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- MORAY V1.5
- Monty, the Modeller
-
- An interactive scene designer
-
-
- Copyright 1993-1994 SoftTronics, Lutz + Kretzschmar
- All Rights Reserved.
-
- Munich, Germany
- CIS : [100023,2006]
- February 1994
-
-
-
-
-
-
-
- MORAY is a "shareware program" and is provided at no charge to the
- user for evaluation. You are encouraged to pass a copy of MORAY
- along to your friends and fellow raytracers for evaluation.
- Please encourage them to register their copy if they find that
- they can use it. Please do not give it away altered or as part of
- another system.
-
- All functions in this shareware version are enabled. This is so
- that you can test all the functionality of the program. Since it
- is a real-mode program, it will only be able to use conventional
- memory for the objects. It will use EMS for storing some
- information, but you will not be a able to design very large
- scenes with it.
-
- Please read Appendix D (page 67) for a definition of shareware.
-
- You are expected to register this program if you continue to use
- it after trying it out.
-
- Registration benefits:
-
- - you receive a protected mode version of MORAY, so that you can
- use all the available memory of your machine.
- - you get up-to-date information on the development of MORAY.
- - you gain access to a conference on PCGnet where you can
- download the latest alpha or beta versions long before they are
- released to the public.
- - your suggestions are given a higher priority, and you get to
- see them earlier.
- - you get special update/upgrade conditions.
-
-
- User Manual Page 2 MORAY V1.5
- --------------------------------------------------------------
-
-
-
- DISCLAIMER - AGREEMENT
-
- Users of MORAY must accept this disclaimer of warranty: "MORAY is
- supplied as is. The author disclaims all warranties, expressed or
- implied, including, without limitation, the warranties of
- merchantability and of fitness for any purpose. The author assumes
- no liability for damages, direct or consequential, which may
- result from the use of MORAY."
-
- The essence of "user-supported" software is to provide personal
- computer users with quality software without high prices, and yet
- to provide incentive for programmers to continue to develop new
- products.
-
- REGISTRATION
-
- If you find this program useful and find that you are using MORAY
- and continue to use MORAY after a reasonable trial period (30
- days, for example), you must make a registration payment of US$59
- to Lutz + Kretzschmar. The US$59 registration fee will license
- one copy for use on any one computer at any one time. You must
- treat this software just like a book. An example is that this
- software may be used by any number of people and may be freely
- moved from one computer location to another, so long as there is
- no possibility of it being used at one location while it's being
- used at another. Just as a book cannot be read by two different
- persons at the same time.
-
- Commercial users of MORAY must register and pay for their copies
- of MORAY within 30 days of first use or their license is
- withdrawn. Site-License arrangements may be made by contacting
- Lutz + Kretzschmar.
-
- To register please read the file REGISTER.INS for instructions.
-
- Anyone distributing MORAY for any kind of remuneration must first
- contact Lutz + Kretzschmar at the address below for authorization.
- This authorization will be automatically granted to distributors
- recognized by the ASP as adhering to its guidelines for shareware
- distributors, and such distributors may begin offering MORAY
- immediately (However Lutz + Kretzschmar would really appreciate
- being advised so that the distributor can be kept up-to-date with
- the latest version of MORAY.).
-
- Contacting the authors:
-
- Home of POV-Ray and MORAY is CompuServe in the GRAPHDEV area (GO
- GRAPHDEV). This is the place to ask questions about POV-Ray and
- MORAY, there are a lot of users of POV-Ray (and MORAY) there.
-
- Please see the file SUPPORT.DOC that came with this package for
- ways of reaching the authors.
-
-
- User Manual Page 3 MORAY V1.5
- --------------------------------------------------------------
-
-
- T A B L E O F C O N T E N T S
- -----------------------------------
-
-
- 1. What is MORAY? 7
-
- 2. MORAY Features 8
-
- 3. Requirements 9
- 3.1. Hardware 9
- 3.2. Software 9
-
- 4. Installation 10
-
- 5. Configuration 10
- 5.1. MemoryUse 10
- 5.2. ModelPath 10
- 5.3. LoopBatchFile 11
- 5.4. PrintPath20 11
- 5.5. IncludeFile20 11
- 5.6. TextureList 11
- 5.7. StartupScene 11
- 5.8. ColorDefinition 12
- 5.9. CheckTextures 12
- 5.10. WarnOnNoEMS 12
- 5.11. AlwaysMapEMS 12
- 5.12. AskOnExport 12
- 5.13. ViewLayout 13
- 5.14. GraphicsMode 13
- 5.15. SnapValues 13
- 5.16. WireFrameDivs 13
- 5.17. CamRedrawLimit 14
- 5.18. ObjRedrawLimit 14
- 5.19. KeyboardDelay 14
- 5.20. Setup for automatic rendering 14
-
- 6. Theory of operation 16
- 6.1. Object Attributes 16
- 6.1.1. Transforms 16
- 6.1.2. Bounding boxes 16
- 6.1.3. Texture 17
- 6.1.4. Visibility Level 17
- 6.1.5. Nested Attributes 17
- 6.2. Basic Interaction 18
- 6.3. The Primitives 18
- 6.3.1. Cube 18
- 6.3.2. Sphere 19
- 6.3.3. Cylinder 19
- 6.3.4. Cone 19
- 6.3.5. Torus 19
- 6.3.6. Disc 19
- 6.3.7. Plane 19
- 6.3.8. Rotational sweep 19
- 6.3.9. Translational sweep 19
- 6.3.10. Tapering sweep 20
-
-
- User Manual Page 4 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.3.11. Bezier Patches 20
- 6.3.12. Heightfields 21
- 6.3.13. Light sources 21
- 6.4. The Non-Primitives 21
- 6.4.1. CSG Objects 21
- 6.4.2. Group Objects 22
- 6.5. The Cameras 22
- 6.6. The Textures 22
-
- 7. Creating an Object 24
- 7.1. Primitives 24
- 7.2. Bezier patches 24
- 7.3. CSG and Group Objects 25
-
- 8. Creating a Texture 26
- 8.1. Predefined POV texture 26
- 8.2. Opaque texture 26
- 8.3. Checker texture 26
- 8.4. Imagemap texture 27
- 8.5. Wood texture 27
-
- 9. Selecting an Object 28
- 9.1. Graphically 28
- 9.2. Using the Object Browser 28
- 9.3. Selecting the Parent of an Object 29
- 9.4. Selecting the Texture of an Object 29
- 9.5. Selecting the Bounding Box of an Object 29
-
- 10. Editing an Object 30
- 10.1. The Object Edit Menu 30
- 10.1.1. Assigning a texture 30
- 10.1.2. Assigning a bounding box 30
- 10.1.3. Changing the visibility 31
- 10.1.4. Setting 'no_shadow' 31
- 10.1.5. Changing the name 32
- 10.1.6. Calling the extended editor 32
- 10.1.7. Leaving the Object edit menu 32
- 10.2. The Torus Edit menu 32
- 10.3. The Heightfield Edit menu 32
- 10.4. The Light Edit menu 32
- 10.5. The Spotlight Edit menu 33
- 10.6. The Arealight Edit menu 33
- 10.7. The Group Edit Menu 34
- 10.7.1. Adding a sub-object 34
- 10.7.2. Removing a sub-object 34
- 10.8. The CSG Edit Menu 34
- 10.8.1. Adding a sub-object 34
- 10.8.2. Removing a sub-object 35
- 10.8.3. Changing the CSG operation 35
- 10.8.4. Changing the sub-object order 35
-
- 11. Copying objects 36
- 11.1. Orbiting copies 37
-
- 12. Texture Editing 38
-
-
- User Manual Page 5 MORAY V1.5
- --------------------------------------------------------------
-
-
- 12.1. Texture Exporting 38
- 12.2. Creating a texture 39
- 12.2.1. Predefined textures 39
- 12.2.2. Opaque textures 39
- 12.2.3. Checker textures 39
- 12.2.4. Wood textures 40
- 12.2.5. ImageMap textures 40
- 12.3. Deleting a texture 41
- 12.4. Copying a texture 41
- 12.5. Replacing a texture 41
- 12.6. Texture display 42
-
- 13. The main screen 43
- 13.1. The three 2D Views 43
- 13.1.1. Disabling a view 43
- 13.1.2. Enabling a View 43
- 13.1.3. Enlarging a View 43
- 13.1.4. Toggling the Grid in a View 43
- 13.1.5. Panning a View 44
- 13.1.6. Zooming a View 44
- 13.2. The 3D View 44
- 13.2.1. The Rendering Window 44
- 13.3. Interacting with Objects 45
- 13.3.1. Setting the interaction mode 45
- 13.3.2. Using Scaling mode 45
- 13.3.3. Using Rotation mode 45
- 13.3.4. Using Translation mode 46
- 13.4. Limiting interaction dimensions 46
- 13.5. Interaction strangeness 46
- 13.6. The Main Menu 46
- 13.6.1. The Transformation blocks 47
- 13.6.2. The menu items 47
- 13.6.2.1. The CREATE button 47
- 13.6.2.2. The EDIT button 47
- 13.6.2.3. The COPY button 48
- 13.6.2.4. The CAMERAS button 48
- 13.6.2.5. The TEXTURES button 48
- 13.6.2.6. The FILES button 48
- 13.6.2.7. The OPTIONS button 48
- 13.6.2.8. The QUIT button 48
- 13.6.3. The information block 48
-
- 14. The FILES Menu 50
- 14.1. LOAD 50
- 14.2. MERGE 50
- 14.3. SAVE 51
- 14.4. SAVE SEL 51
- 14.5. OPTIONS 51
- 14.6. EXPORT 51
- 14.7. RENDER 52
- 14.8. NEW 52
-
- 15. Extended Editors 53
- 15.1. The Bezier Patch Editor 53
- 15.1.1. Mesh density 53
-
-
- User Manual Page 6 MORAY V1.5
- --------------------------------------------------------------
-
-
- 15.1.2. Redraw Rate 53
- 15.1.3. Selecting and deselecting control points 54
- 15.1.4. Changing the control point positions 55
- 15.1.4.1. Translate 55
- 15.1.4.2. Scale 55
- 15.1.4.3. Local Scale 55
- 15.1.4.4. Uniform 56
- 15.1.4.5. Rotate 56
- 15.1.4.6. Local Rotate 56
- 15.1.4.7. Mirroring the patch 56
- 15.1.4.8. Snapping Coordinates 56
- 15.2. The Sweep Editor 57
- 15.2.1. Curve divisions 57
- 15.2.2. Moving a knot 57
- 15.2.3. Smoothing a knot 58
- 15.2.4. Adding a knot 58
- 15.2.5. Deleting a knot 58
- 15.2.6. Entering values 58
- 15.2.7. Mirroring a sweep 58
- 15.2.8. Rotation divisions 58
- 15.2.9. Exporting to a RAW file 58
-
- 16. Appendix A: Hotkeys 60
- 16.1. Main menu 60
- 16.2. Object Browser 62
- 16.3. Bezier Editor 62
-
- 17. Appendix B: Tips 63
-
- 18. Appendix C: Frequently Asked Questions 65
-
- 19. Appendix D: Definition of Shareware 67
-
- 20. Appendix E: Index 68
-
-
- User Manual Page 7 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 1. What is MORAY?
-
-
- MORAY is a program with which you can design scenes for the POV-
- Ray raytracer to render. Contrary to normal scene design, with
- MORAY you design the scenes graphically. Up to now it was pretty
- difficult to imagine what the scene looked like, without laying it
- out on graph paper, or doing many test renders. MORAY is like a
- graph paper, it lets you place and change objects in wireframe
- while you see them. MORAY then generates the text file that POV
- needs to read.
-
- MORAY can thus also be used as a rapid prototype tool, to place
- objects quickly and write the scene file. You can then edit the
- scene file to suit your needs, just like you have been doing up to
- now.
-
- MORAY stores and works with POV-Ray primitives, as opposed to
- normal CAD systems, which mostly convert all objects to triangle
- meshes or similar polygon based formats when outputting. This
- ensures optimum performance and image quality from the raytracer.
-
- If you're a POV enthusiast and have access to CompuServe you
- should check out the GRAPHDEV forum for the latest news and tips
- on using POV. The RayTracing conference on PCGnet also carries
- lots of tips for POV.
-
- If you want to obtain the latest version of POV-Ray you can
- probably do so at the same source you obtained MORAY from.
-
-
- User Manual Page 8 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 2. MORAY Features
-
-
- The emphasis in designing MORAY was to be able to work as
- intuitively and as graphically as possible. Most of the work can
- be done with the mouse.
-
- Three 2D views and a 3D view of your scene are visible on screen.
- You can perform all transformations of the objects in the 2D views
- with the mouse. The 3D view shows what the current camera will
- see, i.e. how POV will raytrace it.
-
- MORAY allows you to,
-
- - scale, rotate and translate an object interactively on the
- screen.
- - define cameras with which to view your scene, that will show
- the scene in wire frame as POV-Ray will raytrace it.
- - graphically place a bounding box around an object.
- - automatically create bounding boxes of any objects, including
- nested objects.
- - make CSG or composite objects that can be nested arbitrarily
- deep.
- - assign textures from the TEXTURES.INC file to your objects.
- - define a new texture from within MORAY. You can then hand-tune
- this texture and MORAY won't interfere.
- - place imagemaps graphically on objects, eliminating the
- tedious trial and error approach.
- - manipulate the control points of a bezier patch to create
- shapes not easily created otherwise.
- - create bezier patch meshes that consist of more than just one
- bezier patch primitive.
- - create rotational, translational and tapering sweeps that are
- then output as smooth triangles.
- - copy complex nested objects.
- - create multiple copies of an object transforming each copy by
- amounts you specify in one easy step.
- - specify the complexity of on screen objects.
- - specify a region of the 3D view to render.
- - integrate POV-Ray with MORAY, so that you can seemingly call
- POV-Ray from within MORAY.
-
-
- User Manual Page 9 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 3. Requirements
-
-
-
-
- 3.1. Hardware
-
- MORAY requires at least a 386, a VGA card and a mouse, although I
- cannot recommend this set-up. The minimum system, if you want to
- do some larger scenes, would be a 486DX/25 and 4MB memory, the
- shareware version needs 2MB EMS. EMS Memory is not required in the
- registered version, since it is a protected mode version.
-
-
-
- 3.2. Software
-
- No specific software is required. You need to have POV-Ray 2.0 to
- raytrace the scene.
-
-
- User Manual Page 10 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 4. Installation
-
-
- To install MORAY simply copy MRAY.ZIP to a sub-directory of your
- hard drive (e.g. \MORAY) and unzip it with subdirectories (-d
- option), using PKZIP V2.04g or later.
-
- Please see the README file contained on the distribution disk for
- a list of files in the ZIP.
-
-
-
-
-
- 5. Configuration
-
-
- There are a number of things that need to be configured for MORAY
- to work correctly. You need to specify where to write the POV
- files, what file to include on exporting, what file to load as
- default and various other settings.
-
- The settings are found in the file MORAYPOV.CFG, in the [CONFIG]
- section. This file can be edited with a text editor and changed
- according to your set-up. The settings you can specify are
- described in more detail below.
-
-
-
- 5.1. MemoryUse
-
- The three numbers behind this variable specify the amount of
- memory (in KB) that MORAY should use for its three main arrays. In
- the shareware version this is EMS memory. In the registered
- version this is the amount of XMS and will be taken away from the
- memory you have available for objects. Generally the default
- settings are more than enough. Only once the lists get full (watch
- whether the lowest two buttons in the lower left corner of the
- screen approach 100%), you may need to increase these numbers.
- The three numbers should have a ratio of about 24:5:4.
-
-
-
- 5.2. ModelPath
-
- The directory in which MORAY stores its native format (binary)
- files. You can set this to the directory where your MDL files
- should reside. When installing MORAY, the sub directory MDL is
- automatically created and this is the default in this file, too.
- If you want to store the files elsewhere, just change this
- setting.
-
-
- User Manual Page 11 MORAY V1.5
- --------------------------------------------------------------
-
-
- 5.3. LoopBatchFile
-
- This is the name of the batch file you may wish to use in order to
- automate the edit/trace/edit cycle. You place the name of the
- batch file here. The default is CALLMRAY.BAT, which is the
- batchfile that comes with MORAY. You'll need to edit this batch
- file, so that it can change to your POV directory and back to your
- MORAY directory. The batch file is commented to help you get it
- set up. There is a RENDER button in the FILES menu that will make
- MORAY exit with a return value of 16, which this batch file will
- test and start POV if needed.
-
-
-
- 5.4. PrintPath20
-
- The directory to which MORAY will export the POV 2.0 file. If this
- directory does not exist, MORAY will print a corresponding warning
- on start-up and when you attempt to export. If you export, MORAY
- will write the file to the current directory.
-
-
-
- 5.5. IncludeFile20
-
- This specifies the file which all exported POV files will include.
- The contents of this file are placed in exported files, before the
- scene data. By default this file is MRYDEFLT.INC and contains
- statements to include COLORS.INC, TEXTURES.INC and SHAPES.INC.
- There is another additional INC file, called MRYDFLT2.INC, which
- includes a green 'floor' plane and a sky sphere.
-
-
-
- 5.6. TextureList
-
- This file contains the list of textures that you are offered to
- choose from when creating pre-defined textures. It also contains
- the colors you can choose from when setting the color of a
- texture. As it comes with MORAY, it contains all the textures from
- TEXTURES.INC and all the colors from COLORS.INC.
-
-
-
- 5.7. StartupScene
-
- This setting specifies the MDL-file which MORAY loads on start-up,
- if no file is specified on the command-line. You can use this to
- load a file containing a camera, a light and a ground plane, for
- example. The default file MDLSTART.MDL contains a camera and a
- light source. You can load and edit this file according to your
- wishes, then save it and it will consequently be loaded on start-
- up.
-
-
- User Manual Page 12 MORAY V1.5
- --------------------------------------------------------------
-
-
- 5.8. ColorDefinition
-
- MORAY allows you to change the colors of the interface. The
- filename that comes behind this variable specifies which color
- definition file to use. You can design your own color schemes, or
- use the default one.
-
-
-
- 5.9. CheckTextures
-
- This is a switch setting that can be turned on (YES) and off. When
- on, it makes MORAY check the scene for objects that don't have
- textures assigned to them, whenever you attempt to export a scene.
- If MORAY finds an object that has no texture assigned to it, it
- will highlight this object and give you the chance to assign a
- texture to it.
-
-
-
- 5.10. WarnOnNoEMS
-
- Since MORAY depends on the availability of EMS memory (in the
- shareware version) to store the Vector and Edge List, the absence
- of EMS will consume a lot of the memory available to MORAY. To
- warn you of this, you can set this variable to YES. If you then
- start MORAY with no EMS available, MORAY will print a warning and
- ask you to verify that you wish to continue. MORAY will function
- correctly until you run out of memory.
-
-
-
- 5.11. AlwaysMapEMS
-
- This setting disables EMS page caching. Normally you would not set
- this to NO. If you are experiencing problems in a multi-tasking
- environment, such as Windows 3.1 or Desqview, you may want to set
- this to YES. The setting will impact the performance of MORAY
- slightly.
-
-
-
- 5.12. AskOnExport
-
- This setting determines whether MORAY asks you for permission to
- overwrite an existing *.POV file when you select EXPORT 2 POV.
- This is to prevent you (and MORAY) from inadvertently erasing a
- file that you may have edited since the last export. If you set
- this setting to something else than YES, MORAY will not ask for
- permission to overwrite the file and will simply export the scene.
- This does not apply to the INC file that MORAY creates, only the
- POV files.
-
-
- User Manual Page 13 MORAY V1.5
- --------------------------------------------------------------
-
-
- 5.13. ViewLayout
-
- This setting can be used to change the arrangement of the four
- views. The default setting is the way a technical drawing is made,
- but you may prefer another setting. Following the keyword are four
- words: FRONT, TOP, SIDE and 3D. The order these four words appear
- determine the position of the views. The order is specified as the
- top-left, then the top-right, the bottom-left and the bottom-right
- view.
-
-
-
- 5.14. GraphicsMode
-
- This setting can be used to set the default startup graphics
- resolution. If you leave this unset MORAY will start in
- 640x480x16. Using the -G commandline parameter overrides this
- setting.
-
- Possible values for Corresponding values for x in
- GraphicsMode commandline parameter -Gx
-
- 640x480x16 5
- 800x600x16 6
- 1024x768x16 7
- 640x480x256 2
- 800x600x256 3
- 1024x768x256 4
-
-
-
- 5.15. SnapValues
-
- This determines the initial values of the grid snap (see page 51).
-
-
-
- 5.16. WireFrameDivs
-
- This setting can be used to specify the subdivisions of the
- wireframe representations of the objects you create. The six
- numbers following this keyword specify the subdivisions for a
- sphere, a cylinder, a cone, a torus, a spotlight, and for a disc,
- respectively. These numbers should be even. If they are odd, they
- are rounded upwards to the next even integer. They also have a
- minimum value of 8.
-
-
- User Manual Page 14 MORAY V1.5
- --------------------------------------------------------------
-
-
- 5.17. CamRedrawLimit
-
- The number following this keyword specified the number of ticks
- (1/18s) that the redrawing of the 3D- (camera) window is allowed
- to take. If the redraw takes longer, this window is not updated
- while you move the camera, until you have finished placing the
- camera (by releasing the mouse button). The 3D-View is then
- redrawn.
-
-
-
- 5.18. ObjRedrawLimit
-
- The number following this keyword specified the number of ticks
- (1/18s) that the redrawing of the object you are transforming in
- the 2D-windows is allowed to take. If the redraw takes longer,
- MORAY will attempt to simplify the objects representation.
-
- If the object has a bounding box attached to it, MORAY will use
- this as the simpler representation.
-
- If the object is a bezier patch, the subdivisions will be set to 2
- while you move the object (if it doesn't have a bounding box).
-
-
-
- 5.19. KeyboardDelay
-
- The number following this variable specifies the number of clock
- ticks (1/18th sec) that can pass before MORAY thinks you're not
- keeping a key depressed. This is useful if you use the keyboard to
- move the cursor, since the cursor will accelerate if you keep your
- finger down.
-
-
-
- 5.20. Setup for automatic rendering
-
- MORAY supports integrating POV in the edit/trace/edit cycle with a
- couple less keystrokes by automating some things.
-
- This is how you would work: If you intend to work with a scene and
- render it in between a couple of times (as one mostly does during
- the design phase), you don't start MORAY directly, you call the
- CALLMRAY batch file. This batchfile then starts MORAY. Here you
- can edit and change the scene. When you're ready to render and
- after you've set the rendering window in the 3D view, go to the
- FILES menu and press the RENDER button. MORAY will save and export
- your scene, and exit. The batchfile will then call POV to render
- the scene. After it is done, the batch file will start MORAY and
- the scene you're busy with will be loaded.
-
-
- User Manual Page 15 MORAY V1.5
- --------------------------------------------------------------
-
-
- The batchfile CALLMRAY.BAT that came with the program can be used
- as a basis for your batch file. There are a couple of things you
- need to set up before you can use this batch file.
- You need to edit the CALLMRAY.BAT file and add commands to change
- to the correct directories for POV and for MORAY. It is commented
- and this should be simple to do. You also need to have a correct
- TRACE.BAT file in your POV scene directory or in your path. You
- can edit the one that came with MORAY, or you can use your own.
- This batch file is called by GO.BAT with the scene filename as the
- first argument (without extension). If you've defined a render
- window in MORAY, the next four arguments to TRACE.BAT will be the
- correct starting and edning rows and columns specifying the
- window.
-
-
- User Manual Page 16 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 6. Theory of operation
-
-
-
-
- 6.1. Object Attributes
-
- Objects are what MORAY works with. An object has certain data
- associated with it that you can change as you would in the text
- file describing the scene for POV. The data includes positioning
- information (scaling, rotation, translation), texture information
- and bounding information. Some of these are optional. There are a
- couple of other things associated with an object, but we'll come
- to that later.
-
- Each object has a name that needs to be unique in the whole scene.
- MORAY assists you with ensuring this.
-
- The objects you create are kept in a global object list. When you
- create a complex object, such as a CSG or a Group object, the
- objects that you assign to this complex object will be removed
- from the global object list. Thus the global object list contains
- all top-level objects, i.e. objects that have no parents.
-
-
- 6.1.1. Transforms
-
- Each object has transformations associated with it. These
- transformations are handled a bit differently from the way that
- POV-Ray handles it. This difference is important to understand. In
- POV-Ray you can scale, rotate and translate an object any number
- of times and in any order to achieve a certain transformation.
- This means that you could first translate an object and then
- rotate it, which has the effect of moving an object in an orbit.
-
- In MORAY the transformations that can be applied to an object are
- first scaling, then rotation and then translation. You cannot have
- another order and you cannot add more transformations. Although
- this seems like a restriction at first, you will soon get over
- this and it will seem very normal (there are also ways around
- this).
-
-
- 6.1.2. Bounding boxes
-
- An object can have a bounding box associated with it. This
- bounding box is always defined in the objects local co-ordinates,
- i.e. before the transformations are applied to it. This is handy,
- since when you scale, rotate or move an object, its bounding box
- will follow this movement automatically. It is also automatically
- copied with an object.
-
-
- User Manual Page 17 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.1.3. Texture
-
- An object can also has a texture associated with it. This texture
- can be a predefined texture from TEXTURES.INC or a texture that is
- defined in MORAY. The textures that you cannot define in MORAY are
- ones with 3D textures, such as marble, bozo, etc. You can however
- define an imagemap or a wood texture and assign it to an object.
- The imagemap projections (or the wood) will then be shown on the
- screen. You can select it and scale, rotate and translate it till
- it is correctly placed.
-
-
- 6.1.4. Visibility Level
-
- Objects in MORAY have a visibility level associated with them.
- This level determines whether an object will be drawn or not (in
- MORAY). There is a global visibility level that defines the
- visibility to be shown. Objects that have a visibility level
- higher than the global level will not be drawn. You can use this
- to reduce the complexity drawn on screen and to thus increase the
- refresh speed.
-
- You don't always want to see all the details of a scene. For
- example, if you are designing a house and want to add a garage,
- you don't need to see the fixtures in the kitchen, or the knobs on
- the cupboards or the furniture, you just need the basic shape of
- the house. So you assign a high level to the furniture and stuff
- and keep the walls of the house at a low level.
-
- To assist you in easily changing the visibility of complex (deeply
- nested) objects, you can assign relative visibility levels to
- objects. This means that you can say that the knob of the cupboard
- has one level of visibility more that the cupboard. Then if you
- change the cupboards visibility, the knob will change with it,
- whereas if you manually assign a visibility level of one more to
- the knob, you will not change the level of the knob when you
- change that of the cupboard.
-
-
- 6.1.5. Nested Attributes
-
- There is something special about nested objects (CSG or Group
- objects). MORAY allows textures and visibility levels of group-
- objects to be inherited by lower level objects. This means that
- you can assign a texture to a high-level object in the hierarchy
- and objects below this hierarchy will automatically have this
- texture assigned to them, unless they specifically use another
- texture. So you don't need to assign a texture to every object you
- create. If you create a CSG object that should be one colour, you
- just assign this texture to the CSG and leave the textures of the
- sub-objects undefined. They will then automatically inherit the
- texture from the CSG object.
-
-
- User Manual Page 18 MORAY V1.5
- --------------------------------------------------------------
-
-
- This is also true of the visibility level. If an object has 0 as
- its level it will be assigned the level of its parent object. As
- mentioned above you can also specify that an object has a
- visibility level relative to its parent object.
-
-
-
- 6.2. Basic Interaction
-
- When MORAY first starts up you will see the main screen with 3 2D-
- views, a 3D-view and the main menu. Below the four views is space
- for various sub-menus. You interact with the scene in the 3 views,
- using the mouse. You can select and move objects in any of the
- views. If you have placed a camera in the scene, your actions are
- displayed in the 3D window from its viewpoint. This is also
- exactly what POV will render.
-
- The menu is operated like any other normal GUI menu, you click the
- mouse button while the cursor is over the button you want to
- choose, or press the key that corresponds to the underlined letter
- on the button.
-
- Interaction on the main screen is covered in more detail later
- (see page 43)
-
-
-
- 6.3. The Primitives
-
- The primitives that MORAY supports are (nearly) all finite
- objects. They are: Cubes, Spheres, Cylinders, Cones, Discs, Tori,
- and light sources. A plane object is also supported.
-
- More primitives are rotational, translational and tapering sweeps,
- bezier patches and heightfields.
-
- Normally only cubes, cylinders, cones, tori, planes and point
- light sources can be used in a CSG object. You can, however, add
- the sweeps to a CSG. This may not work as expected!
-
- Additionally, all other objects can be used in Group objects, i.e.
- All objects can be used in Group objects.
-
-
- 6.3.1. Cube
-
- The cube is your standard issue box that goes from
- (-1,-1,-1) to (1,1,1), i.e. is centered around the origin and is 2
- units wide in each direction.
-
-
- User Manual Page 19 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.3.2. Sphere
-
- This is a normal run of the mill sphere, centered at the origin
- with a radius of 1.0. You can unevenly scale this sphere, the
- conversion to the correct primitive for POV-Ray is handled by
- MORAY.
-
-
- 6.3.3. Cylinder
-
- The cylinder is defined as an object with its base at Z=0,
- extending to Z=1, centered on the X-Y plane, with a radius of 1.0.
-
-
- 6.3.4. Cone
-
- The cone has its cap plane at Z=0, where the radius is 1.0 and
- extends to Z=1 where it comes to a point.
-
-
- 6.3.5. Torus
-
- The torus lies in the X-Y plane. The major and minor radius can be
- entered from its editing menu (see page 32).
-
-
- 6.3.6. Disc
-
- This is a disc that lies in the XY-plane and has an outer radius
- of 1.0. The inner radius can be set from the objects editing menu.
-
-
- 6.3.7. Plane
-
- This is an endless plane that lies in the XY-plane.
-
-
- 6.3.8. Rotational sweep
-
- The rotational sweep is an object defined by taking a number of
- curves (segments) and rotating them about the Z-axis.
-
- When MORAY exports a rotational sweeps, it outputs a union of
- smooth_triangles.
-
-
- 6.3.9. Translational sweep
-
- The translational sweep is an object defined by extruding a number
- of curves (segments) that make a closed outline, from Z=0 to Z=1.
-
- This is output as a union of triangles and smooth_triangles. The
- cap and base planes are created by splitting the polygon, obtained
- by connecting all edge points together, into triangles.
-
-
- User Manual Page 20 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.3.10. Tapering sweep
-
- This is a sweep that is defined by taking a number of curves
- (segments) that make a closed outline and extruding them from Z=1
- to Z=0, except that all points on the curves move towards and meet
- at (0,0,0).
-
-
- 6.3.11. Bezier Patches
-
- A single bezier patch (the POV-Ray primitive) is defined by
- sixteen control points. This does not give you many possibilities
- of deforming the surface. Basically you can make a 'hump' type
- shape or a paper sheet like object. To make more complex bezier
- patch shapes you need to have more control points, i.e. more
- patches.
-
- MORAY has the ability of handling connected bezier patches.
-
- Getting two adjoining bezier patches to meet at a common edge is
- relatively easy, all you need to do is to place the control points
- that are along the shared edge at the same positions. But getting
- the patches to make smooth transitions is difficult, because the
- slope at these shared control points need to be the same in both
- patches. This is very tedious to do by hand.
-
- MORAY handles this for you, making sure that adjoining patches
- will not only connect correctly, but will also exhibit 1st order
- continuity, meaning that you won't see a crease or edge where the
- patches join. This is done by not allowing the user to move the
- shared control points directly. The shared control points are
- calculated by MORAY according to how you move the surrounding
- control points. This ensures that the slope at the control point
- exhibits 1st order continuity.
-
- You can create a sheet of patches. The patches are created so that
- they share their common edges. You can create one that is 3 by 2
- sheets, for example. This patch starts out flat.
-
- You can also create a cylinder type structure. It starts out as a
- cylinder and can be deformed to make a bulging pipe, for example.
- Two bezier patches share the two opposite edges to make up one
- cylinder segment. You can specify how many of these segments to
- stack on top of each other.
-
- You can also create another cylinder type-structure. It also start
- out as a cylinder where not two, but four patches make up one
- cylinder segment. This arrangement is used for the body and lid of
- that classical graphic object, the Utah teapot. The spout and
- handle are made of the 2 cylinder version, above.
-
- The patches you create will remain one object, no matter how many
- sub patches make up the object.
-
-
- User Manual Page 21 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.3.12. Heightfields
-
- MORAY can handle heightfields, although they are shown as cubes,
- i.e. the heightfield data is not read in from the file. This would
- be too much data and consume a lot of memory and would bog down
- redraws pretty heavily. It does have arrows on the axis at the
- bottom of the height field, to help you with the orientation of
- the height field. The arrow on the X-axis is closed, while the
- arrow on the Y-axis is open. This represents the X- and Y-
- dimensions of the image you are using as a heightfield.
-
- Horizontal lines around the box show you the current waterlevel.
-
-
- 6.3.13. Light sources
-
- Light sources (point lights, spotlights and arealights) are not
- really primitive objects, since one can't see them, all they do is
- let us see the rest. The point light source fits into the
- primitive object category from the way that MORAY handles it and
- what you can do with it.
-
- While you can place point light sources in composites (group
- objects), this is not possible with area- and spotlights. So if
- you make a desk lamp, you can attach the light source to the globe
- in the lamp. MORAY will calculate the correct position according
- to the lamp transformations and export the lights in the correct
- position to POV.
-
- MORAY supports the point-light, the spot-light and the area-light
- light source.
-
-
-
- 6.4. The Non-Primitives
-
- These are CSG objects and Group objects.
-
-
- 6.4.1. CSG Objects
-
- CSG objects are made up of one or more primitives or CSG objects
- and can be a union, a difference or an intersection of these sub-
- objects. They are not displayed as a CSG wireframe, though. All
- subobjects are shown (depending on their visibility). Pointlights
- are always 'unioned' to a CSG object, since it's not really useful
- to take a difference with an infinitely small point.
-
-
- User Manual Page 22 MORAY V1.5
- --------------------------------------------------------------
-
-
- 6.4.2. Group Objects
-
- Group objects are made up of one or more primitives, CSG- or Group
- objects. They are similar to composites in POV-Ray except that you
- can place all light sources in Groups. Please note that you should
- not scale groups that have an area- or a spotlight in them, since
- this will result in errors.
-
-
-
- 6.5. The Cameras
-
- The cameras are special objects. You can define the position, the
- lookat and the aperture of the camera. The position and the lookat
- can be defined to be relative to another object. Thus you could
- tell the camera to always look at a certain object. You can also
- tell MORAY how large to display the camera in the wire frame
- display. MORAY will create the correct definition for POV-Ray.
-
- The scaling fields of the camera objects are used differently from
- the way they work with normal objects. The X-scale specifies how
- large to draw the viewing pyramid (which has nothing to do with
- POV), the Z-scale specifies the aperture of the camera in degrees.
-
- The rotation fields are not used in cameras.
-
- The translation fields define the position of the camera or the
- position of the lookat point. These can be switched for moving on
- the screen. Thus there are effectively two sets of translation
- parameters for cameras, one for the position and one for the
- lookat.
-
-
-
- 6.6. The Textures
-
- MORAY lets you create new textures or use the ones that come with
- POV (listed in MRYTXTR.LST, to which you can add your own).
- When exporting a new scene, MORAY creates a *.POV and an *.INC
- file.
-
- The INC file contains all the texture definitions of the scene
- (except for predefined ones). You can then go into this INC file
- and change the settings of the texture to suit your needs. When
- you then export the same scene again, MORAY knows that you may
- have changed the texture in the INC file and thus will not export
- the texture again. New textures, however, will be exported.
-
- The POV file contains the camera, object and light definitions and
- includes the INC file.
-
-
- User Manual Page 23 MORAY V1.5
- --------------------------------------------------------------
-
-
- When you create a new texture you can select a pre-defined texture
- from a list defined in one of the support files (MRYTXTR.LST), or
- you can create your own. If you create a pre-defined one you can
- make changes to the parameters that are available in MORAY. MORAY
- will then use the pre-defined setting, but will 'overwrite' the
- settings that you changed. If you create your own you can change
- the ambient, diffuse, specular, reflection and refraction
- components as well as the colour.
-
-
- User Manual Page 24 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 7. Creating an Object
-
-
- To create a new object, click on the CREATE button in the main
- menu or press Alt-N (for New).
-
- You will be presented with a list of possible objects you can
- create.
-
- Click on the object type of object you wish to create.
-
- You will be asked for a name for the object. This must be a unique
- name, i.e. no other object in the scene is allowed to have the
- same name. If you enter a name that already exists, MORAY will not
- create this object.
-
- MORAY then creates the object and places it in the global object
- list. If you are creating a bezier patch you will first be
- presented with another menu. After this and for all other objects
- you are then placed in the objects editing menu, where you can
- specify further information about the object.
-
-
-
- 7.1. Primitives
-
- All primitives require no more information and you are presented
- with the objects editing menu (see page 30, Editing an Object).
-
-
-
- 7.2. Bezier patches
-
- To create a bezier patch, you need to tell MORAY what type of
- patch you would like.
-
- If you want a sheet type patch, click on SHEET. Then select how
- many basic patches (i.e. the POV-Ray primitive type patch) to
- create. You need to specify how many in X and how many in Y should
- be created. Then click on OK to create the patch.
-
- If you want a cylinder-type patch, click on the 2-patch or 4-patch
- cylinder button. Then specify how many cylinder parts should be
- stacked on top of each other. Then press OK to create the patch.
-
- After the patch has been created you will be placed in the object
- editing menu (see page 53, Bezier Editor).
-
-
- User Manual Page 25 MORAY V1.5
- --------------------------------------------------------------
-
-
- 7.3. CSG and Group Objects
-
- If you create a CSG or Group object you can specify which objects
- to combine to a CSG or Group.
-
- Before creating a CSG or Group object, you should (but don't have
- to) create all the parts that make up the CSG or Group object and
- then create a CSG or Group object.
-
- After entering the name of the object, you will be presented with
- the Object Browser. This is to let you add all the objects that
- make up the CSG or Group to it.
-
- When creating a CSG, you should first click on the base object.
- When making a difference, for example, this would be the object
- *from* which to subtract.
- When creating a group click on any one of the objects that belong
- to the group.
-
- Then click the right mouse button. This object will be added to
- the CSG definition and will disappear from the object browser (for
- the moment).
-
- Proceed in this manner with all subobjects until you have added
- them all. Now click on the right mouse button without having an
- object selected. This terminates the addition of subobjects to the
- CSG or Group object.
-
-
- User Manual Page 26 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 8. Creating a Texture
-
-
- To create a texture select TEXTURE from the CREATE menu or CREATE
- from the TEXTURE menu.
-
- You will be shown a list of pre-defined textures available and
- various other types.
-
- Please refer to page 38 for detailed instruction on textures.
-
-
-
- 8.1. Predefined POV texture
-
- MORAY knows about all textures you put in the TextureList (see
- page 11). The sorted list of these textures is shown in the list
- box. You can choose one and it will be created for you. If you
- wish to create another one, simply click on it, otherwise press
- cancel or click on DONE.
-
- When exporting your scene, MORAY will not create the definition of
- this texture, it's up to you to include the correct file
- containing the texture declaration. If you want to use one of
- these basic textures and just change a poarameter or two, you can
- do so from the Texture Editing menu. All buttons are set to
- 'NO CHNG' and setting one of the parameters will make MORAY
- enhance this texture in the POV file.
-
-
-
- 8.2. Opaque texture
-
- This allows you to create the texture from within MORAY. You can
- change the ambient, diffuse, specular and various other
- components.
-
- When exporting you scene, MORAY will create a texture definition
- according to your settings.
-
-
-
- 8.3. Checker texture
-
- This texture allows you to create a checker texture, that you can
- graphically place on an object. Once you have assigned a texture
- of this type to an object, it will be displayed on the wire frame
- display. It is a grid of three vertical and three horizontal lines
- that form the checkers.
-
- You can select this texture graphically and scale, rotate and move
- it about just like any other object.
-
-
- User Manual Page 27 MORAY V1.5
- --------------------------------------------------------------
-
-
- 8.4. Imagemap texture
-
- This texture allows you to create an imagemap texture, that you
- can graphically place on an object. Once you have assigned a
- texture of this type to an object, it will be displayed on the
- wire frame display.
-
- The wireframe display of the imagemap texture consists of two
- lines, one represents the X-axis of the image and has a closed
- arrow on the end, while the other line represents the Y-axis of
- the image and has an open arrow on it.
-
- MORAY supports three projection types:
-
- - Planar : This is like a slide projector. The wireframe is a
- flat rectangle.
-
- - Spherical : This wraps an image around an imaginary sphere. The
- X-axis is represented by a line going around the equator of
- this sphere. The Y-axis is represented by a line going from the
- south to the north pole, with an open arrow at the north pole
- and placed at the seam where the left and right edges of the
- image meet.
-
- - Cylindrical : This wraps an image around an imaginary cylinder.
- The X-axis is represented by a line going around the bottom of
- this cylinder. The Y-axis is represented by a line going from
- the top edge of the cylinder to the bottom edge, with an open
- arrow at the top edge and placed at the seam where the left and
- right edges of the image meet.
-
- You can select this texture graphically and scale, rotate and move
- it about just like any other object.
-
-
-
- 8.5. Wood texture
-
- This texture is meant for making it easier to place wood on an
- object. It also has a graphical display, like the imagemap. The
- display looks like a cylinder. The wood will have one ring
- (roughly) in this circle. You can now select the wood and scale
- and rotate it to make the object look like it was cut out of the
- wood at a certain angle or position.
-
-
- User Manual Page 28 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 9. Selecting an Object
-
-
- Before you can edit or change an object, you need to select it.
- Only one object can be selected at any one time. It is displayed
- in yellow on the screen, whereas all the other objects are gray.
-
-
-
- 9.1. Graphically
-
- This is the easiest and most straightforward way to select an
- object or a camera, or a texture, or a bounding box. Move the
- cursor over a line that belongs to the object you want to select.
- Then press and hold the Shift-Key and then the left mouse button.
- Then drag the mouse to open a rectangle that covers the line, i.e.
- the line should run through the rectangle you make.
- The first object MORAY finds that has a line running through this
- rectangle will be the object that is selected.
- Since cameras are always the first in the list to be checked, it
- is quite simple to select one since you don't have to worry about
- enclosing other objects in the rectangle.
-
-
-
- 9.2. Using the Object Browser
-
- If you click on the SELECT button or press Alt-S in the main menu
- a window with a tree-like display of the names of all objects will
- be displayed. The names are displayed in buttons. Top-level
- objects are displayed at the left edge of the window. Sub-objects
- are displayed to the right of their parents, connected to them by
- lines. Bounding boxes are displayed in red above the objects they
- bound.
-
- To select an object simply click on the button with the name of
- the object you want to select, on it. The selected object is
- displayed on a yellow button. All the sub-objects belonging to the
- selected object are displayed in a slightly lighter colour. This
- may differ if you are using the 16-color mode.
-
- There are a number of hotkeys available from the Object Browser.
- For a complete list of hotkeys, see Appendix A: Hotkeys starting
- on page 60.
-
- If you want to edit the object, you can immediately press Alt-E
- from the browser. The window will then disappear and the normal
- object editing menu appears. After you have finished editing the
- object you will be returned to the browser.
-
- If you just want to change the objects name there is a shortcut.
- Pressing Alt-N will let you do this.
-
-
- User Manual Page 29 MORAY V1.5
- --------------------------------------------------------------
-
-
- If you just want to change the objects visibility level there is a
- shortcut. Pressing 'L' will let you do this.
-
- If you want to delete and object you can also press 'D' or Alt-D
- to delete the selected object. If you press 'D' you will be asked
- to verify this decision. Alt-D will not ask for verification.
-
- You can use the Alt-1 to Alt-9 keys to 'collapse' the object tree.
- If you have deeply nested objects and just want the basic top
- view, you can press Alt-2, for example and only top-level objects
- and their first subobjects are shown. Objects that have collapsed
- subobjects have a square with an asterisk on them attached.
-
- Use Alt-0 to show all the objects in the object tree.
-
-
-
- 9.3. Selecting the Parent of an Object
-
- If you have selected an object and wish to select its parent,
- press Alt-P. If no parent object exists for the currently selected
- object, nothing happens.
-
-
-
- 9.4. Selecting the Texture of an Object
-
- To select the texture of an object, press Alt-T while the object
- that the texture is assigned to is selected. You can now scale,
- rotate and move it, just like an normal object. This is handy for
- placing imagemaps.
-
- If the texture is either a wood, a checker or an imagemap then you
- can also select it graphically, just like you would an object.
-
-
-
- 9.5. Selecting the Bounding Box of an Object
-
- You can select the bounding box of the currently selected object
- by pressing Alt-B. If the object has no bounding box then nothing
- will happen.
-
- You can directly select the bounding box in the object browser
- (see above) or graphically in the views of the main menu.
-
-
- User Manual Page 30 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 10. Editing an Object
-
-
- Before you can edit an object, you need to select it. See the
- section above on ways to do this.
-
-
-
- 10.1. The Object Edit Menu
-
- This is a basic menu that all objects share. It offers controls
- for changing the texture, the bounding box, the visibility level
- and the name of the object. If an object has another editor (true
- for bezier patches and sweeps), you can call an extended editor
- from this menu. More complex objects will have more buttons added
- to it.
-
-
- 10.1.1. Assigning a texture
-
- There is a list button on the left containing all the names of the
- currently existing textures of this scene. You can assign one of
- these textures to the object by clicking on the required texture.
-
- If you have not yet created the texture for this object, you can
- do so by clicking on the NEW button next to the CLR TXTR button.
- You can then create one or more textures in the Texture Editor
- (see page 38) and can then assign one of them to the object by
- clicking on the name of the texture in the listbox.
-
- The name of the currently assigned texture is shown in a label
- button. Above this label button is a button with the legend CLR
- TXTR. This button can be used to clear the reference to the
- texture.
-
- The texture name may have an asterisk ('*') in front of it. This
- means that the texture has been inherited from the parent object.
- Clicking on the CLR TXTR button in this case will have no effect.
-
-
- 10.1.2. Assigning a bounding box
-
- There is a list button containing all the names of the currently
- available (i.e. not assigned) bounding boxes. You can assign one
- of these bounding boxes to the object by clicking on the required
- bounding box. It will disappear from the list.
-
-
- User Manual Page 31 MORAY V1.5
- --------------------------------------------------------------
-
-
- You can also let MORAY create a bounding box for you. Do this by
- clicking on the NEW button next to the CLR BOUND button. MORAY
- will examine the object (together with possible subobjects) and
- create a bounding box that closely bounds it (them). Note that all
- CSG objects will be treated as a union. The bounds that MORAY
- creates will always enclose all sub-objects, even if the CSG is a
- difference.
-
- The name of the currently assigned bounding box is shown in a
- label button. Above this label button is a button with the legend
- CLR BOUND. This button can be used to clear the reference to the
- bounding box. The bounding box will then be placed in the bounding
- box list.
-
- The bounding box may have an asterisk ('*') in front of it. This
- means that the bounding box has been inherited from the parent
- object.
-
-
- 10.1.3. Changing the visibility
-
- There are four buttons concerned with the visibility level of an
- object. There is a 'R' button, a '+' button, a display button, a
- '-' button and another display button.
-
- The 'R' button specifies whether the visibility of the object is
- relative or absolute. If the button is depressed then the level is
- relative to the parents level.
-
- The first display button shows the current visibility level that
- is assigned to this object. If it is prefixed by a plus sign, then
- the visibility level is relative to the parent object.
-
- The second display button shows the visibility level that results
- from this objects level and that of the parent, according to the
- settings of the 'R' button.
-
- If it is prefixed by an asterisk, then the visibility level is
- inherited from the parent object.
-
- Pressing the '+' or '-' buttons increases or decreases the
- visibility level. If you decrease the visibility level to 0, the
- object will inherit the visibility from its parent, no matter how
- the 'R' button is set.
-
-
- 10.1.4. Setting 'no_shadow'
-
- By clicking on the no_shadow button you can specify that the
- object should not cast a shadow.
-
-
- User Manual Page 32 MORAY V1.5
- --------------------------------------------------------------
-
-
- 10.1.5. Changing the name
-
- The name of the object is displayed in a label button. Pressing
- the NAME button will pop up an editing window, allowing you to
- enter the new name.
-
-
- 10.1.6. Calling the extended editor
-
- If an object has an extended editor the EXTENDED EDIT button will
- be available. Press this button to enter the extended editor. See
- page 53 for the extended editors.
-
-
- 10.1.7. Leaving the Object edit menu
-
- To leave this object editing menu either press the DONE button or
- click the right mouse button.
-
-
-
- 10.2. The Torus Edit menu
-
- The torus menu offers two buttons more than the normal object
- menu. These are used to set the outer and inner radii of the
- torus. Clicking on one of the buttons will pop up an editing
- window, allowing you to specify the new radius.
-
-
-
- 10.3. The Heightfield Edit menu
-
- The heightfield menu offers a button to specify the filename of
- the heightfield and the water level.
-
- Although you can enter any file name, MORAY will only work
- correctly on GIF, TGA and POT files. If you specify another file
- name, you will need to edit the POV scene file. Clicking on the
- buttons will pop up an editing window, allowing you to specify the
- file name.
-
- To change the water level, you can use the slider or click on the
- number to set it to the value you wish. The value goes from 0 to
- 255.
-
-
-
- 10.4. The Light Edit menu
-
- The editing menu for lights is similar to the normal object
- editing menu, except that the texture and bounding box lists are
- inactive.
-
- Additionally it contains sliders for specifying the colour and/or
- brightness of the light.
-
-
- User Manual Page 33 MORAY V1.5
- --------------------------------------------------------------
-
-
- The top three sliders are R, G and B components respectively. If
- you want coloured lights, use these sliders to set the light
- colour.
-
- The fourth slider is set by MORAY to the gray equivalent of the
- colours. If you manipulate the fourth slider you are specifying
- white light and the slider sets the brightness of the light. All
- sliders will then be set to the same value.
-
-
-
- 10.5. The Spotlight Edit menu
-
- The editing menu for spotlights is similar to the normal light
- editing menu, except that the parameters for the spotlight can be
- set.
-
- There are three sliders that define the spotlight, two of which
- are relevant for POV and one only for MORAY.
-
- The first slider, labelled 'FALL.' defines the falloff of the POV
- spotlight in degrees. This is the outer edge of the 'cone' that
- defines the spotlight. No light will fall outside this cone.
-
- The second slider, labelled 'RAD.' defines the radius of the POV
- spotlight. This is the inner edge of the spotlight, inside which
- the light arrives in full brightness.
-
- The third slider is used as a scaling factor to make the wireframe
- display of the cone longer or shorter. This is so that you can set
- the spotlight cone length so that it ends at your point of
- interest. This allows you to judge how big to make the cone.
-
-
-
- 10.6. The Arealight Edit menu
-
- The editing menu for arealights is similar to the normal light
- editing menu, except that the parameters for the arealight can be
- set.
-
- You can change the subdivisions of the are light, by setting the
- PSEUDO-LIGHT variables. If you want to make a long string of
- lights, set the X component to 1. Setting the PSEUDO-LIGHT values
- does not affect the geometric size of the arealight. You can use
- the normal object transformations to scale, rotate and move the
- light. The settings specify how many subdivisions there are in the
- arealight.
-
- The slider labelled 'ADAPTIVE' can be used to set the adaptive
- parameter of the arealight. It determines how many times at least
- to subdivide the light dimensions when doing shadow test. Please
- see the POV documentation for a more detailed explanation.
-
-
- User Manual Page 34 MORAY V1.5
- --------------------------------------------------------------
-
-
- The JITTER button can be used to tell POV to jitter the shadow
- rays. This reduces banding in the shadow of an area light. If the
- button is depressed then jittering is enabled.
-
-
-
- 10.7. The Group Edit Menu
-
- When you edit a group object the basic editing menu described
- above will be expanded by controls to add and remove sub-objects
- and a list of the current sub-objects.
-
-
- 10.7.1. Adding a sub-object
-
- To add a sub-object click on the ADD OBJECT button. You will be
- placed in the Object Browser where you can select the object to
- add to the group. When you confirm the choice by clicking the
- right mouse button (or pressing ESC) the object will be removed
- either from the global object list or from the object it was a
- sub-object of. It will now appear in the object list of the
- current object.
-
-
- 10.7.2. Removing a sub-object
-
- To remove one of the sub-objects click on this object in the list.
- The UNGROUP button will be activated. Pressing on this button will
- cause the object to be ungrouped and it will re-appear in the
- global object list.
-
-
-
- 10.8. The CSG Edit Menu
-
- When you edit a CSG object the basic editing menu described above
- will be expanded by controls to add and remove sub-objects, to
- show a list of the current sub-objects, to change the order of the
- sub-objects and to specify the operation.
-
- The first object listed in the sub-object list is the base object.
- If the CSG is a difference this will be the base object from which
- all subsequent objects will be removed.
-
-
- 10.8.1. Adding a sub-object
-
- To add a sub-object click on the ADD OBJECT button. You will be
- placed in the Object Browser where you can select the object to
- add to the CSG. When you confirm the choice by clicking the right
- mouse button (or pressing ESC) the object will be removed either
- from the global object list or from the object it was a sub-object
- of. It will now appear in the object list of the current object.
-
-
- User Manual Page 35 MORAY V1.5
- --------------------------------------------------------------
-
-
- 10.8.2. Removing a sub-object
-
- To remove one of the sub-objects click on this object in the list.
- The UNGROUP button will be activated. Pressing this button will
- cause the object to be ungrouped and it will re-appear in the
- global object list.
-
-
- 10.8.3. Changing the CSG operation
-
- Press the OPER button until correct CSG operation is shown.
- Choices are DIFFRNC, INTERSCT, UNION and MERGE.
-
- DIFFRNC makes an object that consists of the first subobject in
- the list minus all the rest, i.e. all subobjects except the first
- are cut away from the first subobject.
-
- INTERSCT makes an object that consists of all the space that all
- the subobjects share.
-
- UNION makes an object that consists of all the subobjects.
-
- MERGE makes an object that consists of all the subobjects, but
- without any internal surfaces (useful for glass objects).
-
-
- 10.8.4. Changing the sub-object order
-
- Press the CYCLE button to cycle the subobjects. The first object
- becomes the last object in the list and the second object becomes
- the first object. This allows an object that was not added to the
- CSG object as the first object to be made the main (base) object.
-
-
- User Manual Page 36 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 11. Copying objects
-
-
- MORAY allows you to make single or multiple copies of the selected
- object. If you click on COPY or press Alt-C from the main menu, a
- sub-menu will open where the main menu was.
-
- By default, the menu is setup for making a single, exact copy of
- the object. If that's all you want to do, just click on OK.
-
- There are transformation buttons, just like in the main menu,
- which enable you to transform each object as it is created. For
- example, if you make multiple copies of a cube and set the X-
- Translation to 2, each new cube will be offset by 2 units from the
- last created cube along the X-axis, forming a line of cubes.
-
- There are two modes that you can specify for scaling and rotation.
- There are also two translation modes but the second is a bit
- different. Change modes by clicking on the SCALING, ROTATION or
- TRANSLATE buttons. The button text will change from OFFSET to
- FACTOR (or ORBIT for the TRANSLATE button) or vice versa.
-
- OFFSET means that for the new copy the values that you entered are
- simply added to the values that the previous copy had. For
- example, if you've set X-translate to 2, all subsequent copies
- will be two units away from each other on the X-axis.
-
- FACTOR means that the values of the object are *multiplied* by the
- values that you entered. For example if you've set X-translate to
- 2, and the first cube has a X-translation of 1, the first copy
- will be at an X-translation of 2, the next at 4, the next at 8,
- then at 16, at 32 and so on.
-
- ORBIT will be explained in the next section.
-
- The ATTACH TO SAME OBJECT button specifies whether to attach the
- new copies, that will be created, to the same parent object as the
- original object is attached to. This button is only active if the
- object you are copying has a parent object.
-
- The REPEAT COUNT button specifies how many copies to create. Click
- on the button to enter a repeat count.
-
- Once all the settings have been set to your satisfaction, click on
- the OK button for the objects to be created.
-
- If you change your mind, press CANCEL.
-
-
- User Manual Page 37 MORAY V1.5
- --------------------------------------------------------------
-
-
- 11.1. Orbiting copies
-
- The ORBIT modifier for the TRANSLATE button allows you to place
- objects in a circle. Since MORAY always does rotation before
- translation, rotation will always make an object turn about its
- own axis, never about a point. You need to set the translation
- values to the actual co-ordinates that result.
-
- This copy function will do this for you, by calculating the co-
- ordinates where the copies need to go in order to simulate a
- rotation about the origin.
-
- Place the object at a point on the orbit. The object is always
- rotated about the origin. Let's say you want to place 12 cubes in
- a circle with a radius of 10 about the X-axis. Then set the X-
- translation of your original to 10. Call the copy function and set
- TRANS ORBIT mode. Then set the Z-component of the TRANS ORBIT
- block to 30 (since 360 divided by 12 is 30 degrees). Each
- successive copy will be placed as if it was rotated about the
- origin by 30 degrees. Since this function actually sets the
- translation values of the object, the cubes won't face towards the
- inside of the circle. To do this, you also need to set the Z-
- component of the rotation block to 30 degrees. Then each copy will
- also rotate about its own axis by 30 degrees. Then set the repeat
- count to 11 (since we already have one in place) and press OK.
-
-
- User Manual Page 38 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 12. Texture Editing
-
-
- You can edit some of the parameters of textures that you create in
- MORAY.
-
- There are two ways to edit the texture. Either you need to select
- it and the click on EDIT or press Alt-E, or you can click on
- TEXTURES and then select it from the list box.
-
- Since an imagemap texture has more parameters that you can change,
- it has its own additional editing menu. See page 41 for imagemap
- editing.
-
- Pressing TEXTURES from the main menu brings you to the Texture
- Editor. On the left is a list showing all the texture names that
- you have created in this scene. Clicking on a texture will set all
- the buttons to the texture settings of that texture. You can then
- click on the parameters and enter new values. There are also four
- sliders with which you can set the pigment (colour and filter) of
- the texture.
-
- The GET button allows you to get colours from the MRYTXTR.LST
- file, which contains all the colours of the standard COLORS.INC
- file.
-
- The NAME button allows you to change the name of the texture.
-
-
-
- 12.1. Texture Exporting
-
- When you first export your scene, MORAY creates a .POV and a .INC
- file. The .INC file will contain your textures and the .POV file
- will contain your objects, and will include the .INC file. MORAY
- also outputs 'markers' into the .INC file (as comments).
-
- When you subsequently export the scene again, MORAY will check for
- the .INC file and if it is found will scan it for the 'markers'
- that tell it the names of textures that have already been exported
- to the .INC file. These textures will then not be exported again,
- because you may have changed them in the .INC file. New textures
- that you have added since last exporting will be appended to the
- .INC file.
-
- If you delete the .INC file before exporting, MORAY will export
- all the textures with their current settings.
-
-
- User Manual Page 39 MORAY V1.5
- --------------------------------------------------------------
-
-
- There is something special about the pre-defined textures. You'll
- notice that when you edit a pre-defined texture all the buttons
- show 'NOCHNG' (No Change). If you then edit, say, the diffuse
- component, this component will show the value that you entered.
- When exporting an object that has this texture attached to it,
- MORAY will modify the texture statement of that object in the POV
- file.
-
-
-
- 12.2. Creating a texture
-
- To create a new texture press CREATE. You will be presented with a
- list of predefined textures and a few other buttons with other
- kinds of textures to create.
-
-
- 12.2.1. Predefined textures
-
- These are textures that come with POV-Ray in the TEXTURES.INC
- file. The texture names in this file have been put in the
- MRYTXTR.LST file under the [TEXTURES] section. You can add your
- own textures to this file if you wish, but must make sure that you
- either add the definition of this texture to your own include file
- and include this file with your scene, or you must add your
- texture definition to TEXTURES.INC, although this is not
- recommended. This is because if you wish to share your POV file
- with someone, they won't have the texture definition in their
- TEXTURES.INC file.
-
-
- 12.2.2. Opaque textures
-
- This is a normal texture, without gradients or maps, etc. Just a
- colour and the lighting parameters.
-
- All the parameters can be set and adjusted in the editor. Note
- that once the file has been exported, making changes will not be
- exported to the .INC file, unless you delete the .INC file. See
- Texture Exporting above for an explanation.
-
-
- 12.2.3. Checker textures
-
- This is also a normal texture. Just two colours and the lighting
- parameters. The second colour can't be set from within MORAY, it
- is always white.
-
- The wireframe display consists of six lines, three vertical and
- three horizontal. The spacing between these lines represents one
- unit, i.e. the squares created by the lines define one checker.
-
-
- User Manual Page 40 MORAY V1.5
- --------------------------------------------------------------
-
-
- All the parameters can be set and adjusted in the editor. Note,
- that once the file has been exported, making changes will not be
- exported to the .INC file, unless you delete the .INC file. See
- Texture Exporting above for an explanation.
-
-
- 12.2.4. Wood textures
-
- This texture adds the wood and turbulence keywords as well as a
- simple colour map. This texture is also displayed in the wireframe
- views when assigned to an object to help you see how the rings are
- placed and where the major axis runs. You can also scale, rotate
- and translate the texture to find the correct orientation for your
- wood.
-
- The wireframe display consists of a cylinder running along the
- major axis and approximately describe the first ring
- circumference.
-
- All the parameters can be set and adjusted in the editor. Note,
- that once the file has been exported, making changes will not be
- exported to the .INC file, unless you delete the .INC file. See
- Texture Exporting above for an explanation.
-
-
- 12.2.5. ImageMap textures
-
- This texture is also displayed in the wireframe views when
- assigned to an object to help you see how the image will be
- mapped. You can also scale, rotate and translate the texture to
- find the correct orientation for the imagemap.
-
- MORAY supports three projection types: planar, spherical and
- cylindrical.
-
- For the planar imagemap, the wireframe display consists of a
- square with arrows on the axis, describing the orientation of the
- image. The origin of the two arrows represents the lower left
- corner of the image file. The closed arrow runs along the X-axis
- (horizontal) of the image, while the open arrow runs along the Y-
- axis (vertical) of the image.
-
- For the spherical imagemap, the wireframe display consists of a
- circle around the equator of the sphere and a line along the seam
- from one pole to the other. The closed arrow runs along the X-axis
- (horizontal) of the image, while the open arrow runs along the Y-
- axis (vertical) of the image.
-
- For the cylindrical imagemap, the wireframe display consists of a
- circle around the bottom of the cylinder and a line along the seam
- from the bottom to the top of the cylinder. The closed arrow runs
- along the X-axis (horizontal) of the image (around the cylinder),
- while the open arrow runs along the Y-axis (vertical) of the
- image.
-
-
- User Manual Page 41 MORAY V1.5
- --------------------------------------------------------------
-
-
- All the lighting parameters can be set and adjusted in the editor.
- Changing the colour will not have an effect, since the colour
- comes from the image file.
- Note, that if the scene has been exported before, these changes
- will not be reflected in the .INC file, unless you delete the .INC
- file. See Texture Exporting above for an explanation.
-
- The Imagemap texture also has it's own editor, next to the editing
- facilities in the texture editor. Here you can set the filename,
- tiling and smoothing of the imagemap texture.
-
- To get to this editor, press Alt-E or click on EDIT from the main
- menu, while this texture is selected. You will then see a new
- editing menu.
-
- From this editing menu, click on FILENAME to specify the filename
- to use for the texture map. You need to specify the extension,
- too, since MORAY extracts the extension when exporting to POV to
- specify the image file type.
-
- Click on the ONCE/TILED button to toggle between the two. The
- displayed status is the status that will be exported. If the
- button says ONCE the texture will only be mapped once onto this
- body.
-
- Click on the ROUGH/SMOOTH button to switch on (or off) the
- interpolation parameter. The displayed status is the one that is
- used.
-
-
-
- 12.3. Deleting a texture
-
- You can only remove unused textures, i.e. textures that are not
- being used by objects. To delete textures that are not being used
- in the scene, click on the DEL UNUSD button.
-
-
-
- 12.4. Copying a texture
-
- You can use the COPY button in the Texture Editing menu to make a
- copy of the currently selected texture. You will be prompted for a
- new name and the texture will then be created, if it doesn't exist
- already.
-
-
-
- 12.5. Replacing a texture
-
- You may change your mind about what type of texture to assign to
- an object, or you may work with dummy textures until the geometry
- (i.e. scene layout) is finished and then wish to set the textures
- to their correct setting.
-
-
- User Manual Page 42 MORAY V1.5
- --------------------------------------------------------------
-
-
- This function can be used to accomplish this. You select the
- texture in the list on the left of the menu that you want to
- replace and then click on REPLACE. You then need to create the
- texture (see above). If you've defined it somewhere already then
- create a pre-defined one with the correct name. When done, MORAY
- will replace all references to the first texture by references to
- the newly created one.
-
-
-
- 12.6. Texture display
-
- The imagemap textures are displayed in the wire frame display to
- aid you in placing (scaling, moving, rotating) it relative to your
- object. They have arrows on the two axis that represent the image
- to assist you in seeing exactly how the image file will be mapped
- onto the object.
-
- The wood texture is also displayed in the wire frame display to
- help you place it correctly. It is displayed as a cylinder around
- center of the wood. Use this as a reference when scaling the
- texture.
-
-
- User Manual Page 43 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 13. The main screen
-
-
- The main screen is divided into four views. To the right and below
- these views are menu areas. On the main screen the area to the
- right contains the Main menu and the area below the views is
- empty.
-
- Most of the menu buttons have underlined letters. These letters
- are the corresponding hotkeys of these buttons.
-
-
-
- 13.1. The three 2D Views
-
- The 2D views represent views from above, from the side and from
- the front. Each view can be separately panned and zoomed and can
- have a labelled grid to aid you in placing objects.
-
-
- 13.1.1. Disabling a view
-
- You can disable a view by moving the cursor over it and pressing
- the '-' key. The view will be cleared and will not be refreshed
- when you change the scene.
-
-
- 13.1.2. Enabling a View
-
- You can enable a disabled view by moving the cursor over it and
- pressing the '+' key. The view will from then on be updated when
- you change the scene.
-
-
- 13.1.3. Enlarging a View
-
- You can enlarge a view by placing your cursor over the view in
- question and pressing either the middle button, if you have a
- three-button mouse, or both left and right buttons if you have a
- two-button mouse. The view will be enlarged to cover the area
- previously covered by the three views. If you are using a two-
- button mouse it is a good idea to make sure the right button is
- pressed slightly ahead of the left button.
-
- Pressing the same button(s) again will make the view revert to its
- original size.
-
-
- 13.1.4. Toggling the Grid in a View
-
- You can turn the grid in a view on and off by moving the cursor
- into the specific view in question and pressing Alt-G. This will
- turn the grid off if it was on and on if it was off.
-
-
- User Manual Page 44 MORAY V1.5
- --------------------------------------------------------------
-
-
- 13.1.5. Panning a View
-
- Each view can be separately panned to bring certain areas of a
- scene into view. To do this, move the cursor into the view you
- want to pan. Press and hold the CTRL-key. Now press and hold the
- left mouse button and drag the scene. The scene will follow the
- mouse. When done release everything.
-
-
- 13.1.6. Zooming a View
-
- To zoom into or out of a view, move the cursor to the view in
- question. Now press and hold the ALT-key. Press and hold the left
- mouse button and move the mouse up (away from you), to zoom out of
- the view or move it down (towards you) to zoom into the view.
-
- To zoom the view in such a way that all objects will be visible in
- the view, press Alt-Z.
-
- You can also define a rectangle in the view that defines an area
- of interest that you want to zoom into. Do this by additionally
- pressing and holding the Shift key. In other words, press and hold
- ALT and Shift and the left mouse button. Then drag open a
- rectangle about the area of interest and let go of all the
- buttons. This rectangle will be zoomed into the view.
-
-
-
- 13.2. The 3D View
-
- The 3D view is the view that the selected camera sees and the view
- that the raytracer will create. If this window is blank, you
- either don't have a camera defined, or it's pointing away from any
- objects in the scene, or you're out of memory.
-
- This view can also be enlarged and disabled (see above).
-
-
- 13.2.1. The Rendering Window
-
- You can set the rendering window for POV in this view, too. This
- is an area of the view that POV will trace. MORAY will create a
- GO.BAT file with the correct commandline parameters for POV,
- reflecting the window you have defined.
-
- You define this window by opening a rectangle in this view (no Alt
- or Crtl or Shift) about the area you want rendered. MORAY will
- create a GO.BAT file in your POV scene directory (i.e. where the
- POV file is also written to), that has the correct commandline
- switches.
-
-
- User Manual Page 45 MORAY V1.5
- --------------------------------------------------------------
-
-
- 13.3. Interacting with Objects
-
- You interact graphically with the selected object in the views on
- the screen. All interaction is done by moving the cursor over the
- view where you want to interact with the object, depressing the
- left mouse button and moving the mouse until the object has been
- manipulated to your satisfaction and then releasing the mouse
- button.
-
- What happens to the object when you do this is determined by the
- currently set interaction mode.
-
- There are three basic interaction modes: scaling, rotating and
- moving. Scaling is divided into uniform and non-uniform scaling.
-
-
- 13.3.1. Setting the interaction mode
-
- The interaction mode is set by either clicking on the mode you
- need on the main menu, or by pressing the corresponding key on the
- keyboard. You cannot change interaction modes while having the
- mouse button depressed.
-
- To set:
-
- - non-uniform scaling mode, press 'S' or click on SCL.
-
- - uniform scaling mode, press 'U' or click on USCL.
-
- - rotation mode, press 'R' or click on ROTATE.
-
- - translation mode, press 'T' or click on TRANS.
-
-
- 13.3.2. Using Scaling mode
-
- To scale objects, you need to move the mouse into the view that
- displays the objects in the dimensions you want to scale. If you
- have uniform scaling mode set, this doesn't matter, since all
- dimensions of the object are scaled equally. Now press the left
- mouse button and drag the mouse to the upper right. The object
- will follow the mouse movement. When you've scaled enough, release
- the button.
-
-
- 13.3.3. Using Rotation mode
-
- To rotate an object move the mouse into the view where the axis of
- rotation would come out of the monitor. Move the mouse to a point
- away from the objects origin, press and hold the left mouse button
- and drag the mouse around the objects origin. It will rotate about
- its origin, following your mouse.
-
-
- User Manual Page 46 MORAY V1.5
- --------------------------------------------------------------
-
-
- 13.3.4. Using Translation mode
-
- To move an object move the mouse into the view representing the
- plane in which to move the object, i.e. the dimension that should
- remain the same should be the one that would stick out of the
- screen.
-
-
-
- 13.4. Limiting interaction dimensions
-
- You can lock the translation and scaling of objects to certain
- dimensions. This helps you if you want to move an object in one
- direction only, for example. Say you have a cube at the correct
- height (Z), but need to move it to the left (X+). You go to the XZ
- view and press the 'Z' key. This 'locks' the Z-coordinate of the
- object. Then use the mouse to move the cube. It will only slide
- along the X-axis, the Z-position will stay fixed.
-
- To see whether a dimension is locked, look at the cursor position
- display in the lower right corner. The buttons of those dimensions
- that are locked are depressed.
-
- The 'X', 'Y' and 'Z' keys act as toggles on their respective
- dimensions.
-
-
-
- 13.5. Interaction strangeness
-
- When you select an object and attempt to scale, rotate or move it,
- it may not follow your mouse. This happens when the object is part
- of a hierarchy of objects that have also been rotated or scaled.
-
- For example consider the following set-up: you have a group
- containing two non-transformed cubes. Now you rotate the group by
- 90 degrees around the Z-axis. If you now select one of the cubes
- and attempt to move it along the X-axis, it will move along the Y-
- axis! This is because the transformation of the cube (translation
- in X) is appended to the group transformation (rotation about Z).
- So the cubes X translation gets rotated to a (in the absolute
- world) Y translation.
-
- So when designing scenes, start from the bottom up and only group
- objects once all subobjects have the correct relative position to
- one another.
-
-
-
- 13.6. The Main Menu
-
- The main menu is the menu that you see when the program has
- started up. It has two main regions. The top half or so contains
- information about the current object. Specifically it displays the
- name of the object and its transformations.
-
-
- User Manual Page 47 MORAY V1.5
- --------------------------------------------------------------
-
-
- 13.6.1. The Transformation blocks
-
- The very first button contains the name of the object. The second
- one shows what type of object is selected. Then follow three
- blocks of transformation information, as well as the current
- transformation mode indicators (more on that later).
-
- The first block of three buttons contain the scaling that is being
- applied to the object in X, Y, Z order.
-
- The second block contains the rotation in degrees that is being
- applied to the object in X, Y, Z order.
-
- The third block contains the translation that is being applied to
- the object.
-
- Beneath this last block is a UNDO XFRM button. This allows you to
- undo the very last object transformation that you did. When you
- select a new object, this information is lost.
-
-
- 13.6.2. The menu items
-
- Following the transformation block are a couple of menu items that
- allow you to access certain functions of the program.
-
-
- 13.6.2.1. The CREATE button
-
- This button brings you to a menu where you can create new objects,
- cameras or textures.
-
- Hotkey : Alt-N
-
- The SELECT button
-
- This button can be used if you want to select an object by name
- instead of graphically (see later).
-
- Hotkey : Alt-S
-
-
- 13.6.2.2. The EDIT button
-
- This button can be used to edit the currently selected object. If
- no object is selected you will be placed in the Object Browser to
- select one. If you do select one you will then be placed in this
- objects editing menu.
-
- Hotkey: Alt-E
-
-
- User Manual Page 48 MORAY V1.5
- --------------------------------------------------------------
-
-
- 13.6.2.3. The COPY button
-
- This button makes one or more copies of the currently selected
- object. If no object is selected you will be placed in the Object
- Browser in order to select one.
- You will then be presented with another menu, where you specify a
- few things about the new object(s). This menu is explained in more
- detail later.
-
- Hotkey : Alt-C
-
-
- 13.6.2.4. The CAMERAS button
-
- This brings you to the camera list editor. Here you can create,
- delete or rename cameras.
-
-
- 13.6.2.5. The TEXTURES button
-
- This button brings you to the texture editor where you can create,
- edit, replace or delete textures.
-
-
- 13.6.2.6. The FILES button
-
- This button brings you the files submenu. Here you can load, save,
- merge and export scenes.
-
- Hotkey : Alt-F
-
-
- 13.6.2.7. The OPTIONS button
-
- This button brings up the options menu, where you can set various
- parameters for MORAY to use.
-
- Hotkey : Alt-O
-
-
- 13.6.2.8. The QUIT button
-
- This button will exit the program. If you have changed the scene
- and have not saved it, you will be asked to confirm this action.
-
- Hotkey : Alt-X
-
-
- 13.6.3. The information block
-
- Below the main menu are six buttons that give you information
- about the current state of MORAY.
-
-
- User Manual Page 49 MORAY V1.5
- --------------------------------------------------------------
-
-
- The first three show the X, Y and Z position of the cursor when in
- one of the 2D views. They also indicate when a coordinate is
- locked (see page 46).
-
- The fourth button shows the amount of available conventional
- memory and the amount of available EMS in the shareware program.
- In the registered version it shows the total amount of memory
- available.
-
- The fifth button shows the number of points currently being
- calculated for every refresh and the percentage of the point list
- used.
-
- The sixth button shows the number of edges currently being drawn
- during a refresh and the percentage of the edge list used.
-
- When the percentages in either of these buttons gets close to
- 100%, you should increase the memory available for the edge and
- vector list. This is done by changing the values in the
- 'MemoryUse' variable in the MORAYPOV.CFG file (see Configuration,
- page 10)
-
-
- User Manual Page 50 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 14. The FILES Menu
-
-
- The files menu is used to load, save, merge and export files
- to/from disk, to start a render (under certain conditions), to
- delete the scene in memory and to set some options.
-
- The actions that can be executed use the current filename, which
- is shown below the list of available drives. If it is empty, the
- action buttons are inactive.
-
- To enter a new filename click on the filename button. An editing
- window will pop up where you can enter a filename.
-
- To select a filename already on disk, simply click on the name in
- the list button showing the MDL files in the ModelPath (see
- Configuration, page 10) directory. It will appear in the filename
- button above the list. If your file is in another directory you
- can navigate through the directories by clicking on the directory
- names, which are surrounded by square brackets.
-
- When you are done, press DONE or the cancel button to leave the
- FILES menu.
-
-
-
- 14.1. LOAD
-
- Once you have selected or entered a name, click on LOAD to load
- the MDL file. If there is a scene in memory you will be asked
- whether to delete this scene. Answer YES if you want to discard
- the scene in memory and load the one on disk. If you press NO,
- MORAY will not load the file.
-
-
-
- 14.2. MERGE
-
- You can add files to your current scene by clicking on MERGE. The
- selected filename will be loaded and added to the scene. This can
- be used to import objects from a library for example.
-
-
- User Manual Page 51 MORAY V1.5
- --------------------------------------------------------------
-
-
- 14.3. SAVE
-
- If you loaded a file and now want to save it again, you can click
- on SAVE directly, since the filename will still be the same
- (unless you merged in another file). MORAY will keep the old file,
- changing its extension to BAK, and will save the scene to the
- original name.
-
- If you want to enter a new name under which to save the scene, do
- this *before* clicking on SAVE.
-
-
-
- 14.4. SAVE SEL
-
- If you want to save an object of a scene only, you can use this
- button to do so. The object you wish to save must be selected. You
- can use this button to create your own library of objects, which
- you can share with others.
-
- You are prompted for a filename.
-
-
-
- 14.5. OPTIONS
-
- Clicking on this button will open a menu below the views, which
- allows you to change a few options.
-
- You can call an ABOUT box, which shows the current version number
- and the name of the user to which this program is registered.
-
- You can call the texture checking routine. This searches the scene
- for objects that have no textures assigned to them. This object
- will be selected and you can the edit it and assign a new texture.
-
- You can enable or disable the grid snap. You can also set the snap
- grid size. The default values for this setting can be set in the
- CONFIG section of the MORAYPOV.CFG file (see page 13).
-
- You can also set the global visibility level.
-
- The registered mode version also has a REGISTER button available.
- You will receive instructions for using this button once you have
- registered the program.
-
-
-
- 14.6. EXPORT
-
- This button is used to actually write the scene in memory to a
- .POV and an .INC scene file. MORAY will create the files in the
- target directory as specified in the CFG file (see page 11). You
- can then leave MORAY and start POV to trace the scene you just
- created.
-
-
- User Manual Page 52 MORAY V1.5
- --------------------------------------------------------------
-
-
- 14.7. RENDER
-
- This button is a combination of buttons. It first does a SAVE,
- then an EXPORT, and then it quits with an exit code of 16. This
- can be used in a batchfile to call POV. See LoopBatchFile on page
- 11 and automatic rendering on page 14.
-
-
-
- 14.8. NEW
-
- This button clears the scene in memory. It will ask you to verify
- this decision first, though.
-
-
- User Manual Page 53 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 15. Extended Editors
-
-
- Two object types have further editors that change the object
- geometry; the Bezier patches and the sweeps.
-
-
-
- 15.1. The Bezier Patch Editor
-
- This editor allows you to change the control points of your patch
- and the graininess of the patch display, i.e. how fine to draw the
- patch.
-
- The patch is drawn in the 2D-Views and the 3D-Views, and you
- manipulate the points similar to how you would manipulate the
- objects in the main screen. The views can be panned and zoomed
- just as on the main screen.
-
- The patch is manipulated by moving control points. MORAY allows
- you to move a single control point or a selection of control
- points. There are a couple of ways to move the control points, you
- can move them, you can scale them and you can rotate them.
-
-
- 15.1.1. Mesh density
-
- You can adjust the amount of mesh lines that MORAY will create for
- your patch. If you want a detailed view, you would select a high
- density, i.e. move the slider to the right. This will slow down
- screen redraws and chew up memory. If you're satisfied and don't
- need that much detail you could then select a lower setting.
-
- This setting is only relevant for MORAY, since POV-Ray handles the
- bezier patches itself.
-
-
- 15.1.2. Redraw Rate
-
- Apart from using the Mesh density setting to decrease the amount
- of lines that need to be drawn, you have two more options of
- increasing the redraw rate while moving the control points.
-
- The SHOW MESH button can be used to hide or show the mesh while
- moving the control points. The mesh redrawing can take quite some
- time, so it may be good to hide it while moving the points. Once
- you release the mouse button, after dragging the points, the mesh
- will be redrawn.
-
- Hotkey : M
-
-
- User Manual Page 54 MORAY V1.5
- --------------------------------------------------------------
-
-
- The SHOW CTRL button can be used to hide or show the control point
- grid while moving control points.
-
- Hotkey : C
-
-
- 15.1.3. Selecting and deselecting control points
-
- To select points move the cursor to a view where the control
- points are visible.
- Press the Left-Shift-key and then open a rectangle that encloses
- the points. Do this by clicking the left mouse button, keeping it
- pressed and moving the mouse. When the points are inside the
- rectangle release the mouse button. The selected points will now
- be marked.
-
- You can see the number of points you have selected in the
- corresponding button on the menu.
-
- You can also depress the Left-Shift-key and press and release the
- left mouse button. In this case all points near the cursor will be
- selected.
-
- To deselect points, do the same as above, but enclose the selected
- points.
-
- MORAY tries to guess at what you're attempting to do with respect
- to selecting or deselecting.
-
- If you do a select operation on points that are already selected,
- MORAY assumes you want to deselect them and does so.
-
- If you do a select operation on points that are all deselected,
- MORAY assumes you want to select them.
-
- If you do a select operation where you enclose selected and
- deselected points, MORAY can't know what you want to do, so it
- looks at the keyboard modifier. If you've pressed Left-Shift,
- MORAY assumes you want to select and if you've pressed Right-
- Shift, MORAY assumes you want to deselect.
-
- Naturally, you can change views between selection operations. So
- if you wanted to select a point in the side view and there are
- other points 'behind' this point you'll have selected all these
- points. Then to deselect those that are behind the point of
- interest, you would go to the top view and deselect the ones that
- you're not interested in.
-
- There are three buttons that you can use to change the selection.
-
- You can select all the control points by pressing on MARK ALL.
- This is good for moving the whole origin of the patch somewhere
- else.
-
-
- User Manual Page 55 MORAY V1.5
- --------------------------------------------------------------
-
-
- You can deselect all points by clicking on UNMARK ALL. This is
- useful, if it would be a bit tedious to deselect the points by
- hand.
-
- You can change the state of all the points by clicking on TOGGLE
- MARKS. This selects deselected points and deselects selected
- points. If you want to select all points but one, you could select
- that one and then click on this button.
-
-
- 15.1.4. Changing the control point positions
-
- Once you've selected points to manipulate you have seven
- possibilities of moving them. While moving the control points, the
- control grid and the actual patch mesh can be made to disappear
- (see Redraw Rate, above). Once you are finished moving the points
- about, the mesh will reappear.
-
- You can select three basic modes: scaling, rotation and
- translation. Scaling and rotation can be made to work locally
- (more later) and scaling can be switched to and from uniform
- scaling.
-
-
- 15.1.4.1. Translate
-
- Use this mode if you want to just move all the selected points to
- a new location. Move them just like you would an object. Press and
- hold the left mouse button and move the mouse.
-
- Hotkey : T
-
-
- 15.1.4.2. Scale
-
- Use this mode to move the points in such a way that it would
- represent scaling the points relative to the whole patch. When you
- move the mouse, after pressing and holding the left mouse button,
- the points will be scaled accordingly.
-
- Hotkey: S
-
-
- 15.1.4.3. Local Scale
-
- If you want to scale the points in relation to each other, i.e.
- want to get them closer together or further apart, you would use
- this mode. MORAY calculates the center of gravity of all selected
- points and scales relative to this point.
-
- Hotkey : L (after pressing S)
-
-
- User Manual Page 56 MORAY V1.5
- --------------------------------------------------------------
-
-
- 15.1.4.4. Uniform
-
- If you press the UNIFORM button then scaling will be uniform, i.e.
- MORAY will scale the selected points equally in all three
- dimensions.
-
- Hotkey : U (toggle)
-
-
- 15.1.4.5. Rotate
-
- If you want to rotate the points about the origin use this mode.
- Again, press and hold the left mouse button and move the cursor in
- a circular path around the origin.
-
- Hotkey : R
-
-
- 15.1.4.6. Local Rotate
-
- If you want to rotate the points in relation to each other, i.e.
- about their center, use this mode. MORAY calculates the center of
- gravity of all selected points and rotates the points around this
- point, according to the movement of the cursor.
-
- Hotkey : L (after pressing R)
-
-
- 15.1.4.7. Mirroring the patch
-
- You can use the three MIRROR buttons to flip a patch about an
- axis. It will flip the whole patch, not only the marked points.
-
-
- 15.1.4.8. Snapping Coordinates
-
- You may want to snap points to certain numbers at times. For
- example, you may want a point place *exactly* at X=0. While you
- could do so by endlessly zooming into the point and always moving
- it to the zero line, this is a bit awkward. The SNAP POINTS button
- does just this. It asks you for a number and rounds the
- coordinates of all the marked points to a multiple of this number.
- If you entered, say 0.1, it would set all the components of the
- marked points to a number that's divisible (without rest) by 0.1.
- For example if you have marked a points at (4.6605, 9.429) and
- snap with 0.1 it will be moved to (4.7,9.4), if you enter 0.05, it
- will be moved to (4.65, 9.45).
-
- To limit the snapping to certain components you need only arrest
- those coordinates that you don't want snapped. As a reminder the
- editor that pops up asking you for a value will say which
- components are not arrested and will be snapped.
-
-
- User Manual Page 57 MORAY V1.5
- --------------------------------------------------------------
-
-
- 15.2. The Sweep Editor
-
- The three sweep types (rotational, translational, tapering) all
- have the same editor.
-
- Sweeps consists of a number of curved line segments, forming a
- closed outline.
-
- For a translational sweep, this outline is swept along a straight
- line from Z=0 to Z=1.
- For a rotational sweep the outline is rotated about the Z-axis.
- For a tapering sweep the outline is swept from Z=1 to Z=0, but is
- also shrunk to a point at the same time.
-
- The editing screen can be panned and zoomed like the views on the
- main menu, except that Alt-Z and the area selection are not
- active.
-
- The editor starts out with four segments, arranged in a square. At
- each end of a segment is a point with two handles (a knot). These
- handles determine at what angle the curves leave the knot.
-
- To move the handles, move the cursor over a handle, press and hold
- the left mouse button and move the handles about. The handles only
- rotate about the position of the knot, i.e. where the two curve
- segments meet.
-
- Normally the two handles are locked in relation to each other.
- To move only one of them, press and hold the Shift key before
- pressing the mouse button.
-
-
- 15.2.1. Curve divisions
-
- The divisions slider determines how many times the line segments
- are subdivided. For editing, this setting only influences the
- display on the screen, but once you leave the editor, it
- determines how fine the wire frame will be displayed. This of
- course directly influences the amount of memory the object
- requires and how fast it can be redrawn.
-
- The divisions setting also determines the number of divisions used
- for exporting.
-
-
- 15.2.2. Moving a knot
-
- To move a knot, move the cursor over the knot position, press and
- hold the left mouse button and drag the knot around. The attached
- curve segments will move along with the knot. When you have placed
- the knot correctly, let go of the mouse button.
-
-
- User Manual Page 58 MORAY V1.5
- --------------------------------------------------------------
-
-
- 15.2.3. Smoothing a knot
-
- In order for a sweep to be continuous across a knot, the handles
- need to be at the same angle or 180 degrees apart.
- To make the handles of a knot form a straight line you can use the
- FLATTEN button. Click on it, then move the cursor over the knot in
- question and click again. The handles will be set to the same
- angle and the sweep will not have a visible edge there.
-
-
- 15.2.4. Adding a knot
-
- To add a knot, click on the INSERT KNOT button. Then move the
- cursor onto the curve at the position where you wish to insert the
- knot. Click the mouse. A knot will be inserted there, in such a
- way as not to create an edge. You can then move or edit this knot.
-
-
- 15.2.5. Deleting a knot
-
- To delete a knot, click on the DELETE KNOT button, move the cursor
- over the knot you wish to delete and click the mouse. The knot
- will be removed and the knots on either side of the deleted knot
- will be joined. You can delete all knots except three, since you
- cannot make a useful outline with two segments.
-
-
- 15.2.6. Entering values
-
- You can also directly enter the values for the last selected knot.
- Simply click on the corresponding button and enter the new value.
-
-
- 15.2.7. Mirroring a sweep
-
- You can use the two MIRROR buttons to flip a sweep about an axis.
-
-
- 15.2.8. Rotation divisions
-
- When you edit rotational sweeps, you can determine the number of
- divisions that should be made when rotating about the axis during
- exporting.
-
-
- 15.2.9. Exporting to a RAW file
-
- You can export sweeps to a file in raw format. This will allow you
- to create sweeps that you can use with other programs that can
- read raw files. Raw files are normal ASCII text-files that contain
- data that define triangles. There are nine numbers per line, three
- sets of XYZ coordinates.
-
-
- User Manual Page 59 MORAY V1.5
- --------------------------------------------------------------
-
-
- There is a program called RAW2POV.EXE by Steve Anger that creates
- POV files from Raw files, that are tightly bounded and may speed
- up rendering. RAW2POV.EXE can be found on CompuServe (GO GRAPHDEV,
- LIB 8) or on most BBS that have POV.
-
-
- User Manual Page 60 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 16. Appendix A: Hotkeys
-
-
- Most menus in MORAY have buttons with a letter that is underlined.
- Pressing this letter while the menu is active is the same as
- clicking on the button, i.e. they are all hotkeys.
-
- Apart from these normal menu keys there are also other special
- keys in some of the menus.
-
-
-
- 16.1. Main menu
-
- Alt-n where n is 1 to 9 sets the global visibility level to n.
- Alt-0 Sets the global visibility level to 10.
- Alt-B Selects the bounding box of the currently selected
- object.
- Alt-C Calls the Object Duplicator to make copies of the
- currently selected object.
- Alt-D Deletes the currently selected object (doesn't delete
- textures and cameras). No questions asked.
- Alt-E Edit the currently selected object.
- Alt-F Calls the Files Menu.
- Alt-G Toggles the grid display in the window the cursor is
- over.
- Alt-I Toggles the updating of the cursor position display.
- Alt-N Calls the Create menu.
- Alt-O Calls the Option Menu.
- Alt-P Selects the parent object of the currently selected
- object.
- Alt-R Refreshes the screen.
- Alt-S Calls the Object Browser.
- Alt-T Selects the texture of the currently selected object.
- Alt-U Deselects all objects.
- Alt-V Verifies that all the objects in the scene have a texture
- attached to them.
- Alt-X Quit the program.
- Alt-Z Zooms the view under the cursor to enclose all objects.
- '-' Disable the view under the cursor.
- '+' Enable the view under the cursor.
- 'D' Deletes the currently selected objects. Asks for
- verification first.
- 'M' Calls the camera edit menu.
- 'R' Set the transformation mode the rotation.
- 'S' Set the transformation mode to non-uniform scaling.
- 'T' Set the transformation mode to translation.
- 'U' Set the transformation mode to uniform scaling.
- 'X' Arrests movement in the X-axis.
- 'Y' Arrests movement in the Y-axis.
- 'Z' Arrests movement in the Z-axis.
- 'L' If the selected object is a camera, make the translation
- transformations move the lookat point.
-
-
- User Manual Page 61 MORAY V1.5
- --------------------------------------------------------------
-
-
- 'P' If the selected object is a camera, make the translation
- transformations move the camera position.
-
-
- User Manual Page 62 MORAY V1.5
- --------------------------------------------------------------
-
-
- 16.2. Object Browser
-
- Alt-1 Collapses the object tree to display only top level
- objects.
- Alt-n Collapses the object tree to display only the top n
- levels of objects.
- Alt-0 Shows the complete object tree.
- Alt-B Selects the bounding box of the currently selected
- object.
- Alt-C Calls the object duplicator with the currently selected
- object.
- Alt-D Deletes the currently selected object (no questions
- asked).
- 'D' Deletes the currently selected object (asks for
- verification first).
- 'L' Allows you to change the visibility level of the object.
- Alt-E Edit the currently selected object.
- Alt-N Allows you to edit the name of the selected object.
- Alt-O Calls the Options menu.
- Alt-P Select the parent object of the currently selected
- object.
-
-
- 16.3. Bezier Editor
-
- Alt-S Toggle Grid Snap
- Alt-O Call the options menu
- 'C' Toggle the display of the control grid.
- 'G' Toggle the display of the grids.
- 'M' Toggle the display of the mesh.
- 'T' Select translation mode for moving the control points.
- 'S' Select non-uniform scaling mode for moving the control
- points.
- 'U' Select uniform scaling mode for moving the control
- points.
- 'R' Select rotation mode for moving the control points.
- 'L' Select local mode if either scaling or rotation mode is
- selected.
- 'N' Deselect the selected points.
- 'A' Select all points.
- 'X' Arrests movement in the X-axis.
- 'Y' Arrests movement in the Y-axis.
- 'Z' Arrests movement in the Z-axis.
- 'P' Asks for a number and snaps all non-arrested components
- of marked points to a multiple of this number.
- '+' Disable the view under the cursor.
- '-' Enable the view under the cursor.
-
-
- User Manual Page 63 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 17. Appendix B: Tips
-
-
- - Use the visibility setting of objects to hide fine details when
- working with large scenes. This will improve redraw speed.
-
- - Use the relative visibility setting on nested objects. This
- allows you to quickly hide large objects when working on the
- details of other objects.
-
- - Since CSG objects are not displayed in their final form, you
- should make the subobjects of a difference have a visibility
- level that's higher than the base object, i.e. the first object
- of the CSG difference should have a lower visibility level than
- all the other sub-objects. This will avoid the cluttering of the
- display by all those shapes that cut away from the base shape.
-
- - Design Group- or CSG-Objects with their origin at the global
- origin, then move the group. Don't group objects at their final
- location, move the group to the final location. This makes
- editing subobjects easier.
-
- - Don't transform Group- or CSG-Objects until all their subobjects
- have been correctly placed. This helps you transform subobjects
- with the mouse, without getting confused.
-
- - Don't assign textures to subobjects of Group- or CSG-objects,
- unless they have a different texture from the rest of the Group
- object, since textures are inherited to subobjects. This lets
- you easily change the texture of the whole object later, without
- having to go to each subobject to change the texture.
-
- - Group objects logically. If you make a body, group the eyes
- together. Then group the eyes, nose, mouth and skull together.
- Then group the upper body with the head and arms, etc. This lets
- you transform the entities better, e.g. turning the bodies head,
- involves only the changing of the rotation of the head. Eyes,
- mouth and skull will follow.
-
- - Don't make the divisions of sweeps and beziers too high. During
- editing, set the divisions as high as you want, but when
- finished, set it to an acceptable level, where you can make out
- enough detail. This is so that your display doesn't get
- cluttered, the redraw speed stays high, and memory is saved.
-
- - If you use the snap to grid function, use it from the very
- beginning. This is because only the cursor is snapped, not the
- objects themselves. So if an object has an X translation of 0.05
- and you set the X-Snap to 0.5, moving the object will change the
- X translation by 0.5 (in this example to 0.55).
-
-
- User Manual Page 64 MORAY V1.5
- --------------------------------------------------------------
-
-
- - Use the '-' key to disable views if you only need one view to
- edit in. This will improve the redraw rate. When done use the
- '+' key to redraw the disabled views.
-
- - If your bezier patches are coming out with holes or have other
- irregularities, you may have to increase the u_steps and v_steps
- or decrease the flatness of the patches (in the objects Editing
- Menu).
-
- - Bound your CSG Differences. Although POV 2.0 has bounding slabs,
- they are not active for differences.
-
- - If you are creating an object that is to use hierarchical
- linkage, you should proceed from the outside in and create and
- place the objects in such a way that the axis of rotation is
- along one of the main axis at the origin.
- You may want to look at the sample file ROBOT.MDL for an
- example.
-
-
- User Manual Page 65 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 18. Appendix C: Frequently Asked Questions
-
-
-
- Q: Not all my disk drives are being displayed in the FILES menu.
- A: MORAY limits the amount of available drives to 8, so you need
- to install MORAY on one of your first eight drives.
-
- Q: Why can't I see the imagemap texture I created?
- A: You need to assign it to an object first. Then it will become
- visible. There's no point in displaying it if it hasn't been
- assigned to an object.
-
- Q: When I export the imagemap, Moray outputs the string 'ugh' in
- the output file, which POV doesn't swallow.
- A: This happens when you haven't set the filename of the imagemap
- in its editing menu. Moray looks at the filename and tries to
- figure out whether it's a GIF, a TGA or a POT file. If it's
- none of those it outputs 'ugh'.
-
- Q: How do I set the name of image file/smoothness/interpolation
- of an imagemap texture?
- A: You can set these from the imagemaps editing menu. To get
- there you need to select the imagemap texture. This can only
- be done once the imagemap is assigned to an object. Select
- this object then press Alt-T to select it's texture. Now press
- Alt-E to call the imagemaps editor where you'll find the
- correct buttons.
-
- Q: I can't see my heightfield, althoug the wireframe shows it's
- in the cameras field of view.
- A: Did you assign a texture to the heightfield? Heightfields are
- objects like all others too and need to have a texture.
-
- Q: I want a heightfield to have the same colors as those that
- make up the heightfield in its image file.
- A: You need to create an imagemap texture that uses the same
- filename as the heightfield and assign this texture to the
- heightfield.
-
- Q: How do I create a difference/intersection?
- A: Create the objects that make up the difference/intersection.
- Then create a CSG object. This will cause the Object Browser
- to appear. First select the object that will be the base
- object, e.g. the one *from* which you are going to subtract.
- Then click the right mouse button. Then proceed with all other
- subobjects you want to subtract. When done again click on the
- right button without selecting an object.
-
- Q: I've created a CSG object correctly, but POV always displays
- it as a union.
- A: You have probably forgotten to set the CSG operation in the
- CSG Object editor.
-
-
- User Manual Page 66 MORAY V1.5
- --------------------------------------------------------------
-
-
- Q: MORAY crashes after a while and writes the following line to
- the MORAY.ERR file:
- [INTEGRITY CHECK FAILED.. ABORTING]
- A: - This may be caused by the use of a compressed drive like
- Stacker or DblSpace. Try installing MORAY on an uncompressed
- drive.
- - This may also be caused by tampering with the EXE. You will
- need to re-extract MORAY.EXE from the ZIP and try again.
-
- Q: The display in the 3D window is not shown although I have
- defined a camera.
- A: You may be out of memory. Check the amount of free memory in
- the lower right corner of the screen. If the second number is
- 0, you are running without EMS and MORAY needs to use
- conventional memory to store the vertices and edges. In this
- case if there is not enough memory, the 3D view is not shown.
- You need to make EMS available to the system.
-
- Q: I get holes when rendering Bezier patches. Why?
- A: This can be the case if you have a pretty convoluted or
- heavily-twisted and deformed patch and can be rectified by
- decreasing the flatness and/or increasing the step parameters
- in the patches Editing menu.
-
- Q: My bezier patches look very square and blocky. Why?
- A: You need to decrease the flatness or increase the steps in the
- patches editing menu.
-
- Q: When I press on NEW to assign a texture to an object, then
- create one and come back, it still complains that there is no
- texture attached.
- A: When you click on NEW you are placed in the Texture Editor.
- Here you can create any number of textures, you can edit,
- delete, etc. textures. When you quit from the Texture Editor,
- no texture is passed back to the Object Editor, only the list
- is updated. To now actually assign this texture you need to
- click on it in the list box.
-
- Q: I cannot change the LookAt of the camera.
- A: Since the camera has two 3D points associated with it
- (location and lookat), you need to tell MORAY which point you
- want to move. Press 'L' to move the LookAt point and 'P' to
- move the Position of the camera.
-
-
- User Manual Page 67 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- 19. Appendix D: Definition of Shareware
-
-
- Shareware distribution gives users a chance to try software before
- buying it. If you try a Shareware program and continue using it,
- you are expected to register.
-
- Copyright laws apply to both Shareware and commercial software,
- and the copyright holder retains all rights, with a few specific
- exceptions as stated below. Shareware authors are accomplished
- programmers, just like commercial authors, and the programs are of
- comparable quality. (In both cases, there are good programs and
- bad ones!) The main difference is in the method of distribution.
- The author specifically grants the right to copy and distribute
- the software, either to all and sundry or to a specific group. For
- example, some authors require written permission before a
- commercial disk vendor may copy their Shareware.
-
- Shareware is a distribution method, not a type of software. You
- should find software that suits your needs and pocketbook, whether
- it's commercial or Shareware. The Shareware system makes fitting
- your needs easier, because you can try before you buy. And because
- the overhead is low, prices are low also. Shareware has the
- ultimate money-back guarantee -- if you don't use the product, you
- don't pay for it.
-
-
- User Manual Page 68 MORAY V1.5
- --------------------------------------------------------------
-
-
-
-
- G
-
- 20. Appendix E: Index Grid
- setting snap, 51
- toggling, 43
- Group Object, 22
- adding subobjects, 34
- creation, 25
- B editing, 34
- removing subobjects, 34
- Bezier patch
- creation, 24
- editing, 53
- editor hotkeys, 62 H
- general, 20
- mirroring, 56 Heightfield, 21
- snap points, 56 editing, 32
- Browser, 28 Hotkeys, 60
- hotkeys, 62
-
-
- I
- C
- Imagemap
- Camera, 22 editing, 41
- Checker Installation, 10
- display, 39 Interaction
- Cone, 19 general, 18
- Configuration, 10
- CSG Object, 21
- changing order, 35
- creation, 25 L
- editing, 34
- operation, 35 Light source, 21
- removing subobjects, 35 editing, 32; 33
- Cube, 18
- Cylinder, 19
-
- M
-
- E Main menu, 46
- hotkeys, 60
- EMS MDL
- free display, 49 directory, 10
- page caching, 12 startup scene, 11
- warning, 12
-
-
- O
- F
- Object
- Files assign a bounding box, 30
- exporting, 22; 51 assign a texture, 30
- general, 50 bounding box, 16
- loading, 50 browser, 28
- merging, 50 creation, 24
- saving, 51 deleting all, 52
- editing, 30
- general, 16
-
-
- User Manual Page 69 MORAY V1.5
- --------------------------------------------------------------
-
-
- interaction, 45 deleting, 41
- name, 32 display, 42
- no_shadow flag, 31 editing, 38
- primitives, 18 exporting, 22
- selection, 28 imagemap, 27
- texture, 17 imagemap display, 40
- transformations, 16 opaque, 26; 39
- visibility, 17; 31 pre-defined, 26
- Options, 51 pre-defined list, 11
- replacing, 41
- wood, 27; 40
- Torus, 19; 32
- P editing, 32
- Transformations
- POV limiting, 46
- calling, 52 mode, 45
- creating file, 51 undo last, 47
- overwriting files, 12
-
-
- U
- R
- Undo, 47
- RAW
- exporting to, 58
- RAW2POV.EXE, 59
- Registering V
- instructions, 2
- View
- disabling, 43
- enabling, 43
- S enlarging, 43
- grid display, 43
- Scene panning, 44
- starting a new, 52 zooming, 44
- Selecting visibility, 31
- objects, 28 changing an objects, 31
- the bounding box, 29 general, 17
- the parent, 29 relative, 31
- the texture, 29 setting global, 60
- via Browser, 28
- Sphere, 19
- Sweep
- editing, 57 W
- export to RAW, 58
- mirroring, 58 Wood
- rotational, 19 display, 40; 42
- rotational divisions, 58
- tapering, 20
- translational, 19
-
-
-
- T
-
- Texture
- checker, 26; 39
- copying, 41
- creation, 26
-
-