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howtodo.dat
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1994-03-28
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Graver Help File: HOWTODO.DAT
QUICK START GUIDE _______________________________________________
1) Load a BMP file to be converted from the File Open dialog
box, or paste an image from the Windows clipboard using the
Edit Paste menu command.
2) Click the RIGHT mouse button on an image area you wish to
engrave. The Options dialog box will appear with the key
color of your selected engraving areas shown. Click "OK" to
accept the selected color and the default options.
3) Double-click the LEFT mouse button anywhere on the image
to begin pixel conversion. Conversion will take a moment or
two, depending on the size of your image and engraving areas.
4) When conversion is complete, a gray scale image will appear.
Save the image with the File Save As dialog box, or Copy it
to the clipboard.
5) Use your favorite BMP-to-GIF utility to generate a GIF file
for use as a height field or bump map.
That's all, except for a few helpful hints...
INPUT IMAGE HINTS _______________________________________________
Graver will accept and process any Windows BMP file up to the
size and resolution of your full screen. For best quality, use
the highest resolution you can with the Smoothing option on.
Smoothing can be turned off for applications where roughness is
desirable, such as in simulating tool marks on wood.
Both 16-color and 256-color BMPs work as input files. However,
since Graver needs the system palette, 256-color images will be
displayed in shades of gray rather than in the original colors.
This has no effect on image processing.
The entire input image must be displayed on the screen during
processing, so if you move Graver's window or cover the input
image with another application's window, image conversion may be
incomplete.
Selecting a key color defines the regions of the input image to
be engraved. All areas containing the key color you select will
be converted to shades of gray representing depth. Input image
pixels that are not in the engraved areas are converted to a
single shade of gray whose value depends on the Concave/Convex
Option setting.
The Concave option is the mode for normal engraving where
pixels in engraved areas grow darker (lower) toward the center.
The Convex option is the reverse with engraved areas lightest
at the center.
Graver assigns a gray shade to each engraved pixel in proportion
to its distance from the nearest edge of the engraved area, as
defined by the the nearest pixel whose color is not the selected
key color. To simulate the engraving style commonly found in
stonecutting, Graver explores a square search region centered on
each pixel to be engraved. The search algorithm uses information
from prior searches to speed calculations.
Engraving areas up to 50 x 50 pixels can be processed with
Smoothing set to On, while areas up to 450 x 450 pixels can be
handled with Smoothing set to Off. Any contiguous area larger
than these limits will be clipped by assigning a single floor or
ceiling gray value to pixels in the central part of the engraved
area.
The Edit Undo command can be used to restore display of the input
image after processing so you can experiment with several option
settings.
OUTPUT IMAGE HINTS ______________________________________________
At the completion of processing, a preview display of the output
image appears. This display is useful for viewing the results of
the conversion process, but some images and option settings will
produce display contrast that is too low to be viewed directly.
This is more often the case when Smoothing is off.
The File Save As and Edit Copy commands are active when an out-
put picture is visible. Undo can toggle between output and input
pictures until you load a new image or start another conversion.
Graver uses a special palette of 256 gray shades corresponding
to 256 palette index values. To avoid Windows system palette
conflicts, only the palette index values 10 to 235 are used in
image conversions. The conversion options affect palette index
values as follows:
1) When Concave is selected, the palette index of non-engraved
areas is set to 235. Engraved area pixels are assigned
decreasing values until the minimum index 10 is reached.
2) When Convex is selected, the palette index of non-engraved
areas is set to 10. Engraved area pixels are assigned
increasing values until the maximum index 235 is reached.
3) When Smoothing is on, the palette index steps 9 units for each
unit of engraved area depth change. This allows averaging of
3x3 pixel regions to smooth the surface of engraved areas.
4) When Smoothing is off, the palette index steps 1 unit for each
unit of depth change. This allows larger areas to be engraved
without depth clipping.
Windows file conversion utilities such as Paint Shop Pro nicely
handle the translation of output files to GIF format without
disturbing the palette.
POV-RAY RENDERING HINTS _________________________________________
When rendering height fields:
1) Smoothing by Graver exaggerates depth (the y-dimension). Try
scaling to restore normal engraving proportions. Scale values
of .1 to .3 seem to work well.
2) Even with smoothing by Graver, some height fields will have
noticeable jaggies. POV-Ray's own 'smooth' keyword helps,
though sometimes at the cost of fine details. Rendering with
anti-aliasing is often the best solution.
3) Intersection operations between, say, a box and a height
field allow you to use different textures for the flat surface
and the engraving. See HELLO.POV for an example of gold
lettering on stone.
When rendering bump maps:
1) Bump maps are a good way to simulate engraving on a variety
of solid objects. Unfortunately, the simulation is imperfect
because the illusion of concave vs. convex varies with
lighting angle and surface orientation. Experiment with
Graver's Concave and Convex options to find the bump map
that works best in your situation.
2) The 'interpolate 2' keyword works well with bump maps to
reduce jaggies.
3) Large bump size values may be needed to create contrast with
bump maps created by Graver. Try bump size values around 100
for bump maps created with Smoothing Off, and values around
10 for those created with Smoothing On.
_________________________________________________________________
Richard LeVitt (c)1994