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_____________ /\ /\______________/\___ /\
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Ghost Shadow:(2 nodes) 213-227-4838
1.0 Introduction
Pixel 3D is a multi-function 3D object utility program for graphics
professionals. Pixel has been developed to simplify the task of
creating and converting 3D objects.
Pixel's abilities include autotracing functions used to convert
bitmaps (IFF pictures) to 3D objects. These autotracing functions
allow Pixel to bridge the gap from 2D to 3D-
Pixel contains 3D object load and save functions that allow 3D
objects to be easily converted from one file format to another.
Pixel supports seven major 3D object formats for the Amiga.
Additional capabilities include data manipulation functions which
allow for maximum object efficiency.
1.1 What's New in Version 2.0
Users of the previous version of Pixel will notice many new features
and improvements in this version. The new interface screen contains
a viewer for examining 3D objects. The viewer displays the 3D
object from any point of view. The control panel on the bottom of
the screen controls what is displayed in the viewer and allows
access to the powerful conversion functions.
The bitmap conversion capabilities have been greatly expanded to
include beveling, color defined extrusions, spinning the bitmap,
twisting a bitmap extrusion, line smoothing and more.
The number of 3D object formats has been expanded to include
LightWave, Imagine and 3D Professional. The ability to load and
save to any of these file formats makes it easier that ever to con-
vert objects from one 3D file format to another.
The new Data Manipulation functions will remove redundant points and
polygons and convert three-sided polygons to many-sided polygons as
needed. Programs like LightWave and Video scape that use many-sided
polygons will render scenes faster when using objects made of
many-sided polygons instead of many three-sided polygons.
1.2 Hardware Requirements
Pixel 3D v2.0 requires 1 megabyte or RAM, more memory will allow you
to create more complex objects. At least 1.5 megabytes of memory is
recommended.
1.3 Installation
Pixel is not copy protected and can be easily installed on a hard
drive. Make a backup copy of the Pixel disk and store the original
in a safe place. To install Pixel on a hard disk, use the Workbench
to drag the Pixel icon from the Pixel disk into the appropriate
drawer on the hard disk. Users of floppy systems can boot from the
Pixel floppy disk. There are no special libraries required.
2
2.0 A Quick Tour of Pixel 3D
This chapter will guide you through the functions available in Pixel
using example bitmaps found in the Demos drawer of the Pixel disk.
2.1 Examples
A major function of Pixel is to convert a bitmap to a 3D object.
There are many options available for accomplishing this with a
variety of interesting results. Select the Bitmaps CONFIG button on
the control panel to use the Bitmap Configuration requester.
Getting Around In The Bitmap Configuration Requester
This requester is used to choose how a bitmap will be processed when
it is imported. To change a bitmap configuration value use the
keyboard or select the UP/DOWN buttons to increase/decrease the
value. Clicking on the large bitmap configuration buttons will
toggle their settings.
The first button to consider is the CONVERSION MODE button in the
top-left of the bitmap configuration requester. Clicking on the
CONVERSION MODE button will toggle through the different settings:
Color Mode: The different colors of the bitmap are maintained in the
resulting 3D object.
Manual Mode: Each color is extruded a different amount. The
extrusion depth for each color is defined manually.
Auto Defined Mode #1: Each colored area of the bitmap is extruded a
different amount based on the color intensity of the polygons that
are making up the bitmap.
3
Auto Defined Mode #2: This mode will act as though the bitmap has
been cut out of a grid of polygons. Each intersection of the grid
will be raised or lowered depending on the average color intensity.
Mono Mode: Color information is ignored.
The amount of extrusion for Color, Mono and Manual extrusions is
determined by the value entered in the Extrusion Value 1 and
Extrusion Value 2 boxes.
Example #1 - A Standard Color Extrusion
. Set Conversion Mode to Color. o Set the Extrusion Value 2 = 40
ù Set the Line Smoothing Value = 10 (this gadget is found in
the lower right part of the requester)
ù Leave the other settings at their default values.
ù Select the CONTINUE button on the bottom of the requester.
ù Select the Bitmap IMPORT button from the main control panel.
ù Use the Import Bitmap file requester to select the file
example. brush from the Demos drawer of the Pixel disk.
ù After selecting the ACCEPT button a status window will appear
for the conversion. When the status window disappears the
new object will be drawn in the viewer.
ù Position the mouse pointer in the viewing area and then press
and hold down the left mouse button. A bounding box ap-
ears and changes position as you move the mouse around .
the object will be redrawn when the mouse button is released.
Use the WIRE, SOLID, SHADE and COLOR buttons to see the object in
various viewing modes. The combination of Shade and Color works
well for these examples.
Use the triangle shaped ARROW buttons in the middle of the main
control panel to move the bounding box in discrete 5 degree in-
4
crements. Notice how the Heading, Pitch and Bank values change in
the Location portion of the control panel. The lower right and
lower-left ARROW buttons move the bounding box closer and further
away. The upper-right and upper-left ARRow buttons rotate the
object clockwise and counter clockwise.
If Extrusion Value 2 had been set to zero in Example# 1 the result-
ing object would have been made without side or back polygons. The
amount of the extrusion is is equal to the difference between
Extrusion Value 1 and Extrusion Value 2. In most cases Extrusion
Value 1 will be set to zero. The units of extrusion are measured in
pixels. The example. brush bitmap is 165 pixels tall. An extrusion
value of 40, in this case, creates an object that is approximately
1/4 as deep as it is tall.
Example #2 - Using the Bevel Option
* Start with the same settings as in Example #1.
* Turn on beveling by selecting the On/Off BEVELING button.
* Set the Beveling Inset value 4
* Set the Beveling Depth value 4
* Select the CONTINUE button to return to the main screen.
* Select the Bitmap impoRT button to bring up the file requester.
* Choose the example. brush file.
When the conversion is complete the new object will be displayed.
Notice how the edge of each colored area is now beveled. Experiment
with the Beveling Inset and Depth values to see how each value
affects the resulting object. Beveling Inset and Depth are measured
in pixels so the amount of the bevel will be in proportion to the
size of the bitmap.
A Monochrome conversion mode will produce an object that ignores the
color information of the bitmap. The object is given a default
color of white.
5
Example #3 - A Manual Defined Extrusion
A Manual Defined Color Extrusion requires that the user set the
Extrusion Value 1 and Extrusion Value 2 for each color register.
The example. brush bitmap has 4 colors in its palette. Load the
example. brush bitmap into your paint program to see how the color
registers are arranged.
Color Register Color Red Green Blue Total Intensity
0..............black......0......... 0........0..........0
1..............white......12........ 12.......12.........36
2............. red........14........ 2........2..........18
3............. blue.......0......... 0........8..........8
4-31.......... not used
Color register zero is the background color and is not available as
a color that can be extruded. In this example only three colors are
used, the colors in registers 1 through 3. Colors that are not
used in the bitmap do not need to be defined.
There are 31 available Extrusion Sets, one for each possible color.
Since the example bitmap uses colors 1 through 3 you need to
enter a different extrusion value for each Extrusion Set 1-3.
* Set the Extrusion Value 2 = 20 for Extrusion Set #1
* Set the Extrusion Set # to 2
* Set the Extrusion Value 2 = 30 for Extrusion Set #2
* Increment the Extrusion Set # again so it is now set to 3
* Set the Extrusion Value 2 = 40 for Extrusion Set #3
* Check that Beveling and Spin options are turned off.
* Set the Line Smoothing Value = 10
6
Import the example. brush bitmap. The resulting object will have
different levels of extrusion corresponding to the values set in the
different Extrusion Sets.
Choose the Defined#l extrusion mode to do an automatic color
intensity extrusion. This mode will produce an object with
different levels of extrusion than the manual defined extrusion mode
produced. The extrusion distance for the Defined#l mode is based on
the intensity of the bitmap for each color region.
Example #4 - Spin a Bitmap
Use the bitmap cray.brush for trying the Spin functions. The
Extrusion Values are not applied for spinning around the X or Y
axes.
Example #4 (continued)
. Set the Conversion Mode = Color
ù Turn beveling off
. Turn Spin on
. Set the Justification = Right
ù Set the Rotation Axis = Y-Vert
ù Set the Degree Value 1 = 0
ù Set the Degree Value 2 = 270
ù Set the Slice Count = 1 0
ù Set the Radius Offset = 40
ù Set the Smoothing Value = 1
ù Select the CONTINUE button at the bottom of the requester.
ù Select the Bitmap IMPORT button fr
Import the brush named cray. brush from the Demos drawer on the
Pixel disk. The resulting object shows how a bitmap can be used to
create a 3D object with the spin function.
7
View the bitmap in a paint program. When a bitmap is created in a
paint program consider the screen to be in the X-Y plane with the Z
dimension going into the screen. This illustrates how this object
was made by spinning the bitmap around the Y (vertical) axis.
The Radius Offset value is measured in pixels. It's purpose is to
offset the bitmap from the spin axis.
The Slice Count value determines the number of sections that make up
the spun object.
Example #5 - A Spin about the Z Axis
. Set the Conversion Mode = Color
. Set the Extrusion Value 2 = 500
. Turn Beveling Off
. Turn Spin ON
. Set the Justification = Center
. Set the Rotation Axis = Z-FOWD
. Set the Degree Value 1 = 0
. Set the Degree Value 2 = 300
. Set the Slice Count = 10
. Set the Radius Offset = 0
Set the Smoothing Value = 1 0
Import the bitmap named curl. brush. The Spin function works
differently when using the Z axis. Notice that Extrusion Value 2 is
set to 500. The converted bitmap will be twisted 90 degrees as it
is extruded in the Z direction (forward, into the monitor). The
Slice Count value determines the number of segments that will be
made along the length of the resulting object.
Interesting, twisted objects can be produced with this function that
would otherwise be difficult to produce manually.
8
3.0 Load and Save 3D Objects
Pixel will load and save the following 3D object formats:
LightWave Imagine 3D Professional Sculpt Turbo Silver Videoscape
DXF - AutoCAD (save only)
3.1 Loading Objects
The ObjeCt LOAD and SAVE buttons are found on the left side of the
control panel. Selecting the ObjeCt LOAD button begins the load
process. Pixel will automatically recognize the 3D file type and
load it into memory. Only one object can be loaded at a time. The
current object in the viewing area will be cleared when a new object
is loaded. A message box appears that allows for cancellation of
the load process.
The Load Object file requester appears above the control panel. Use
the file requester to select the 3D object filename for Pixel3D to
load. (See Chapter 8.0 for more information on how to use the file
requester.) Once the 3D object file has been selected the load
process begins. A small message window will display the progress of
the loading process. A CANCEL button is available during loading
that will stop the loading process.
If the selected file is not found or is not a recognizable 3D object
file format then an error message will be displayed and the load
process will be aborted.
9
When the loading process is done the object will.be displayed in the
viewing area. Larger objects will take longer to be displayed.
3.2 Saving Objects
The Object Save function is used to save the current object stored
in memory. The current object may be the result of a bitmap con-
version, data manipulation, or simply a previously loaded object.
Select the Object SAVE button to begin the save process. An Output
Format requester appears in the viewing area that allows you to
choose the 3D object file output format. The output format defaults
to that of the last object loaded. Use the default format or select
another. Selecting the OK button will bring up the Save Object file
requester. Use this requester to specify the directory and name of
the object to be saved.
If the object file name already exists you will be prompted to save
over the existing file or cancel the save process. Then a status
box appears that shows the progress of the save process until it is
done.
Pixel preserves the vertex, edge, face and color information of an
object. Rendering programs vary widely in the way they store attri-
bute information, therefore Pixel does not preserve attribute infor-
mation. Keep this in mind if you build objects with one program and
render with another. Do the work of assigning attributes in the
destination modeling program if possible.
3.3 Specific Formats
This section contains information on the different object formats.
Efficient conversion from one format to another requires the use of
Pixel's data manipulation functions. These functions provide the
power and flexibility to efficiently convert objects from one format
10
to another. Chapter 5 contains more detailed information on the
Data Manipulation functions.
The object seen in Pixel's viewer may appear to have different
colors than the bitmap it was created from, or different colors when
viewed in your modeling program, but be assured that Pixel does
maintain the exact 24 bit color assignments the object originates
with. The discrepancy arises from the fixed pallette and dithering
techniques Pixel uses to display 72 apparent colors on a hires
screen. Pixel maps the true polygon color to the closest apparent
color available for quick and simple viewing purposes. Color data
integrity is maintained by Pixel.
There are advantages and disadvantages for using many-sided polygons
instead of three-sided polygons. There are technical reasons why
one method is sometimes preferred over the other. The problem for
Amiga users has been how to transfer objects from one format to
another and how to get the most efficient object possible.
Pixel3D's Data Manipulation functions make efficient transfers
possible and easy to perform.
An object composed of many-sided polygons can usually be made with
fewer total polygons than an object made with threesided polygons
only. An object with fewer polygons can be rendered faster.
When using three-sided polygons one doesn't have to worry about how
the points are ordered. The order of the points is important,
however, when working with many-sided polygons. Programs that use
many-sided polygons use the information contained in the order of
the points to determine whether the front side of the polygon is in
view. If the polygon is not in view then it does not need to be
drawn, hence the improved rendering time.
3.3.1 LightWave Load and Save
LightWave is a modeling program that allows (even encourages) the
use of many-sided polygons. A three-sided polygon is also a legal
primitive for Lightwave objects. Objects made in other programs
(like Sculpt) that use three-sided polygons do not order the points.
When LightWave loads a Sculpt object it makes duplicates of each
three-sided polygon, one ordered clockwise and the other ordered
counter-clockwise, so that it is seen in the correct order no matter
what the viewpoint. This method works, but is not very efficient.
Twice as many polygons are created as are needed.
Use Pixel's data manipulation functions when creating an object for
use in LightWave- The Face Reduction function will reduce a flat
area of an object from many three-sided polygons to a single
many-sided polygon. LightWave will render the object faster when it
uses a single many-sided polygon instead of many three-sided
polygons.
Perform a Data Manipulation using the Flipped Polygons function to
order the polygons of the object as needed when saving to LightWave
or Videoscape object fromats. If you don't perform the Flipped
Polygon function on an object imported from Sculpt, Imagine or Turbo
Silver then the resulting object may have 'holes' where the polygons
are not ordered when viewed in LightWave or Videoscape.
It is sometimes not possible for the Flipped Polygons function to
determine which way a polygon should face. Consider a 3D object
like an open hemisphere. It depends on the point of view as to
whether the inside or outside polygons are seen. Turn on the
Doubled Polygons function when the Fillpped Polygons function
doesn't work as expected.
12
3.3.2 Imagine & Turbo Silver Load and Save
The Imagine and Turbo Silver modeling programs allow objects to be
grouped or joined. When Pixel loads a joined object it loads all
points and polygons affatched to that one axis. When Pixel loads a
grouped set of objects it loads only the points and polygons
attatched to the parent axis. If you see that Pixel loads only the
first part of the object and you expected it to load the entire
group, use the Join Objects command in Imagine or Turbo Silver to
connect a set of objects to a single axis.
When Pixel saves an object in the Imagine or Turbo Silver file for-
mat, it saves all points and polygons as one object with the axis in
the middle. Keep this in mind if you are building parts of an
object that will be assembled in Imagine or Turbo Silver.
Imagine and Turbo Silver use objects composed of three-sided
polygons. Polygon division is done automatically before saving out
to the Imagine or Turbo Silver formats.
3.3.3 Sculpt Load and Save
Sculpt uses three-sided polygons for its objects. When Pixel saves
an object to the Sculpt format it automatically does polygon
division to reduce any many-sided polygons to three-sided polygons.
3.3.4 Videoscape Load and Save
Videoscape objects use many-sided polygons and require that the
points be arranged in the proper order. Use the Flipped Polygons
function to set the polygons in the correct order. If some polygons
are still not in the order needed, then use the Doubled Polygons
function to ensure that all polygons will be seen from any
viewpoint. The Face Reduction function should still be used to re-
13
duce the polygon count. The Face Reduction func@ion will find
connected polygons that lie in the same plane and reduce them to a
single, many-sided polygon.
Videoscape uses a fixed color table for assigning colors to poly-
gons. Pixel will save to the Videoscape file format using colors
from the bitmap or 3D object that most closely match those found in
Videoscape's fixed pallette.
3.3.5 3D Professional Load and Save
The modeling program 3D Professional can use objects made of
many-sided polygons. These many-sided polygons need to have their
vertices listed in the proper order to be viewed correctly. Use
Pixel's Flipped Polygons function to set the many-sided polygons in
order before saving to the 3D Professional file format. If the
results of the Flipped Polygon operation are not as expected then
use the Doubled Polygons function. Use the Face Reduction function
when converting objects from programs that use threesided polygons
like Sculpt and Imagine.
3.3.6 DXF Save
Pixel will save out a 3D DXF file for use in 3D versions of AutoCAD
run on IBM PCs. Other programs that load the DXF format may or may
not be able to load this file due to format implementation
discrepencies.
14
4.0 The Viewer
Above the control panel is the viewer where the current object in
memory is displayed. The current object can be drawn in a variety
of different ways depending on how the Display portion of the
control panel is set. The viewer has been designed to make looking
at 3D objects quick and easy.
4.1 Mouse Controls
To move around the current object, simply move the mouse to the
middle of the screen and hold down the left mouse button. The
object will disappear and a bounding box will appear. By holding
down the left mouse button and moving the mouse at the same time,
the bounding box will following the movement of the mouse. To have
the object appear again, release the left mouse button and the
object will be automatically redrawn. The triangle that appears on
the bottom of the bounding box denotes the bottom of the object.
The size of the bounding box is defined by the maximum and minimum
values of the vertices of the object.
4.2 Control Arrows
To move around the object precisely, the Control Arrows may be used.
Clicking on any of the ARRow buttons will move the viewing position
around the object using 5 degree increments. The actual viewing
position can be read by looking at the location section of the
control panel.
The large up and down arrows are used to modify pitch, or to move in
the Y-Z plane. The large left and right arrows are used to modify
heading, or to move in the X-Z plane. The small left and right
buttons and used to modify bank, or to move in the X-Y
15
plane. Finally, the small up and down arrows are used to move in
and out, or to zoom in and zoom out.
The DRAW button found in the middle of the ARROW buttons can be used
at any time to redraw the object.
4.3 move Button, Coordinates
The MOVE button, when selected, will allow you to move the viewing
center. In other words, parts of the object that normally are not
in the center of the screen can be centered. When the MOVE button
is selected the heading, pitch and bank values will change to show
the current location being viewed. The ARROW buttons must be used
to move the viewing center. The large left and right arrows will
move the viewing center along the X axis. The large up and down
arrows will move the viewing center along the Y axis. The small up
and down arrows will move the viewing center along the Z axis. The
small left and right arrows are not affected by the MOVE button.
Note that the mouse controls used for rotating around an object are
not affected by the MOVE button. Also, when moving using the
arrows, keep in mind that these moves are being done as though
looking at the object from the front. This can give confusing re-
sults when the current heading, pitch and bank are not close to
zero. Be careful when using zoom and move functions together, since
the zoom arrows change meaning when the MOVE button is. depressed.
When the MOVE button is selected the viewing center is not reset
until a new object is loaded or the CLEAR button selected. The
bounding box will rotate around the new center of view.
16
4.4 Display Buttons
The Display buttons found in the Display section of the control
panel control the current viewing mode of the viewer. WIRE,
SOLID, SHADE, COLOR, ORDER, and ABSOL buttons will all affect the
current
type of drawing seen in the viewer.
The WIRE button will create a wire frame drawing. The SOLID button
will create filled solid polygons. The SHADE button will create
filled shaded polygons. The COLOR button will add color to any of
these modes. The ORDER button will draw only those polygons that
are in clockwise order, this button is helpful for LightWave,
VideoScape and 3D Professional objects. The ABSOL button will give
you an absolute view of the object (as opposed to the regular
perspective view) and will also highlight all vertices.
The following is a list of possible types of drawings with the corre-
sponding Display buttons to be depressed:
Wireframe................. WIRE only
Solid..................... WIRE and SOLID
Shaded.................... SHADE only
Shaded Wireframe.......... WIRE and SHADE
Color Wireframe........... WIRE and COLOR
Color Solid............... WIRE, SHADE and COLOR
Color Shaded.............. SHADE and COLOR Color
Shaded Wireframe.......... WIRE, SHADE and COLOR
17
5.0 Data Reduction
The Data Reduction functions are available by clicking on the DATA
button found on the main control panel. This requester displays
information about the current object and also allows modification of
the data that makes up the object. The Data Reduction requester is
extremely useful when an object needs to be checked, modified, or
reduced.
5.1 Object Information
The Data Reduction requester gives the following information
about the current object:
Point Number.............Number of current vertices
Polygon Number...........Number of current polygons
Largest Polygon..........Number of Sides on the largest polygon
Object Width.............Actual width on the largest polygon
Object Height............Actual height of current object
Object Depth.............Actual depth of current object
5.2 Data Manipulation
The Data Manipulation portion of the Data Reduction requester al-
lows access to a set of very powerful object optimization algo-
rithms. These algorithms will reduce redundant vertices, reduce
and rebuild polygons, rerotate (flip) polygons, double current
polygons, or even divide current polygons into triangles. All
these manipulations can help make objects look better and render
much faster. See Chapter 3.3.1 - 3.3.6 to determine exactly what
types of objects should be manipulated. To perform the data
manipula-
18
tions, click on the large PERFORM MANIPULATION bar on the Data
Reduction requester. Multiple options can be set. The selected
options will be performed in the order in which they are listed on
the requester.
5.2.1 Point Reduction
Point reduction can be used to reduce redundant or close to re-
dundant points (vertices). If two points are in the same spot,
there is no need for both of them, only one point is needed to
preserve the object's shape. Point reduction will sense this and
delete the extra point.
The point reduction value, found on the Data Reduction requester, is
how far apart two points can be without being considered redundant.
In other words, it is the range of redundancy, or what Data
Manipulation considers the same. The best value for point reduction
really depends on the size of the object. Look at the object width,
height and depth to get a feel for what value should be used. If
the object is extremely large, the point reduction value should be
set accordingly. It is best to start with a small value and
increase it as needed. For example, if the width, height and depth
of an object were all 1, a good reduction value might be .0001.
Note that even after entering a value such as .0001 in the value
box, the value appears to go back to 0.00. The value entered is
still present, but due to a lack of space, cannot be seen.
5.2.2 Face Reduction
Face reduction will reduce and rebuild polygons. In other words,
Face Reduction will search for polygons that are coplanar, and will
then delete those coplanar polygons to build one polygon that
represents those deleted. A good example is a cube built of trian-
gles, it would consist of 12 polygons. Face reduction would delete
19
the triangles and build larger squares for the cube, bringing the
polygon count down to 6. Face Reduction will also search for points
that do not add to the definition of a polygon. For example, if a
point was added exactly between the top two points of a square, that
new point would be considered redundant and would be deleted.
The Face Reduction value, found on the Data Reduction requester, is
how non-coplaner two polygons can be, and still be considered
coplaner. Or, what the angle is between two polygons that should be
considered coplaner. The Face Reduction value is measured in
degrees, and for most purposes can be set below 1.00 degree. Hand
made objects may not have exactly coplaner polygons and may require
values higher than 1.00 degree.
Note that the reduction of faces does not mean that the new polygons
will be put into clockwise order, and if rendered in programs such
a LightWave, VideoScape or 3D Pro, holes might seem to appear. To
put the polygons in clockwise order, use either the Face Flipping or
Double Polygon data manipulations.
5.2.3 Polygon Flipping
Polygon Flipping will attempt to flip, or rerotate polygons into
clockwise order. This manipulation is helpful when moving objects
from Sculpt and Imagine to LightWave3D, VideoScape3D and 3D Pro.
Triangle based formats are usually not polygon direction intensive
and the polygons will be ordered in any direction. This fact causes
trouble when moving such objects to formats that are concerned with
the direction of the polygons. Polygon Flipping will assist in this
problem.
To turn Polygon Flipping on, simply click on the button next to it.
When Polygon Flipping is being performed, two numbers will be
presented to show the current status of the manipulation. The first
number is the number of linked pieces or objects found so far,
20
and the second number is how far it has progressed on that piece.
Note that Polygon Flipping is not infallible. It is algorithmically
impossible for random polygons to be put into the proper order of
rotation consistently. This is true because not all polygons form
legal solids. If just one polygon makes up the object, the
direction of that polygon depends on the point of view. Polygon
Flipping will attempt to look at a polygon from the front, then the
top, then the side, and will put the polygons in order from those
points of view.
5.2.4 Polygon Doubling
Polygon Doubling will create a double of every polygon in the cur-
rent object and will build those polygons in the opposite direction
of the current polygons. This is useful when Polygon Flipping does
not achieve the desired effect, or all polygons need to be seen at
all times in formats such as LightWave, VideoScape, or 3D Pro.
To turn Polygon Doubling on, simply click on the button next to it.
5.2.5 Polygon Division
Polygon Division will take polygons with more than three sides and
split them up into triangles. This is useful for breaking up
troublesome large polygons that may cause rendering problems.
To turn Polygon Division on, simply click on the button next to it.
Note that Polygon Division need not be performed on objects destined
to be saved in Sculpt, Imagine or Turbo Silver. The savers for
these formats will automatically call up Polygon Division when
many-sided polygons are found. Also, Polygon Division does not
preserve the direction of the original polygons.
21
6.0 Bitmap Importation
The most powerful feature of Pixel 3D is it's ability to convert
bitmaps, or pictures, to 3D objects. Some of the capabilities in-
clude standard extrusions, beveling of edges, spinning around an
axis, and line smoothing algorithms. All of these options can pro-
duce some dazzling objects and also save hundreds of hours of object
creation time.
Please refer to the Bitmap Import section of this chapter for infor-
mation on what type of bitmaps can be converted and what type of
preparations need be done.
6.1 Bitmap Extruding
Extruding a bitmap gives the converted bitmap thickness. To extrude
a bitmap, use Extrusion values 1 and 2. Value 1 is where the
extrusion will start, and value 2 is where it will end. In other
words, imagine a number line, value 1 is where the extrusion will
start on the line and value 2 is where to stop. The values used are
measured in pixels. If the bitmap converted is 20 pixels wide, and
it has been extruded 20, the new object would be as wide as it is
deep. Most often, Extrusion Value 2 is the only value that needs
changing. This is because Extrusion Value 1 is usually 0. If an
object needs to be extruded 20 pixels, yet you wanted the extrusion
to start at 100, value 1 should equal 100 and value 2 should equal
120. The object would still only be 20 pixels deep, but the whole
object would be positioned 100 pixels forward from zero on the Z
axis. It is legal to enter a number for value 2 that is less than
value 1, but the resulting object will have its polygons turned
inside out, and an ordered draw would not look correct. Note that
all objects converted from bitmaps will have their polygons built in
clockwise order from the direction of viewing.
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6.2 Conversion Modes
The different bitmap conversion modes can be found on the Bitmap
Configuration requester. The Bitmap Configuration requester can be
displayed by selecting the CONFIG Button under the Bitmap section of
the main control panel. These different bitmap conversion modes,
when set, control what type of bitmap conversion is going to be
performed.
6.2.1 Standard Color Conversions
To perform a standard color conversion of a bitmap, the Conversion
Mode should be set to Color. This mode will make a polygon for each
individual color found in the bitmap. Each of these new polygons
will be colored using the color found in the bitmap. This mode
works with all of the other bitmap functions.
6.2.2 Manual Defined Extrusions
To perform a manually defined extrusion of a bitmap, the ConverSiOn
Mode should be set to Manual. This mode will allow for each color
of the bitmap to be extruded a different manually set value. Once
the Conversion Mode has been set to Manual, you will be able to set
and change the Extrusion Set Number. This number controls which
extrusion set is currently being displayed in Extrusion Value 1 and
2. By changing the Extrusion Set Number, different extrusion set
values will be displayed in Extrusion Value 1 and 2. Each set
corresponds with a color in the bitmap to be extruded. For example,
if the Extrusion Set Number was set to 5, and the Extrusion Values
1 and 2 were set to 0 and 1 00 respectively, color 5 of the
converted bitmap would be extruded 1 00. There is a maximum of 32
different extrusion sets, one for each color of the potential
bitmap. Note that only in this conversion mode, are there extrusion
sets. When changing conversion
23
modes, Extrusion Values 1 and 2 will return to normal function,
but the extrusion sets are not lost, and will be available if
the Conversion Mode is changed back. Note that beveling and
spinning do not work with this mode.
6.2.3 Color Defined Extrusions 1
To perform a Color Defined 1 extrusion of a bitmap, the Conversion
Mode should be set to Defined 1. This mode will act very similar to
a standard color conversion except that it will use the color
information to extrude the bitmap. Each polygon of the bitmap will
be extruded according to how intense the color of the polygon is.
The more intense, the more extrusion. Intensity is determined by
adding together the red, green and blue values found to make up the
polygon. This means that a full red polygon is just as intense as
a full green polygon,or a full blue polygon, but a purple is twice
as intense because it is made up of both blue and red. Grey scales
are ideal because of the color uniformity. To control the range by
which all these extrusions will fall, the Intensity Range Value is
used, which can be found on the Bitmap Configuration requester. If
this value is set to 100, the most intense color would be extruded
100 pixels (white). Everything else would fall between 0 and 100.
Color Defined Extrusion is a lot like Manual Defined Extrusion
except the color intensities define the extrusion values. Note that
beveling and spinning do not work with this mode.
6.2.4 Color Defined Extrusions 2
To perform a color defined 2 extrusion of a bitmap, the Conversion
Mode should be set to Defined 2. This mode will act as though the
bitmap has been cut out of a grid of polygons. Each intersection of
the grid will be raised or lowered depending on the average color
intensity (see section 6.2.3 for intensity definition) in that
quadrant of the grid. This mode will give the effect of a fractal
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map, the fractal map being defined by the bitmap. The Grid Unit
Size found on the Bitmap Configuration requester, controls the size
of each square making up the grid. The Grid Unit Size is measured
in pixels. Note that beveling and spinning do not work with this
mode.
6.2.5 Standard Monochrome Conversions
To perform a standard monochrome conversion of a bitmap, the
Conversion Mode should be set to MONO. This mode will treat any
bitmap as a two color bitmap, using color 0 as the back ground and
any other color as color 1. This is usetul when just the shape of a
bitmap is required. This mode works with all of the other bitmap
functions.
6.3 Beveling
Beveling allows you to put a controllable bevel on an extruded
bitmap. This is extremely helpful in making converted bitmaps look
more professional.
6.3.1 Beveling On/Off
Beveling on and off can be found on the Bitmap Configuration
requester. Beveling can be turned on and off regardless of how the
other beveling options are set. But beveling must be turned on for
it to be performed.
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6.3.2 Beveling Inset/Depth
To control the amount of bevel, two values are used, Bevel Inset and
Bevel Depth, both are found on the Bitmap Configuration requester.
The Bevel Inset value controls how far in on the converted bitmap
the bevel cut will be made. The Bevel Depth value controls how far
down on the side of the converted bitmap the bevel cut will emerge.
In other words, the bevel values control how much of a corner will
be taken away. Both the Beveling Inset and Beveling Depth are
measured in pixels.
Devel
Inset
.... ---------------------------------
Bevel . / ^ \
Depth ./ | Extrusion Depth \
| v |
-------------------------------------------
SIDE VIEW
6.3.3 Beveling Effects/Rules
Automatic beveling of a bitmap is an accuracy intensive operation.
If beveling values are too extreme, or do not apply very well, trou-
ble may occur. If a bitmap is very small, beveling values, must be
sized accordingly. The best results are achieved when large bitmaps
and fonts are used in conjunction with line smoothing. If the most
narrow width a bitmap is less than the Beveling Inset times two,
then the Beveling Inset is too large and errors will occur. Try to
avoid bitmaps with sharp points and narrow pieces,
26
beveling does not apply well to small areas. Beveling will work
with spinning, but only the original front polygons will be beveled.
6.4 Spinning
Spinning will take a converted bitmap and spin it around a defined
axis a defined number of degrees. A lathing type effect can be
achieved, creating some very interesting and useful objects.
6.4.1 Spinning On/Off
Spinning on and off can be found on the Bitmap Configuration
requester. Spinning can be turned on and off regardless of how the
other spin options are set. But spin must be turned on for it to be
performed.
6.4.2 AxiS/Justification
Rotation Axis and Justification can be selected on the Bitmap Con-
figuration requester. The axis that the bitmap is going to rotate
around is defined by selecting Rotation Axis. The choices available
are the X axis or the horizontal axis, the Y axis or the vertical
axis, and the Z axis or the forward axis. Whether the axis is
placed in the center of the bitmap, the left or right of the bitmap,
or the top or bottom of the bitmap, depends on the Justification.
The Justification choices will vary depending on the present Rota-
tion Axis setting. Note that the Z axis allows for five different
justifications. It is helpful to think of spinning around the Z
axis as though the Z axis is stuck like a pin into different places
of the bitmap, these different places being the different
justifications. Justification of an axis, say to the left, means
that the axis is at the left most point on the bitmap, center
justification is the very center of the bitmap, and right
justification is the right most point of the bitmap. Top and bottom
follow suit.
27
6.4.3 Degree Value I & 2
The Degree Values 1 & 2 can be selected on the Bitmap Configuration
requester. These values control where the spin is going to start
and stop. If Degree Value 1 is larger than Degree Value 2, then the
object's polygons will be turned inside out, making an ordered
drawing look incorrect.
6.4.4 Slice Count
The Slice Count Value can be selected on the Bitmap Configuration
requester. The Slice Count Value controls how many sections the
created object will consist of. Because all objects spun must have
both front polygons and back polygons, the lowest slice count
possible is 2.
When spinning around the Z axis, additional information is required
about how far back to spin the bitmap. Extrusion Value 1 and
Extrusion Value 2 are used to define how far the bitmap being spun
will be extruded. The spin will appear to have no depth if these
values are not set. Extrusion Value 1 defines the start position of
the spin on the Z axis and Extrusion Value 2 defines the ending
position on the Z axis.
6.4.5 Radius Offset
The Radius Offset value can be selected on the Bitmap Configuration
requester. The Radius Offset controls how much of an offset there
is between the bitmap and the axis to spin around. The Radius
Offset is measured in pixels. If the current Rotation Axis is set
to the Y axis and the Justification is left, then the Radius Offset
will move the Y axis left or right from it's current position. Be-
cause moving to the right is moving up the number line, a positive
28
value would be required. But if moving left were required, a nega-
tive value could be used. This idea follows for top and bottom
Justification. Moving an X axis up would be a positive number or
offset, and moving down would be a negative offset. Radius Offset
does not apply if Justification is set to center. For the Z axis,
the Radius Offset depends again on what Justification is set.
6.5 Line Smoothing
Line Smoothing will eliminate extraneous data from the created ob-
ject, allowing for a smoother, cleaner object. The trade off is
that some of the accuracy of the converted bitmap is lost.
6.5.1 Line Smoothing Algorithm 1
Line Smoothing Algorithm 1 is the same formula found in Pixel 3D
Vl.l. This Algorithm will stretch a straight line along a jaggie
line and measure the amount of deviation the jaggie line has from
the straight line. If the deviation is equal to or less than the
Line Smoothing Value found on the Bitmap Configuration requester,
those vertices forming the jaggie line are deleted. Good values for
this algorithm range from 8 to 12. No Line Smoothing will occur if
the Uine Smoothing Value is set to zero.
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6.5.2 Line Smoothing Algorithm 2
Line Smoothing Algorithm 2 will measure the distance between
vertices making up the converted bitmap. Any vertices that are too
close to each other are eliminated, the algorithm is similar to a
controlled sprinkled deletion. Good values for the algorithm range
from 15 to 30. No Line Smoothing will occur if the Line Smoothing
Value is set to zero.
6.6 Bitmap Import
The Bitmap Import button is found on the main control panel and is
used to import a bitmap using the current bitmap configurations. A
file requester will prompt you for the file name of the bitmap to be
imported. After selecting the name of the bitmap, the bitmap will
be loaded and the settings made in Bitmap Configuration will be
applied.
Pixel 3D 2.0 will import all non-HAM, non-24 bit IFF, ILBM bitmap
images, including overscan and super bitmaps. Pixel will support up
to a 32 colored bitmaps for conversion.
Because Pixel only supports non-HAM and non:-24 bit images, it is
sometimes necessary to convert a digitized HAM or 24 bit image to a
32 colored bitmap. Art Department by ASDG lnc.,offers bitmap
reduction facilities, allowing HAM and 24 bit images to be moved
down to 32 color images. Once a 32 color or less image is produced,
clean up of lone pixels and dithered areas of the bitmap is often
required so as to produce the best results when converting to 3D.
DPaint Ill by Electronic Arts Inc., is recommended for this
procedure. Be careful not to have your bitmap colors reversed, this
often occurs with digitized images. For example, a logo could be
the black portion of an image and the paper could be the white. The
problem is that the only pixels in the image often turn out to be
the paper, and the converted logo
30
looks like it was cut out of a block. Make sure the actual shape
of your logo is a color other than 0 (black), and that the area
surrounding the logo is color 0 (black).
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7.0 Memory and More
7.1 Memory Configuration
The Memory Configuration requester controls how much memory Pixel
will allocate. Pixel requires that memory be allocated before any
type of work begins. This method of allocating allows for the
fastest rendering and bitmap creation possible. Pixel will attempt
at startup to allocate memory for 22,500 vertices and polygon
points. This default can be changed by setting the proper memory
allocation value and then saving Pixel's main defaults. Note that
when clicking on OK to allocate the new memory allocation, even
though Memory Available might show sufficient bytes, a Not Enough
Memory error may occur because of fragmented memory. This will
happen if multiple applications have been run and shut down previous
to running Pixel.
7.2 Clear
Select the CLEAR button from the Memory portion of the control panel
to clear the current object from the viewer.
7.3 Default
Select the DEFAULT button to save the current default settings.
7.4 Quit
Select the QUIT button to end the session with Pixel.
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8.0 The File Requester
The file requester used by Pixel allows the selection of the file to
be used for the selected operation.
The file requester is displayed in the middle of the screen. Along
the bottom of the file requester there are four gadgets in boxes.
Click once on the VOLUME gadget and you will see some choices appear
in the selection area. The selection area in the middle of the
requester now displays the volumes available. Double-click on the
volume of your choice. Double-clicking enters the selection.
Now the directories and files of the volume you chose are displayed
in the selection area. Directories are displayed in a lighter shade
of gray than the file name. Double-click on a file or directory in
the selection area. If you choose a directory Pixel will display
its files and sub-directories.
If there are more files than can be displayed in the selection area
then the slider will change size. The slider bar is located along
the right side of the selection area. The slider bar gets smaller
when there are more files than can be displayed in the selection
area. To see these other files, move the mouse pointer onto the
slider bar and press and hold the left mouse button. Now drag the
slider bar down and release the left mouse button for the rest of
the files to be displayed.
Change the current directory or file name by clicking in that field
near the top of the file requester. Edit the directory and file
name fields using the backspace, delete, and cursor keys and enter
the appropriate information. Click in the file selection area to
bring up directory and file name information for the current
directory.
Select the ACCEPT button in the bottom left corner of the file re-
quester when the desired file has been chosen.
33
The pattern field near the top of the requester allows you to choose
a file name wildcard pattern for files displayed in the selection
area. For example, click the pattern field and enter the pattern
P#?. Remeber that #? matches any character string so the pattern
P#? will match any files that begin with the letter P.
Click on the CANCEL button at any time to retrun to Pixel's main
screen.
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