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-
- OPTIMIZE PXP -- DEMO VERSION
- Copyright 1994 Rolf Berteig
- For Yost Group, Inc.
-
-
- OPTIMIZE is a PXP that lets you view and interactively flip surface
- normals and increase or decrease the complexity of a mesh object either
- through tessellation or face reduction. It also lets you embed (store)
- different complexities of the object (along with text notes) within the
- object's data structure. These can then be selected at rendering time by
- MESHRES (an AXP that ships with OPTIMIZE), so you can quickly
- switch the resolution of your mesh complexity, depending on your
- rendering needs. Additionally, this speeds up redraws in the keyframer
- and editor up to 100x, because you can represent very complex objects
- (such as topographic meshes) with simple, yet accurate, stand-ins.
-
- This demo version lets you view the effects of optimization and
- tessellation in the viewport of the OPTIMIZE dialog box, but doesn't let
- you apply the effects to the object itself, or embed or extract
- optimization data. Nevertheless, you can see the before/after reduction
- in the face and vertex count, and you can view the object in both
- wireframe and Gouraud shading within OPTIMIZE, so you can see the effect
- of the optimization on a shaded surface.
-
- OPTIMIZE uses a fast-shading viewport that requires a newer version of
- the Vibrant drivers than those that shipped with the initial release of
- 3D Studio. If you're using the shipping Vibrant version 1.0.0, you'll
- need to update your VIB3DS.VLM file to 1.0.1, 1.0.2, etc. Here's how to
- tell which version of the Vibrant drivers you're using:
-
- Run 3D Studio by typing 3DS VIBCFG.
-
- Result: A Vibrant copyright notice appears, along with a version number
- and date. If the version number is 1.0.0, you have the original release
- that needs to be updated. If the version number is higher, it doesn't
- need to be updated. If you need to update, log onto the ASOFT forum on
- Compuserve and browse for VIB3DS.ZIP. That file will contain a new
- VIB3DS.VLM and VIBRANT.RES, which you should install over your
- 1.0.0 files. If you don't do this, graphics performance in OPTIMIZE will
- be quite slow.
-
- Once the new Vibrant drivers are installed, and in Render ON mode, the
- fast-shading viewport can push 40-50,000 Gouraud-shaded polygons per
- second on a Pentium 66Mhz machine with a fast PCI-bus graphics card.
-
- Here's how to use OPTIMIZE:
-
- * Install D-OPTM_I.PXP in your 3ds/process directory.
-
- * In the 3D Editor, load a scene containing mesh objects you want to
- optimize.
-
- * Use the PXP Loader in the Programs menu to select OPTIMIZE,
- displaying the OPTIMIZE viewport after the copyright screen.
-
- * Click on Pick Object to select an object. (If you have selected
- faces, you can turn on the Selected option to affect only the
- selected faces.)
-
- * Click on the Optimize button while watching the vertex- and face-
- count readout below the viewport. After the optimization is
- completed, you'll see the before and after results.
-
- * You can render the image in a shaded mode by clicking on the Render
- button. To turn on high-speed interactive shading, turn on the On
- option below the Render button. To change the shading mode
- (Flat,Gouraud, Shaded Wire), shift-click on the Render button.
-
- * The viewport control icons should be fairly intuitive. When you
- select an orthographic view, such as Top, as soon as you rotate the
- view, the User button becomes active. If you click on the User
- button, the view is reset to the default User angle. The Zoom is a
- "smart zoom." That is, click and move the mouse horizontally, and the
- view zooms where you clicked.
-
- The amount of optimization depends on the value in the Angle field. Low
- angle values produce less optimization, but come closer to maintaining
- the shape of the original mesh. The Bias setting is designed to avoid
- thin, triangular faces, and the range is between 0 and 1. As you increase
- Bias, thin, sliver faces are avoided more and more. Values above 0.5
- usually result in no optimization at all.
-
- Preserve Materials and Protect Material Boundaries are used to avoid
- losing individual materials, or the material boundaries during
- optimization. For example, when Protect material Boundaries is on, and
- you optimize an object with two or more materials assigned, the edges
- forming the borders between the materials are not altered.
-
- The "Face Normals" section lets you display and flip face normals. Turn
- on the Show option to see the normals as blue vectors. The "Normal
- Scale" field affects the length of the normals (which are relative to the
- area of their face). When the Flip Normals button is on, click on a blue
- vector to flip that normal. "Unify Object" works the same as in the 3D
- Editor, except that, if you have the "Selected" option on, you can unify
- selected faces instead of the whole object.
-
- The controls in the "Faces" area let you tessellate the object (or the
- selected faces). Click to turn on the Tessellate option. The level of
- tessellation is specified by the numbered buttons at right. The Tension
- slider works the same as the Edge Tension slider in the 3D Editor. Auto
- Edge works the same as in the 3D Editor.
-
- The Text Editor button at the top of the dialog box takes you to the 3D
- Studio text editor, which includes a new Embed icon. This lets you write
- up any textual comments you want and then embed them in the selected
- object by clicking on the Embed icon. When you exit the text editor, you
- return to the OPTIMIZE dialog box.
-
- Both the Disk#6 and Disk#7 IPAS3 collections come with 120-page heavily-
- illustrated manuals, tutorials, and example files.
-
- [end]
-