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- Renderize Live EZ Overview
- MThe Renderize Live EZ interface is designed to offer a comfortable, intuitive
- *3,environment in which an operator can create
- projects
- . A project is a savable
- tLwork session that contains all of the elements required to define and render
- scenes.
- A scene, or
- )Q<, is defined through the manipulation and combination of the
- various
- resources
- that make up a project.
- t Renderize Live EZ Screen Display
- *cGRenderize Live EZ appears as a series of windows on your color computer
- *2Jmonitor. When you first launch the software, the main window, the Project
- *2JDesigner window, appears. All Renderize Live EZ Resource Designer windows
- *2#are accessed from this main window.
- *AFYour monitor may only display 256 colors at a time (8 bits). However,
- *2Hremember that Renderize Live EZ renders color images in 24 bits, or 16.7
- *2Kmillion colors. Therefore, what you see on the screen during rendering may
- *2Konly be a pale representation of the color depth of the final image that is
- rendered to disk.
- #Renderize Live EZ Project Resources
- *dGProjects are made up of a variety of resources: resource types include
- views
- objects
- lights
- materials
- images
- ){*. It is through the manipulation of these
- tIresources, and their selective combination, that "scenes" are defined for
- rendering.
- *APAll of the resources available in Renderize Live EZ at one time are displayed as
- "postage stamp"
- icons
- Resource Palettes
- ] on the Project Designer window.
- t5Each of these resources is manipulated in a separate
- Resource Designer
- tMwindow: an Object Designer window is used to define and manipulate objects, a
- *28View Designer window is used to define views, and so on.
- Resource Designer Windows
- *cIRenderize Live EZ is comprised of six separate Resource Designer windows.
- *2LThe specific commands in each of these windows is described in the Reference
- *2LManual. The use of these windows in general is described in a section below
- *2=titled "Using and Controlling the Resource Designer Windows".
- l$Renderize Live EZ Interface Overview
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- Project Designer
- 4, the "main" window of Renderize Live EZ, is used to
- Pdefine the relationships and orientations of the different resources in order to
- *2.combine them into a view and render that view.
- View Designer
- : is used to define views. Views are made up of object and
- Qlight resources, as well as a camera definition and other effects. The rendering
- *2-of views is the purpose of Renderize Live EZ.
- Object Designer
- ":is used to define the rendering properties of objects. An
- 3object is a group of polygon entities defined as a
- wireframe
- model using a
- Hmodeling software package such as AutoCAD. An object is included into a
- view for rendering.
- Light Designer
- = is used to define light sources. Light sources are included
- Ointo views to determine the lighting environment in which objects are rendered.
- Material Designer
- ;6 is used to define material properties. Materials are
- Rassigned to objects, or parts of objects, defining the color or texture with which
- an object will be rendered.
- Image Designer
- 8 is used to manipulate images. images may be created in
- Jimaging software packages outside of Renderize Live EZ, then loaded into a
- *2Oproject for use as part of a material definition, or as a background in a view.
- Animation Designer
- Z4 is used to define camera animation paths and render
- Othem. An animation is a series of views that are "strung" together to define a
- motion path.
- Mouse Conventions
- *cI The Renderize Live EZ interface is designed for control using a mouse or
- *3?similar pointing device. Moving the mouse causes an on-screen
- pointer
- Ltomove accordingly. The location of this pointer determines which window or
- command is being used.
- );G mouse button is the most commonly used button. It is used to drag and
- Mdrop resource icons, highlight and select command options, enable buttons and
- *3,type-ins, etc. In specific situations, the
- right
- )Y mouse button has its own unique
- *functionality. In very rare situations, a
- middle
- ){# mouse button definition exists: if
- Jyou are using a two-button mouse, you can emulate a center mouse button by
- *2Gholding down the Shift key on your keyboard and pressing the left mouse
- *2Nbutton. If you have a one-button mouse, use Shift + mouse button to emulate a
- *2Mcenter mouse button, and Ctrl + mouse button to emulate a right mouse button.
- *2OAny discussion of Renderize Live EZ control in this manual refers to the use of
- *2;the left mouse button unless specifically stated otherwise.
- In this manual, the term
- )T1 refers to the act of holding down the left mouse
- Nbutton while moving the mouse to change the location of the pointer on screen.
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- tHDragging is used to move resources, turn dials, and define rectangles in
- Viewports.
- *B The term
- drag and drop
- 9 refers to the act of picking up of a project resource or
- tPcolor and dropping it into a Drop-in Well for use. To drag a resource, point to
- *2Kthat resource and hold down the left mouse button. Now with the left mouse
- *2Nbutton depressed, move the pointer to move the resource. When the resource is
- *2Ndragged to the desired new location, release the left mouse button to drop the
- resource at its new location.
- *B The term
- click
- select
- )c6 refers to the act of depressing the left mouse button
- tIand releasing it immediately. This is the method for enabling buttons or
- *2,type-ins, or selecting points in a Viewport.
- Interface Entities
- *cJAlthough each of the Resource Designer windows has a distinct and separate
- *2Kset of commands, the entities (buttons, type-ins, dials) in each window are
- operated in the same way.
- Resource Icons
- *PPEach of the resources in a project is represented with a "postage stamp" icon: a
- *2Mvisual representation of the resource. These resource icons are displayed in
- *2MResource Areas on the Project Designer. To manipulate a resource, cover that
- *2Presource with the mouse pointer, then drag the resource icon out of its Resource
- *2MPalette and drop it into the Drop-in Well that represents the action that you
- *2Gwish to execute. Different types of Drop-in Wells are described below.
- Drop-in Wells
- *PKA Drop-in Well is a rectangular area in Renderize Live EZ in which resource
- *2Jicons or color swatches are dropped. Color Wells and Texture Wells contain
- *2Ncolor or texture definitions that are being used for a given purpose. Command
- *2JWells are used to manipulate resources. The use of the different types of
- *2FDrop-in Wells is described in the sections below titled "Using Command
- *24Wells", "Using Color Wells" and "Using Image Wells".
- *d Viewports
- *PMA Viewport is an area where the work you are doing can be displayed visually.
- *2JWhen a mouse pointer is placed over a Viewport, the mouse buttons may take
- *2+on definitions specific to that Viewport.
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- 7There are Viewports in four areas of Renderize Live EZ:
- +<AIThe Viewport in the Project Designer is the "main" work area of Renderize
- *2CLive EZ. Views are displayed and can be organized spatially in the
- *2GViewport in a wireframe mode, then rendered into the Viewport to view a
- *23scene before rendering it to an image file on disk.
- *ADThe Viewport in the Material Designer is used to preview the current
- *24material when it is rendered onto a specific object.
- *AIThe Viewport in the Object Designer is used to preview the current object
- *27when rendered according to the settings in this window.
- *A@The Viewport in the Image Designer is used to view images during
- manipulation.
- OThe use of each of these Viewports is discussed in their respective chapters in
- this User's Guide.
- Pop-Down Menus
- *PJPop-down menus are used to select a command option from a finite list. To
- *2Gopen a pop-down menu, move the mouse pointer to cover the pop-down menu
- *2Mbutton, then press and hold the left mouse button. A list of command options
- *2Gnow appears below the pop-down menu button, and as you drag the pointer
- *2Mdown the list, each of the commands is highlighted in turn. When the desired
- *2Hcommand is highlighted, release the mouse button to select that command.
- Buttons
- *PGButtons are used to enable command options and to execute commands. To
- *2Loperate a button, simply point to that button and click. If the button is a
- *2Lcommand option, it remains depressed until you click on it again, or click a
- *2Jdifferent command option that is mutually exclusive of the current command
- *2Koption. If the button is a command execution, the button remains depressed
- *2Kuntil the command is completed, then automatically returns to its original
- state.
- Dials
- *PLDials present an intuitive way to enter numeric information. To use a dial,
- *2Kpoint to the dial and depress and hold the left mouse button. Now drag the
- *2Opointer in a circular motion around the dial to "dial in" the desired value and
- *2+release the mouse button to set that value.
- *ANWhen dragging the pointer to dial in a value, you can move the pointer farther
- *2Oaway from the dial and drag in a circle of larger circumference. This way, the
- *2Ppointer must be moved a greater distance to dial in a value, making it easier to
- dial in a precise value.
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- tPDials can be easily reset to their Renderize Live EZ default values. To reset a
- *2Jdial, point to it and click the middle mouse button (or Shift + left mouse
- *2;button): that dial now returns to the system default value.
- *ALNote that any dial can be turned into a type-in, in case you wish to enter a
- *2Nprecise value. To change a dial into a type-in, point to the dial name (which
- *2Mappears above the dial) and click the right mouse button: the dial disappears
- *2Pand is replaced by a type-in. Turn this type-in back into a dial by pointing to
- *2;the type-in name and clicking the right mouse button again.
- Type-ins
- *PIA type-in is a recessed area on a window where information can be entered
- *2Qfrom the keyboard. To activate a type-in, move the pointer to cover that type-in
- *2Jarea and click the left mouse button: a vertical line appears as a cursor,
- *2Iindicating the position where typed characters will appear. After typing
- *3&information into a type-in, press the
- Enter
- )g$ key on the keyboard to complete the
- action.
- *AOIf a type-in already displays information, the position of the pointer when you
- *2Qclick on the type-in determines where in the string of characters the cursor will
- *2Bappear. This way, existing information can be edited with ease.
- *ANTo completely replace the information in a type-in, you can click and drag the
- *2Oleft mouse button to highlight all of the characters in the type-in, then begin
- *2Jtyping new information. The characters that were highlighted are replaced
- with the new input.
- *ALNote that any type-ins that appear with up and down arrows to either side of
- *2Rthem are "spin boxes". This kind of type-in can be changed to a dial, if desired,
- *2Eby pointing to the type-in name and selecting the right mouse button.
- Using Resource Icons
- *cNResource icons are "postage stamp" images that represent each of the different
- *2RRenderize Live project resources: views, objects, lights, materials and images.
- *2L These resource icons are located in the Resource Manager to the left of the
- Project Designer viewport.
- *ARA different resource icon is created for each resource in a project. For example,
- *2Qa different icon exists for each object that you load into Renderize Live. Icons
- *2Kare grouped together in the Resource Manager according to resource type.
- *2JWhen you press the button on the Resource Manager, all the view icons are
- *2Qdisplayed in a scroller. When you press the button, all of the object icons are
- displayed.
- *ANTo manipulate a project resource, you simply drag the associated resource icon
- *2Kand drop it into one of three Command Wells. For example, if you wish to
- r$Renderize Live EZ Interface Overview
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- Kmove a light, drag the appropriate light resource from the Resource Manager
- and drop it into the Move Well
- *ALIn addition, you can manipulate resources using a pop-down menu that appears
- *2Hwhen you point to the desired resource and press the right mouse button.
- *d%Dropping Resources into the View Well
- *PJView, object, light and image resources can be dropped into the View Well.
- *2>The View Well is the "gateway" to the Renderize Live Viewport.
- *AJWhen you drop a view resource into the View Well, you are making that view
- *2Tthe "current" view. This is the view that is displayed in the viewport. If this is
- *2Pa new view, no objects currently exist in the view, so you won't see anything in
- the viewport.
- *AHWhen you drop an object resource into the View Well, you are adding that
- *2Pobject to the current view (a view must exist in the viewport before you can add
- *2Lan object). The object may not appear in the viewport immediately. You may
- *2Oneed to drop the object into the Move Well and center it in front of the camera
- in order to see it.
- *AOWhen you drop a light resource into the View Well, you are adding that light to
- *2Ithe current view (a view must exist in the viewport before you can add an
- *2Jobject). Lights don't appear in the viewport in camera view: you need to
- *2Pchange to an orthographic (side, top or front) view in order to see the position
- *23of the light in relation to the camera and objects.
- *AGWhen you drop an image resource into the View Well, you are adding that
- *2Limage as a background in the current view (a view must exist in the viewport
- before you can add an object).
- *ALNote that you can use the viewport in the same way as you use the View Well.
- *2OFor example, if you wish to add an object to the current view, you can drag the
- *2?desired object resource and drop it directly into the viewport.
- *d%Dropping Resources into the Move Well
- *PMView, object, light and material resources can be dropped into the Move Well.
- *2EThe resource in the Move Well is the resource that is currently being
- manipulated in the viewport.
- *APDrop a view, object or light resource into the Move Well to reposition a camera,
- *2Kobject or light in 3D space. The resource that you drop into the Move Well
- *2Qmust exist in the current view, or else it cannot be manipulated in the viewport.
- *2JWhen you drop a view, object or light resource into the Move Well, a Move
- *2EToolbox is displayed, containing commands for the manipulation of the
- *2Oresource that was dropped into the Move Well. There is a different set of Move
- *2;Toolbox commands for camera, object and light manipulation.
- *AQIf an object currently exists in the Move Well, you can drop a material over that
- *2"object to assign it to the object.
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- t%Dropping Resources into the Edit Well
- *PFAny resource type can be dropped into the Edit Well. When you drop a
- *2Nresource into the Edit Well it is loaded into a Resource Designer window which
- *2Scontains a set of options relevant to that resource. There is a different Resource
- *2LDesigner type for each of the resource types. Each of the Resource Designer
- *22windows is described in full in their own chapter.
- Resource Icon Pop-Down Menus
- *PLIn addition to dragging and dropping resource icons, you can manipulate them
- *2Iby selecting commands from a pop-down menu. When you point to a resource
- *2Micon and press the right mouse button, a pop-down list of options appears. A
- *28different set of options appears for each resource type.
- *AJFollowing is a description of all the resource icon pop-down menu options:
- *ANEDIT (all resource types): Edit a resource. This is the same as dropping the
- resource into the Edit Well.
- *ALCOPY (all resource types): Copy a resource. When you select this option you
- *2Oare prompted to enter a name for the new copy. This is the same as editing the
- *2?resource and changing its name in the Resource Designer window.
- *ALRENAME (all resource types): Rename a resource. When you select this option
- *27you are prompted to enter a new name for this resource.
- *AMON (all resource types): Turn a resource on if it was previously turned off.
- *AQOFF (all resource types): Turn a resource off. When a resource is turned off, it
- *2Nis not included when rendering in the viewport. Selectively turning resources
- *2Noff and on can significantly speed up the design process by reducing rendering
- times.
- *AMDELETE (all resource types): Delete a resource. This removes a resource from
- *2Rthe current project. Note that deleting object or image resources does not delete
- *2.the associated object or image file from disk.
- *AIMOVE (view, object or light resources): Move a resource in the viewport.
- *2=This is the same as dropping the resource into the Move Well.
- *APASSIGN (material resource only): Assign a material to the object that is in the
- *2HMove Well. An object must be in the Move well for this command to work.
- *2IThis is the same as dropping a material over the object in the Move Well.
- *AHACTIVATE (view resource only): Make this the current view. This is the
- *25same as dropping the view resource into the View Well
- *AGADD TO VIEW (object and light resources): Add a resource to the current
- *2Dview. This is the same as dropping the resource into the View Well.
- *ACBACKGROUND (image resource only): Add an image as the background in
- *2Kthe current view. This is the same as dropping the image resource into the
- View Well.
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- IMAKE PARENT (object resource only): Make a parent "node" for this object.
- *2LThis is the first step toward creating relationships among objects by giving
- them a common parent.
- *AHATTACH PARENT (object resource only): Assign an object as a child of the
- *2Pobject that is displayed in the Move. Use this command to give separate objects
- *2Ha common parent, or to create a hierarchical relationship among objects.
- *AJDETACH PARENT (object resource only): Dissociate an object from the object
- *2#that is displayed in the Move Well.
- *AJUNCLONE (object resource only): Change an object clone to an object copy,
- *2Lthereby creating a separate object resource icon for that copy. If you have
- *2Mmultiple clones of an object, you must drop the object into the Move Well and
- *2Kselect on that icon in the Move Well until the desired clone is highlighted
- before using this command.
- Using Drop-in Wells
- *cGThere are three types of drop-in wells. Command Wells, Color Wells and
- Image Wells.
- Using Command Wells
- *PMThere are three Command Wells, all located on the Project Designer. Drag and
- *2Jdrop a resource icon into a Command Well to manipulate that resource. The
- *2Hway a resource is manipulated depends on the Command Well into which the
- resource was dropped.
- )[, Well combines resources together in a View.
- )c> Well activates a resource for spatial re-orientation within a
- View.
- )M6 Well opens up a Resource Designer window in which the
- 6definitions associated with a resource can be altered.
- HEach of these Command Wells is described in full in the Project Designer
- window chapter.
- Using Color Wells
- *PHIn any situation where a color must be defined (light colors, fog color,
- *2Mbackground color, a material's matte, shiny and reflect colors, etc.) a Color
- *2LWell is used. All of these Color Wells are used in the same way. There are
- *2?three methods that can be used to assign color to a Color Well.
- *P"The "hard" way is to click on the
- ! button on the Command Bar of the
- MProject Designer to display the Color Toolbox, select a color from one of the
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- tOpalettes, then drag the color from the Color Well on the Toolbox into the Color
- Well.
- *APThe "easy" way to change the color in a Color Well is to click on that Well with
- *2Lthe left mouse button. This automatically opens up the color palette on the
- *2MProject Designer, and dynamically links the color palettes to the Color Well.
- *2ENow when you select a color from the palette, the change is reflected
- *2 immediately in the Color Well.
- *ANThe color in a Color Well can also be determined by directly setting an RGB or
- *3$HSV value. To do so, hold down the
- Alt key
- on the keyboard and press the
- left
- mouse button
- @: the Color Well is replaced with a set of type-ins and buttons.
- tJThe buttons allow you to toggle between RGB and HSV as the color values to
- *2Nset; the type-ins reflect the button settings. An advantage to this method of
- *2Rdefining a color is that with these type-ins, negative values can be entered. For
- *2Qexample, a light can be defined with a negative intensity, resulting in the light
- *2Qcasting a "dark" beam, or with an intensity greater than 1.0 to brighten a scene.
- *2KMaterials can be defined with negative color values for the Matte, Shiny or
- *2SReflect colors, to mute the brightness of that material or create other interesting
- effects.
- *A@Press the OK button to turn the type-ins back into a Color Well.
- Using Image Wells
- *POIn any situation where an image can be used (textures in the Material Designer,
- *2Ibackgrounds in the View Designer, select commands in the Image Designer),
- an Image Well is provided.
- *ADTo place an image into an Image Well, drag that image from the Image
- *2KResource Palette on the Project Designer and drop it into the desired Image
- Well.
- *AJTo Remove an image from an Image Well, point to that Image Well, then hold
- *3 down the
- Alt key
- on the keyboard and press the
- left mouse button
- . The image
- tJis removed from the Well, but it continues to remain in the Image Resource
- *2.Palette as a resource for the current project.
- +Using and Controlling the Resource Designer
- Windows
- *bHAll work is done in Renderize Live EZ using a group of Resource Designer
- *2Cwindows. The Project Designer window, the "main" Renderize Live EZ
- *2Qwindow, is used to organize resources together for rendering. In addition, there
- *2Pare five windows for the manipulation of each of the five resource types: Views,
- *2&Objects, Lights, Materials and Images.
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- HMultiple windows can be opened at one time within Renderize Live EZ: the
- *2Nwindow that is currently active is the one where the mouse pointer is located.
- *d"Opening a Resource Designer Window
- *PHTo open a Resource Designer window, drag a resource icon from one of the
- *2LResource Areas on the Project Designer, and drop it into the Edit Well. The
- *2MResource Designer window for that particular resource type is opened, and its
- *2Nsettings reflect the properties of the resource that was dropped into the Edit
- *2LWell. Or, you can click on the resource icon with the right mouse button to
- *2Rdisplay a menu of options for that resource, and select the Edit option to load it
- *23into the appropriate Resource Designer for editing.
- *AMAlternatively, a Resource Designer window can be opened by selection from the
- )MH pop-down menu in the Project Designer. If you are loading the resource
- Lthat was most recently loaded into the Resource Designer window, this method
- *2+is a much faster way of opening the window.
- *d3Defining Properties for a New or Existing Resource
- *PJBefore any properties can be defined for a resource, that resource must be
- *2Jloaded into its Resource Designer window. If the Resource Designer window
- *2Jwas opened by dragging and dropping the resource into the Edit Well of the
- *2LProject Designer (or by selecting the edit option for a resource), then that
- *2Jresource is loaded into the Resource Designer window, and displayed in the
- *2HCurrent Resource Well. If the Resource Designer window was opened using
- *2Gthe Windows pop-down menu in the Project Designer, then there may be no
- *2#resource loaded into that window.
- load
- )W@ a resource into its Resource Designer window when the window is
- Ialready opened, you can use the two methods described above for opening a
- *2EResource Designer window. Or you can drag the resource icon from the
- *2NResource Palette of the Project Designer and drop it into the Current Resource
- *2LWell of the open Resource Designer window. Finally, you can pop-down on the
- *2Eresource name in the Resource Designer window, and choose the desired
- *2-resource from the pop-down list that appears.
- )DD an existing resource, load that resource into its Resource Designer
- Mwindow, change the resource properties as desired, and save the resource. To
- create
- )oE a new resource, load an existing resource into the Resource Designer
- Nwindow, change the resource properties as desired, then change the name of the
- *2Hresource and save it. A new resource is created under the new name, and
- *2Ldisplayed in the appropriate Resource Palette on the Project Designer, along
- *2)with the original resource that was used.
- )SB a resource, drop that resource into the Edit Well to open up that
- Kresource's Resource Designer window, then change the name for this resource
- *2Nand press the Save button: the original resource continues to exist, and a new
- *2'resource is created under the new name.
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- tNFor view, light, and material resources, new resources are always created from
- *2Lexisting resources. If no resources have been defined, begin by loading the
- *2J"default" resource icon into its Resource Designer window. As soon as the
- *2P"default" resource is loaded, its name is changed; this is because the "default"
- *2Qresource cannot be altered. Instead, use this "default" resource as the starting
- *2!point for defining new resources.
- Current Resource Well
- *PFThis Well, located at the upper-left of each Resource Designer window,
- *2Gcontains the "postage stamp" icon for the resource whose properties are
- *2Mcurrently being defined. A resource can be placed into this Well by dragging
- *2Nthe desired resource icon from the appropriate Resource Palette of the Project
- *2MDesigner and dropping it into this Well, or into the Edit Well of the Project
- *2 Designer.
- *ALPointing to and clicking on this Well undoes all unsaved changes and returns
- *2Uall settings to the state at which they were last saved, just as if the Revert button
- was pressed.
- Resource Name Type-in
- *PLLocated directly below the Current Resource Well, this type-in area contains
- *2Kthe name of the current resource. To create new resources, change the name
- *2.that appears here before saving the resource.
- *AHYou can also load different resources into a Resource Designer window by
- *2Qselecting on the button beside this type-in to display a pop-down list of all the
- *2<resources of that type which currently exist in the project.
- The Save Button
- *PISaves the currently defined properties under the name that appears in the
- *2NResource Name type-in. If the resource name already exists, you will be asked
- *2Qif you wish to replace the existing resource with the new, updated properties (if
- *2Hyou don't want to be asked for confirmation, this and other confirmation
- *2Emessages can be disabled under the Preferences command on the Project
- *2JDesigner). If the resource name does not already exist, a new resource is
- *2Ncreated with the currently defined properties, and a new resource icon bearing
- *2Nthis name appears in the appropriate Resource Palette of the Project Designer.
- The Undo Button
- *PEUndo the most recently changed property in this window. As long as a
- *2Mparticular resource is loaded into its designer window, you can press Undo to
- *2Ptoggle between the last two saved definitions for that resource. As soon as you
- *2Pload a new material into the designer window, or if you press the Revert button,
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- Othe undo information is cleared and there is nothing to undo until you save the
- *2 resource.
- The Revert Button
- *PKUndo all unsaved changes and return all settings to the state at which they
- *28existed at the time the current resource was last saved.
- The Message Area
- *PIRenderize Live EZ displays status and command response messages on a grey
- *2!line near the top of the window.
- Bringing a Window to the Front
- *PIWhen multiple windows are opened in Renderize Live EZ, these windows will
- *2Kprobably overlap. To bring a Resource Designer window to the front, simply
- *2Nposition the pointer in that window and select: that window will be brought to
- the front.
- *AKNote that the Project Designer window, the "main" Renderize Live EZ window,
- *2Kcannot be placed in front of any of the Renderize Live EZ Resource Designer
- *2Lwindows. If you wish to leave your Resource Designer windows open and still
- *2Hhave an unhindered view of the Project Designer window, you can move the
- *2KResource Designer windows so that they are partially off-screen, freeing up
- *2+your screen space for the Project Designer.
- Moving a Window
- *POTo reposition a window, click and hold down on the title bar at the very top of
- *2Cthe window; now as you move the mouse the window moves accordingly.
- *2DRelease the mouse button to let go of the window when it is properly
- positioned.
- Resizing a Window
- *PHWith the exception of the Project Designer, the "main" Renderize Live EZ
- *2Iwindow, Resource Designer window sizes are fixed in Renderize Live EZ and
- cannot be changed.
- Minimizing a Window
- *PLTo minimize a window, simply click on the Minimize button on the upper-right
- *2Fcorner of that window. The window is minimized to an icon, and can be
- *2*re-opened by double-clicking on that icon.
- *AGIf you minimize the main Project Designer window, all Resource Designer
- *2Hwindows are closed as well, and a Renderize Live EZ icon appears in your
- \ Renderize Live EZ Interface Overview
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- tHworkspace. Double-click on this icon to re-open Renderize Live EZ as it
- *2-existed at the time it was closed to an icon.
- Closing a Window
- *PLTo close a Resource Designer window, point to and double-click on the System
- *2NMenu Box on the upper-left corner of the window. The window is closed, but it
- *2Mcontinues to contain the information that existed at the time it was closed.
- *AGNote: Closing the main Project Designer window exits Renderize Live EZ,
- *2Mdiscarding all changes that have been made since the last time you saved your
- work.
- *ANIf after closing a Resource Designer window you wish to re-open it and work on
- *2Pthe resource that was current at the time the window was closed, the fastest way
- *2Kto do so is to open it from the Edit pop-down menu on the Project Designer.
- *2FThis way, the window is opened immediately: if the window is opened by
- *2Pdropping the resource into the Edit Well of the Project Designer, the properties
- *2Kmust be re-initialized, which increases the time needed to open the window.
- #Renderize Live EZ File Organization
- *cMAs mentioned in the installation section in the previous chapter, the default
- installation process creates an
- EYESEZ
- directory below the \SIMPLY3D
- tAdirectory.. In addition, several directories are created below
- EYESEZ
- , and
- t-system files are stored in these directories.
- *AEThe Renderize Live EZ directories and files are organized as follows:
- The directory
- EYESEZ
- , contains the EYESEZ.EXE executable program.
- The directory
- EYESEZ\CONFIG
- % contains Renderize Live EZ interface
- Land configuration files, all required for the operation of the program. The
- *2+help file is also stored in this directory.
- The directory
- EYESEZ\TUTOR
- + contains pre-defined projects for use with
- the Renderize Live EZ tutorials
- The directory
- EYESEZ\PLAYBACK
- contains the Visual Player and
- EAutodesk Animation Player utilities to play back animation sequences.
- t$Renderize Live EZ Project File Types
- *cHRenderize Live EZ makes use of a variety of different "resources" in the
- *2Kdefinition of a scene for rendering. Some of these resources are generated
- *2Minternally in Renderize Live EZ and other resources, notably wireframe models
- *2Land images, are created in other software programs and loaded into Renderize
- Live EZ from disk files.
- Z$Renderize Live EZ Interface Overview
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- Model Files
- *PGWireframe model file formats supported by Renderize Live EZ include GED
- and AI files.
- ).D is the Adobe Illustrator drawing file format. This 2D drawing file
- Econtains the "shapes" that make up a drawing, and these shapes can be
- *2Mextruded and offset at the time they are imported, or they can be loaded as a
- bitmap image.
- )[? is the Simply 3D geometry file format. Models from the Visual
- DClipART library are stored in the GED format. In addition, when you
- *2Oextrude a text font using Visual Font and save the extruded text to disk, it is
- saved in the GED file format.
- Image Files
- *PLImage file formats that can be loaded and saved by Renderize Live EZ include
- *21TGA, TIF, GIF, BMP, JPG, PCX, RAS and RAW files.
- Project Files
- *PMA "project" in Renderize Live EZ is a combination of resources used to define
- *2Jand render views. Resources include views, objects, lights, materials and
- images.
- *AQWhen you write a project to disk, several files are created. The main file, with
- )WF filename extension, contains a listing of all of the resources in the
- Sproject: view, light and material definitions are saved in this file. In addition,
- *2Qthis file contains references (directory path and filename) to each of the object
- *2Mand image resources in the project: these object and image resources continue
- *2Pto be stored in independent files. The EYE file is a simple ASCII file, and can
- *2Kbe loaded and edited using an editor. However, you do it at your own risk.
- *AOFinally, a subdirectory is created under the directory containing the EYE file.
- *2SAll of the object resources in the current project are saved into this subdirectory
- under the
- )[@ file format. In this way, an object can be loaded into multiple
- Pprojects, and the properties defined for the object in one project do not affect
- *2Pthe properties of the same object in a different project. Regardless of whether
- *2Qthe object was loaded from a AI or GED file, it will always be saved as a project
- *2Mresource under the GED file format. The name under which the object is saved
- *2Oas part of a project is the same as the object's original name, except that the
- *2Jproject-related object is stored in the subdirectory of that project name.
- *AKFor example, assume we have created a project that includes an image called
- *2L"picture.tga" and objects called "model1.ai" and "model2.ged". When we save
- *2Othis project in the EYESEZ directory under the name "test", the following files
- are created:
- EYESEZ\test.eye
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- EYESEZ\TEST\model1.ged
- EYESEZ\TEST\model2.ged
- *AJNote that no image file name is created. Instead, the EYE file contains a
- *2Preference to the image "picture.tga". This reference includes not only the name
- *2Iof the image, but also the directory path under which the image is saved.
- *ANBecause each project is actually made up of multiple files, be sure to use the
- *2JExport Project command when moving projects to other locations. Otherwise
- *2Nyou might forget a file, or place the files in directories where they can't be
- found by the EYE file.
- Customizing Renderize Live EZ
- *cHRenderize Live EZ can be customized in a number of ways. You can change
- *2Othe interface to take advantage of a 3-button mouse. You can break the Project
- *2JDesigner window up into multiple floating windows. You can set up default
- *2*image file and viewport display settings.
- *ABRenderize is customized using the Preferences window. To open the
- *2GPreferences window, select Options, Preferences on the Menu Bar. These
- *2Gpreferences are saved in a file called EYES.CFG, which is stored in the
- *2!SIMPLY3D\EYESEZ\CONFIG directory.
- *AKAll of the configuration options are described in full the Project Designer
- chapter of this manual.
- w$Renderize Live EZ Interface Overview
- Times New Roman
- Notes
- \ Renderize Live EZ Interface Overview
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- Nick Josephs
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- Visual Software, Inc.
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