light energy totally reflected by the surface which induces the highlights you can see on the surface of shiny objects. The light beam is in this case, reflected in one specific direction, depends on the incidence angle (cf. figure)

The rest of light energy is absorbed (dark objects) or transmitted (tranparent objects).

These different types of surface reactions are combined in proportions characterising the object.

In VOLUMM4D you specify these properties in the Modeler (menu item "General Attribute").


V2 Intensity scroll box
Intensity scroll box (main dialog box)

By using this scroll box, you are able to modify the sun light's intensity.


V2 Absolute radio button
Referential radio buttons (main dialog box)

Absolute:

Select this option to modify the coordinate reference of the sun light.

Once selected, the direction of the Sun light specified in the position input boxes will not depend on the camera's position in the frame(s).

For example, the sun light will be fixed in a moving camera animation.

The default value for this option is Relative


V2 Absolute radio button
Referential radio buttons (main dialog box)

Relative:

Select this option to modify the coordinate reference of the sun light.

Once selected, the direction of the Sun light specified in the position input boxes will  depend on the camera position in the frame(s).

For example, the sun light will be attached to the camera in a moving camera animation.

Here, you are more likely to have objects in the sun beam.

See also  Absolute


V2 Position input boxes
Position input boxes (main dialog box)

Sun light polar coordinates

V input box: Displays the Sun light angle in degrees around the vertical axis.

You can :

-Directly enter a value between -180 and 180 degrees.

-Use the Horizontal scroll box.

-Click on the sun spot drawing and drag it to the desired position, which automatically redraws it reflecting new coordinates.

H input box: Displays the Sun light angle in degrees around the horizontal axis. 	You can :

-Directly enter a value between -90 and 90 degrees

-Use the Vertical scroll box.

-Click on the sun spot drawing and drag it to the desired position, which automatically redraws it reflecting new coordinates.


V2 Position scroll boxe V
Horizontal Position scroll box (main dialog box)

Sun light polar coordinates

You can use this horizontal scroll box to change the position V value, (the Sun light angle in degrees around the vertical axes).


V2 Position scroll boxe H
Vertical Position scroll box (main dialog box)

Sun light polar coordinates

You can use this vertical scroll box to change the position H value, (the Sun light angle in degrees around the horizontal axes)


V2 Sun spot drawing button
Sun spot drawing button (main dialog box)

This yellow moveable sphere drawn in perspective  represents the position of the sun light defined by the polar coordinates in the vertical and horizontal input boxes.

The green bars represents the H and V axis of the referential which is the Absolute Modeler's referential, or the Relative camera referential depending on the corresponding radio buttons.

The moveable sphere becomes orange when it's behind the axis plane notifying the user that some of the objects may be unlit or lighted from behind in Relative camera mode.

To change the sun light's direction, click directly on the sun spot drawing and then drag it to the desired position; this automatically redraws it reflecting then new coordinates.

For example, with the default settings of the sun light (in the Relative mode) position H=0 V=0, the yellow sphere in the black box's center, produce the sun light from the observer's direction.

See Also:Sun light,  Position input boxes, Absolute, Relative


V2 Resolution display box
Resolution display box (main dialog box)

This box displays the current resolution choice for your project; WIDTH * HEIGHT ratio (type) which can be changed by pressing the Resolution bush button.


V2 Last time display box
Last time display box (main dialog box)

This box displays the last rendering time, done or saved in the project file.


Projects menu commands
Project menu commands

The Project menu offers the following commands:

Current	Edit settings of the currently opened project.
New	Creates a new project.
Open	Opens an existing project.
Save	Saves an opened project using the same file name.
Save As	Saves an opened project to a specified file name.
RENDERER Infos	Displays the version number of this application, and memory usage.
Exit	Exits Renderer.


Project definition
A Project is a file with an .RPJ extension created by the Renderer which maintains all the settings specified with the Renderer for a specific rendering, including  the .MAQ file name, rendering mode, resolution, output file format, solar lightning, environmental settings, location of an interrupted ray-trace rendering, etc...


Options menu commands

The Options menu offers the following commands,

Auto size windows	On rendering, resizes the windows to the selected resolution.
Zoom	Enables the rendered image to fit the main window.
Change Language	Enables to choose the language in the Renderer .


Transfer menu commands

The Transfer menu offers the following commands:

Playing	Runs the player to view the last saved image file.
Clipboard	Copies data from the rendered image to the clipboard.


Help menu commands

The Help menu offers the following commands, which provide you with assistance in this application:

Index	Offers you an index to topics on which you can get help.
Using Help	Provides general instructions on using help.
Context help	How to get context sensitive on line help


Project Current command
Current command (Project menu)

Use this command to edit the current Project in Renderer.

An existing document can be opened with the Open command.

Shortcuts

Keys:	C


Current project definition
The current project is the .RPJ file automatically loaded at the initiation of the Renderer or any other .RPJ file that has been loaded since it's initiation.Its name is displayed in the main windows title bar.

On exit the Renderer saves in its configuration file the name of the last rendering project you have work with, and reload it automaticallly on startup.

The first time you use the Renderer the file DEFAUT.RPJ is loaded.


Project New command
New command (Project menu)

Use this command to create a new Project in the Renderer with  default settings.

An existing document can be opened with the Open command.

Shortcuts

Keys:	N


Project Open command
Open command (Project menu)

Use this command to open an existing Project

New Projects can be created with the New command.

Shortcuts

Keys:	O


File Open dialog box

The following options allow you to specify the file to be opened:

File Name

Type or select the filename you want to open.  This box will then list the files with the extension you have selected in the List Files of the Type box.

List Files of Type

Select the type of file you want to open:

Drives

Select the drive in which the Renderer stored the file that you want to open.

Directories

Select the directory in which the Renderer stored the file that you want to open.

Network...

Choose this button to connect to a network location, assigning it to a new drive letter.


Project Save command
Save command (Project menu)

Use this command to save the current Project with its current name and directory (the current name is displayed in the main windows title bar). If you want to change the name and directory of an existing project before you save it, choose the Save As command.

Shortcuts

Keys:	S


Project Save As command
Save As command (Project menu)

Use this command to save and name a current Project.

The Renderer will display the Save As dialog box so that you can name your project.

To save a project with its existing name and directory, use the Save command.


File Save As dialog box

The following options allow you to specify the name and location of the file you are about to save:

File Name

Type a new filename in order to save a document with a different name.  A filename can contain up to eight characters and an extension of up to three characters.  Renderer will add the extension that you specify in the "Save File As Type" box.

Drives

Select the drive in which you want to store the document.

Directories

Select the directory in which you want to store the document.

Network...

Choose this button to connect to a network location, assigning it to a new drive letter.


Project V2 Infos command
Renderer infos  command (Project menu)

Use this command to display information about the Renderer in two successive dialog boxes.

The first displays versions and copyright information, the second displays virtual memory status.

Shortcuts

Keys:	I


Virtual memory definition
Virtual memory is the combination of physical memory (RAM) and paging file on the disk.

These two types of memory act as one in VOLUMM4D.

You should maximize  available virtual memory in order to render complicated frames (with the virtual memory options in Windows control panel for the paging file, or by adding ram in your PC).


Project exit command
Exit command (Project menu)

Use this command to end your Renderer session.

You can also use the Close command on the application Control menu.

Renderer prompts you to save projects with the unsaved changes.

Shortcuts

Mouse:	Double-click the application's Control menu button.

Keys:	ALT+F4


Transfert VPlay command
Player command (Transfer menu)

Use this command to view the last saved image or animation file with the Player.  	This command is unavailable if there is no image/animation file currently saved.

It is a shortcut for seing the Renderer results.

Shortcuts

Keys:	V


Transfer Clipboard command
Clipboard command (Transfer menu)

Use this command to copy the current image onto the clipboard while rendering it.

This command is unavailable if there is no image currently under rendition.

It's useful to pass from an in progress rendering project to another graphics application without leaving the rendering.

Copying data to the clipboard replaces the contents previously stored there.

Shortcuts

Keys:	C


Options Auto Size windows command
Auto size windows command (Options menu)

With this item checked, Renderer's  main window will automatically be sized according to the resolution that you have selected for your rendering.

With this item unchecked, Renderer's main window will keep it's original size. 	Renderer will automatically provide scroll bars if the resolution you have selected for your rendering is larger than the window's size.

Shortcuts

Keys:	A


Options Zoom command
Zoom command (Options menu)

With this item checked, Renderer resizes the images while rendering to fit it's main window.

Caution : in order not to slow down the rendering process, enlarged pixels are traced as small separate pixels.

The entire area will be painted if you refresh RENDERER's  main window.

Shortcuts

Keys:	Z


To refresh Renderer's main window, press the space bar when the main window is active.

Caution : by default,  the Renderer information Dialog Box is the active Window while computing, so you should click in the main Window to select it before pressing the space bar.

To interrupt the Renderer's main window refresh, click the right mouse button.

This is useful in the case of refreshing high resolution image which can take quite a long time.


Options Change Language command
Change Language command (Options menu)

Use this command to change the language in the Renderer and it's on-line documentation.

The choice of languages depends on the current VOLUMM4D's library installation. 	The available languages automatically appear as sub-items of this menu.

Shortcuts

Keys:	G


Help Help index Command
Index command (Help menu)

Use this command to display the opening screen of Help.

From the opening screen, you can jump to step-by-step instructions for using the Renderer and the various types of reference information.

Once opened, you can click the Contents button whenever you want to return to the opening screen.


Help Using Help Command
Using the Help command (Help menu)

Use this command for instructions about using Help.


Help Context Help Command
Context Help command

Use the Context Help command to obtain help with a particular part of the Renderer.

When you choose the Context Help command in the HELP menu, the mouse pointer will change to an arrow with a question mark.

When you click in the Renderer window, for example, on another menu item, the Help topic will be shown for the item you clicked.

Shortcut

Keys:	SHIFT+F1


Title Bar

<< Show your application's title bar here. >>

The title bar is located along the top of a window.  It contains the name of the application and document.

To move the window, drag the title bar.  Note: You can also move dialog boxes by dragging their title bars.

A title bar may contain the following elements:

Application Control-menu button

Document Control-menu button

Maximize button

Minimize button

Name of the application

Name of the document

Restore button


Scroll bars

Displayed at the right and bottom edges of the document window.  The scroll boxes inside the scroll bars indicate your vertical and horizontal location in the document.  You can use the mouse to scroll to other parts of the document.

<< Describe the actions of the various parts of the scrollbar, according to how they behave in your application. >>


Size command (System menu)

Use this command to display a four-headed arrow so you can size the active window with the arrow keys.

After the pointer changes to the four-headed arrow:

1.	Press one of the DIRECTION keys (left, right, up, or down arrow key) to move the pointer to the border you want to move.

2.	Press a DIRECTION key to move the border.

3.	Press ENTER when the window is the size you want.

Note:  This command is unavailable if you maximize the window.

Shortcut

Mouse:	Drag the size bars at the corners or edges of the window.


Move command (Control menu)

Use this command to display a four-headed arrow so you can move the active window or dialog box with the arrow keys.

Note:  This command is unavailable if you maximize the window.

Shortcut

Keys:	CTRL+F7


System Minimize Command
Minimize command (application Control menu)

Use this command to reduce the Renderer window to an icon.

Shortcut

Mouse:	Click the minimize icon [image] on the title bar.

Keys:	ALT+F9


Maximize command (System menu)

Use this command to enlarge the active window to fill the available space.

Shortcut

Mouse:	Click the maximize icon [image] on the title bar; or double-click the title bar.

Keys:	CTRL+F10 enlarges a document window.


Next Window command (document Control menu)

Use this command to switch to the next open document window.  Renderer determines which window is next according to the order in which you opened the windows.

Shortcut

Keys:	CTRL+F6


Previous Window command (document Control menu)

Use this command to switch to the previous open document window.  Renderer determines which window is previous according to the order in which you opened the windows.

Shortcut

Keys:	SHIFT+CTRL+F6


Close command (Control menus)

Use this command to close the active window or dialog box.

Double-clicking a Control-menu box is the same as choosing the Close command.

Note:  If you have multiple windows open for a single document, the Close command on the document Control menu closes only one window at a time.  You can close all windows at once with the Close command on the File menu.

Shortcuts

Keys: 	CTRL+F4 closes a document window

ALT+F4 closes the <<YourType>> window or dialog box


Restore command (Control menu)

Use this command to return the active window to its size and position before you chose the Maximize or Minimize command.


Switch to command (application Control menu)

Use this command to display a list of all open applications.  Use this "Task List" to switch to or close an application on the list.

Shortcut

Keys:	CTRL+ESC

Dialog Box Options

When you choose the Switch To command, you will be presented with a dialog box with the following options:

Task List

Select the application you want to switch to or close.

Switch To

Makes the selected application active.

End Task

Closes the selected application.

Cancel

Closes the Task List box.

Cascade

Arranges open applications so they overlap and you can see each title bar.  This option does not affect applications reduced to icons.

Tile

Arranges open applications into windows that do not overlap.  This option does not affect applications reduced to icons.

Arrange Icons

Arranges the icons of all minimized applications across the bottom of the screen.


View Ruler Command
Ruler command (View menu)

<< Write application-specific help here. >>


Choose Font Dialog
Choose Font dialog box

<< Write application-specific help here. >>


Choose Color Dialog
Choose Color dialog box

<< Write application-specific help here. >>


Edit Find Command
Find command (Edit menu)

<< Write application-specific help here. >>


Find Dialog
Find dialog box

<< Write application-specific help here. >>


Edit Replace Command
Replace command (Edit menu)

<< Write application-specific help here. >>


Replace Dialog
Replace dialog box

<< Write application-specific help here. >>


Edit Repeat Command
Repeat command (Edit menu)

Use this command to repeat the last editing command carried out.  The Repeat menu item changes to Can't Repeat if you cannot repeat your last action.

Shortcut

Key:	F4


Edit Clear Command
Clear command (Edit menu)

<< Write application-specific help here. >>


Edit Clear All
Clear All command (Edit menu)

<< Write application-specific help here. >>


Next Pane Command
Next Pane

<< Write application-specific help here. >>


Prev Pane Command
Prev Pane

<< Write application-specific help here. >>


Modifying the Document

<< Write application-specific help here that provides an overview of how the user should modify a document using your application.

If your application supports multiple document types and you want to have a distinct help topic for each, then use the help context i.d. generated by running the MAKEHELP.BAT file produced by AppWizard.  Alternatively, run MAKEHM as follows:

makehm IDR_HIDR_,0x2000 resource.h

If the IDR_ symbol for one of your document types is, for example, IDR_CHARTTYPE, then the help context i.d. generated by MAKEHM will be HIDR_CHARTTYPE.

Note, AppWizard defines the HIDR_DOC1TYPE help context i.d. used by this help topic for the first document type supported by your application.  AppWizard produces an alias in the .HPJ file for your application, mapping HIDR_DOC1TYPE to the HIDR_ produced by MAKEHM for that document type. >>


No Help Available

No help is available for this area of the window.


No Help Available

No help is available for this message box.

<< If you wish to author help specific to each message box prompt, then remove the AFX_HIDP_xxx values from the [ALIAS] section of your .HPJ file, and author a topic for each AFX_HIDP_xxx value.  For example, AFX_HIDP_INVALID_FILENAME is the help topic for the Invalid Filename message box. >>