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readme.txt
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1994-10-19
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This is a 24 bit repeatable brush map for Imagine Version 1.1, and for any
other renderer that uses repeated tilings of color and transparency maps.
There are two 64 by 64 IFF24 pictures, named
lattice_color.rbm24 (Repeatable Brush Map, 24 bits)
lattice_filter.rbm24
To use these maps, make a flat plane (two triangles is all you need!)
and map the lattice_color map onto it with flat x and flat z. Select
"repeat" to make the plane become tiled. Make sure the Y axis of the brush
passes through the plane, like this cheesy diagram.
^ Y axis (Top view)
|
|
| plane
---+-------------you're
| tiling (edge-on)
|
|
+-------> X axis
Size and place the X and Z axes of the brush to cover any part of the
plane, and for your first try, make the brush about 1/20th the size of
the plane. Use L (local) mode to scale the brush, or your changes might
not stick.
Render! You should see a very nice greyish rose trellis instead of a blank
plane. Play around with the size of the brush map until the scale is right
for your scene. You can also play with camera views... you can zoom in
VERY close without much realism loss.
Once you're satisfied with the placement of the trellis, go back to the
detail editor and edit the first brush map. Select "Transform Axes" and click
on "Size", "Alignment", and "Position", and write down the 9 numbers it
prints for x, y, and z. These numbers represent the EXACT location and
position of your brush map. Select "cancel" when you're done, since you
don't really want to change anything.
Add a second brush map, the lattice_filter one. This tells Imagine where the
lattice should be transparent (the holes between the slats) as well as where
the edges are so they're blurred into the background instead of a harsh cutoff.
Select Flat X, Flat Z, repeating, and FILTER map (not color!) Go to "transform
axes" and select size, alignment, and position, entering the numbers from the
first map. Select "ok" and go back and check it has the right numbers. They
should match exactly.
The two maps are now perfectly registered, so you should see holes where
there are holes. Put something behind your new trellis and render again...
cool, huh?
You probably want to turn the specular attribute to 0 0 0, or else you'll
get highlights from the holes as well as the slats of the trellis. (It looks
like a rose trellis encased in glass.. kinda neat!) Similarly, you probably
want no reflection, or shininess. Index or refraction should probably be
at 1.00. Color and filter attributes are all supersceded by the brush maps,
but I usually turn color to black and filter to full white for safety.
This file and the brush maps are freely distributable as long as this text
file accompanies them. If you use them in a scene or application application,
please give me credit, but you need no permission from me to use them
any way you like.
Drop me a note if you've done something neat, need help, or have ideas
of your own.
-Steve Worley
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Steve Worley spworley@athena.mit.edu
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