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-
-
- REALIZE Version 1.0
-
- User's Documentation
-
- Copyright 1994 Transcendental Technologies
-
-
-
-
- Transcendental Technologies is a member of the Association of Shareware
- Professionals (ASP). ASP wants to make sure that the shareware principle
- works for you. If you are unable to resolve a shareware-related problem
- with an ASP member by contacting the member directly, ASP may be able to
- help. The ASP Ombudsman can help you resolve a dispute or problem with an
- ASP member, but does not provide technical support for members' products.
- Please write to the ASP Ombudsman at 545 Grover Road, Muskegon, MI
- 49442-9427 USA, FAX 616-788-2765 or send a CompuServe message via CompuServe
- Mail to ASP Ombudsman 70007,3536.
-
-
-
-
-
- Table of Contents
-
-
-
- Part 1. Introduction
-
-
- Part 2. System Requirements
-
-
- Part 3. Quick Start
-
-
- Part 4. Command Line Parameters
-
-
- Part 5. Representative Blocks
-
-
- Part 6. Samples - a Quick Tutorial
-
-
- Part 7. Directive File
-
-
- Part 8. Directive File Syntax Reference
-
-
- Part 9. Tips
-
-
- Part 10. About POV
-
-
- Part 11. Error messages
-
-
- Part 12. Definition of Shareware
-
-
- Part 13. Registration
-
-
-
-
-
-
-
- Part 1. Introduction.
-
-
-
- REALIZE is a full-featured, one-step dxf file to POV ver 2.0 converter.
-
- For those not familiar with POV - POV is one of the best (if not
- the best) ray-tracers available. POV's incredibly rich decription language
- allows truly photo-realistic renderings. If you have a 3D or even a 2D
- drawing in dxf format that you would like to present in an impressive sort
- of way or perhaps you just like to visualize the finished product, REALIZE
- will convert it to POV format which can then be rendered in the most realistic
- method - ray-tracing.
-
- Among the various rendering methods, ray-tracing is the most realistic
- and, consequently the slowest and most calculation-intensive. The ray-tracing
- algorithm follows the actual physics of light to come up with the level of
- quality that is unachievable with any other process.
-
- For those not familiar with the .dxf file format - dxf (Drawing interchange
- file format) is a nearly universal format to convey drawing information.
- Most notable systems are AutoCad, AutoCad Lite, Cadkey, etc.
-
- Even if you don't own any of these powerful CAD packages, you can still
- use REALIZE as long as your drawing package can produce a line in .dxf format.
- REALIZE can extrude your 2D lines and/or "fatten" it to produce POV description
- language code for realistic 3D images (see demoplan.rdr).
-
- REALIZE is easy to use - merely specify the dxf file then the output file
- name and the result is an optimized, annotated, ready-to-render file. REALIZE
- can automatically add various kinds of "floors" and "skies" to the rendering
- (see Command Line Parameters and Directive File Syntax). The rendering
- perspective is automatically converted to "camera" location. REALIZE even
- provides (as a default) an automatically positioned "light source" (see
- Samples).
-
- REALIZE has a special feature. Representative blocks allow dxf blocks
- to be replaced by shape primitives that POV is notable for (spheres,
- cylinders, cones, quartics, height-fields, etc.). In other words, not
- only triangles may be used to build up the shapes, but also infinitely smooth
- spheres and toruses can be used (see Samples). REALIZE comes with
- a library of representative matching blocks which are ready to use.
-
-
-
-
- REALIZE recognizes and converts:
-
- - 3D entities (polyface,3d faces,3d meshes)
- with automatic smoothing of faces (see Directive File Syntax)
-
- - 2D entities (line, circle, polyline, solids, arcs)
- with extended 2D features like beveling (see Directive File Syntax)
-
- - simple and nested blocks
- with texture assignment (see Samples)
-
- - representative blocks (see Representative Blocks)
-
- - layers
- with texture assignment (see Samples)
-
- - views
-
- - viewports
-
- - the full 256 AutoCad color set
- with each color assignable to any POV pre-defined or user
- defined texture.
-
-
-
-
- The directive file feature:
-
- - allows global and block or layer level control of texture
- assignments
-
- - allows automatic bit-map positioning
-
- - supports CSG or Constructive Solid Geometry (Unions and
- intersections of POV shapes)
-
- - triangle smoothing control based on seam angle, block grouping,
- or layer grouping
-
- - "blobs" conversion
-
- - allows 2D special effects
-
-
-
- In short, if you've got a .dxf file REALIZE will convert it to a
- photorealistic image (via POV)- painlessly. It's a case of WYSWKYO (What You
- See Will Knock You Out!).
-
- Please note: POV (or Persistence of Vision) version 2.0 is not included
- in this package. However, it will cost you next to nothing to acquire POV
- as it is freeware and costs nothing (except perhaps a copying fee). See
- About POV for details on how to get the latest version.
-
- This package has been tested extensively on .dxf files generated by AutoCad
- release 12. Any .dxf file that conforms to this standard and is readable by
- AutoCad should be convertible by REALIZE. Any .dxf file format which does
- not conform closely to this standard may produce problems.
-
-
-
-
- Part 2. System Requirements
-
-
-
- Minimum System Configuration Required:
-
- 286 with 512 k memory, hard disk with about 10 MB free (for programs
- and work space), DOS 5 or higher.
-
-
-
- Preferred Configuration:
-
- 386/486 with above memory and a disk-cache installed.
-
-
- Note that POV requires a minimum of 386 processor (with co-processor)
- and 4MB memory.
-
-
-
-
- Part 3. Quick Start
-
-
- First, you'll have to install REALIZE. Unzip all files with the -d or
- stored directory option. It is preferable to put REALIZE in a directory
- called \realize. Copy realize.zip into \realize then use pkunzip:
-
- pkunzip -d realize.zip *.*
-
- (assuming your current directory is \realize and realize.zip is in it).
-
- Second, you'll need your dxf file. This will have to be in ASCII form.
- If the digits accuracy is adjustable, set it to at least six digits. Make
- the REALIZE directory your current directory.
-
- Then execute REALIZE from DOS:
-
- REALIZE <.dxf file> <output file>
-
- Do not include the "<" or ">" symbols nor the extentions. REALIZE will
- generate a .pov and a .inc file with the name of <output file>. You may include
- legal paths for both parameters.
-
- For example:
-
- realize c:\acad\ship c:\acad\ship
-
- (This will convert ship.dxf in c:\acad to ship.pov and ship.inc in the
- same directory.)
-
- Invoke POV (ver 2.0 or higher) to render the .pov file.
-
- If your copy of POV is not installed in its default directory (\povray),
- then you need to edit pov.bat and change the indicated line to include the
- correct directory.
-
- Run pov.bat:
-
- POV <output file>
-
-
- with <output file> format same as above.
-
- For example:
-
- pov c:\acad\ship
-
- (Following the previous example, this will convert ship.pov in c:\acad
- to the .tga format containing your finished picture.)
-
-
- Lastly, admire the image. This would be in .tga (24 bit TARGA) format.
- You will need a viewer and may have to convert the 24-bit image to an 8-bit
- one unless you are lucky enough to have access to a 16M-color display
- system.
-
-
- The image may not appear exactly as you wanted for several possible
- reasons:
-
- 1) REALIZE generates its own default camera and lighting view. If you
- haven't described any perspective view or viewport that was active when you
- generated the dxf file then the camera and/or light may not be ideal. See
- Tips. Also if you specify the camera to be directly above the target, REALIZE
- will revert to its default.
-
- 2) The image may look to be too close or too far from the camera. This
- is because a distance was not specified or a perspective view was not active.
-
- 3) There may be little or nothing to convert. REALIZE will ignore all
- text (but see Registration - Benefits) and will convert only 3D entities
- and extruded and/or thickened 2D entities. Mathematical lines (single dimension)
- and points (no dimension) will normally be ignored (see Directive file under
- 2D Extensions for exceptions). For handling of special entities see Tips.
-
- 4) REALIZE will follow the original default colors if no texture directives
- (see Directive File and Samples) are specified.
-
-
-
- Part 4. Command Line Parameters
-
-
-
- The first parameter is required and is the dxf file with no suffix.
-
- The second parameter is required and is the output file. It also may not
- have a suffix.
-
- The optional parameters make appear in any order and take the form:
-
- /<option>:<value>
-
- Optional parameters are always separated by spaces and are case-insensitive.
-
- <Option>'s and valid <value>'s are as follows. Defaults are assumed if the
- parameter is absent and no directive in the directive file is found.
-
-
- S - sky <sky type>:
-
- C - Cloudy skies (default)
- D - sky at Dusk
- N - No sky - all black (quickest to render)
- B - clear Blue sky
-
- F - floor <floor type>:
-
- G - Grassy
- R - lake Ripples
- W - ocean Waves
- N - None - up in the air (quickest to render)
- T - Tiled floor (classic red and white - the default)
- D - Desert
-
- A - Altitude <nnn>. Zero is the default. This puts the floor under the
- lowest point of the drawing. Negative values put the object under
- the floor.
-
- L - autoLight <y or n>. A 'y' enables automatic lighting (default).
-
- T - default global Texture <texture type>:
-
- T - maTte
- P - Plastic (default)
- L - gLossy
- M - Metal
- R - Reflective
- G - Glassy
- U - lUminous
-
- V - View <view name>. Default view is the active view when the dxf file
- is generated. Use this to generate different named views without
- editing the rdr file (see Directive File).
-
- D - directive file <file name>. The default directive file is the same
- name as the dxf file but with the suffix .rdr. If this file is
- absent the rdr file is assumed to be default.rdr.
-
-
-
-
- Part 5. Representative Blocks
-
-
- Most CAD packages allow special constructs called blocks to be inserted
- into drawings. REALIZE allows these drawing blocks to be replaced in the POV
- file by any pre-defined object, simple (like spheres or cubes) or complex
- (unions of simple object). As long as the drawing blocks are reasonably close
- to the final blocks (POV), and as long as they are properly defined to REALIZE,
- these "representative blocks" can be inserted in the drawing by the CAD package
- then rotated, positioned, scaled in any direction, or colored, and in some
- cases, used in Boolean operations.
-
- REALIZE comes with the basic set of blocks in dxf and AutoCad dwg format.
- An examination of the file defaultp.rdr will show how the representative blocks
- are assigned to their POV counterparts. The syntax is detailed in "Directive
- File Syntax Reference" under "Block Directive".
-
- The user is not limited to this basic set. The registered version of
- REALIZE comes with an extended set (see Registration). The advanced user
- may create his own blocks.
-
-
-
- Installing Representative Blocks:
-
- If you are using an Autodesk Product like AutoCad or AutoCad Lite, the
- blocks are already in useable form in the BLOCKS subdirectory. Just INSERT
- them into your drawing and supply the necessary directive statements in the
- .rdr file. For other CAD packages just convert the .dxf files in the BLOCKS
- directory to the CAD package's native format then insert them. As before,
- the .rdr files are required (see Samples).
-
-
-
- Part 6. Samples - a Quick Tutorial.
-
-
-
- This section deals with the samples which show the features that modifies
- the basic conversion process to produce a more realistic render. The samples
- are a collection of .rdr files and .dxf files that produce .pov files which
- can then be rendered and studied.
-
- To render a particular sample, make \realize\samples your current directory
- then type :
-
- sampnnn
-
- where nnn is the 3 digit number of the sample. For example:
-
- samp003
-
- invokes samp003.bat and renders sample number 3.
-
- The result will be a .tga file called sampnnn.tga(samp003.tga in this case).
-
-
- To render all samples in evaluation package, type:
-
- sampall
-
- This would take hours and will cost you a lot of disk space but will be
- a good reference library.
-
-
- To render all samples in registered package, type:
-
- sampreg
-
-
-
-
- IMPORTANT:
-
- These .bat files call pov.bat so be sure that you have the right path
- in it for the POV executables.
-
-
- The sample files are listed here for convenience:
-
-
- Quick Start (2D to 3D, Simple Texturing, Representative Blocks):
-
-
- 001 - Default directives for sky and ground generation (Introduction)
- 002 - Different Floors and sky (sea)
- 003 - Different Floors and sky (desert and clear sky)
- 004 - Representative Blocks for smoother objects
- 005 - Global finish (Metallic)
- 006 - Global finish (Glassy)
- 007 - Different Finishes
- 008 - 2D lines to 3D objects
- 009 - Standard Shapes
-
-
-
- Intermediate Level Samples:
-
- 010 - Normal effects (Bumps, Ripples, Wrinkles, etc.)
- 011 - Normal effects (different scales)
- 012 - Bit maps for pigments
- 013 - Bit maps for normals
- 014 - 2D lines to brick walls
- 015 - Blimps
- 016 - Advanced lighting
-
-
- Advanced Samples:
-
- 017 - Smoothing Control
- 018 - 2D bevels and balloons
- 019 - Boolean Shapes
- 020 - Blobs
- 021 - Chandelier
- 022 - Crane
- 023 - External Textures (Stones and woods)
-
-
- Samples in registered version package:
-
- 024 - Text demo
- 025 - Tapers and Elbows
- 026 - Tree - Normal
- 027 - Tree - Autumn Colors
- 028 - Tree - Metallic
- 029 - Tree - Bare
- 030 - Fractal Mountain - Blue and Snowy
- 031 - Fractal Mountain - Painted
- 032 - Fractal Mountain - Snowy
- 033 - Fractal Mountain - Alien Landscape
-
-
- Most of the samples from 026 to 033 require up to 20 Mbytes of virtual
- memory when POV renders them. See Tips.
-
-
-
- Other samples (requires AutoCad Sample Drawings):
-
- These are only .rdr files. To have a look, generate the .dxf file with
- the corresponding name (say shuttle.dxf) and copy this into the samples
- directory. Then type (from the samples directory):
-
- ..\realize shuttle shuttle
-
- Then:
-
- ..\pov shuttle
-
-
- The Other Samples are:
-
- colorwh.rdr
- dhouse.rdr
- kitchen2.rdr
- nozzle3d.rdr
- pentagon.rdr
- pins2.rdr
- sextant.rdr
- shuttle.rdr
- site-3d.r
-
-
-
-
- Part 7. Directive File
-
-
- The directive file is a useful option. It allows specifies certain
- operations to be assigned to a dxf files. It normally is named after the
- dxf file that it operates on although this can be overridden (see Command
- Line Options). The directive file has the .rdr extension. The file
- called default.rdr is used as directive file when REALIZE is invoked if
- there is no rdr file explicitly specified or if there is no rdr file with
- the same name as the dxf file.
-
-
- The directive file has several functions. This includes:
-
- 1) Assignment of Representative blocks.
- 2) Assignment of textures to color numbers, blocks, and layers.
- This includes image maps.
- 3) Specification of global settings.
- 4) Smoothing control.
- 5) Extended 2D conversion.
- 6) Special operations like Boolean operations and blobs.
-
-
- Refer to Samples for command line and .rdr files.
-
-
-
- Part 8. Directive File Syntax Reference
-
-
-
- The conventions used in the FORMAT part is as follows:
-
- - Items in <brackets> are user-supplied. See notes for valid values.
- The brackets are excluded in coding.
- - Lower-case words are to be typed as is but is case-insensitive in the
- actual coding.
- - Items in columns within vertical lines are mutually exclusive options.
- - items in square [brackets] are optional. The brackets are excluded in
- coding.
- - the syntax is free-format. Indentions are for readability only.
- - the "..." means more follow. See additional syntax further down.
- - Comments have an "*" in the first column. They are ignored by the
- parser.
-
-
- All directive types may appear more than once except for the global
- directive. The texture directive may appear once for each color number that
- you want to define. The block and layer directive may appear once for each
- block and layer respectively. The insert POV directive may appear once for
- each type of insert.
-
- In the syntax, the "color number" or "color keyword" is mentioned. The
- number may assume a value of 1-255, each integer value representing a standard
- color. In place of a number, you could substitute a keyword which represents
- the number as shown in the following table:
-
-
- keyword color
- number
-
- red 1
- yellow 2
- green 3
- cyan 4
- blue 5
- magenta 6
- white 7
- orange 30
- dark_grey 250
- grey 252
- light_grey 254
- black 0
-
- Note: the last value, "black" may not be valid in the specific instance
- where it is used.
-
-
- It is probably very useful to use the contents of this section in
- conjunction with Samples as some of the concepts may be difficult to grasp
- without graphic examples.
-
-
-
- GLOBAL Directive:
-
-
- The global directive defines settings that operate on the whole scene.
- Some of these settings are overrideable on a block or layer level (See LAYER
- and BLOCK directives).
-
-
-
-
- Format:
-
- global
-
- sky <sky type>
- sky_color │<nnn> │
- │<keyword>│
- floor <floor type>
- floor_color │<nnn> │
- │<keyword>│
- altitude <nnn>
-
- autolight │yes│
- │no │
- autolight_intensity <nnn>
-
- ambient_light <nnn>
-
- default_texture <texture type>
- view <view name>
- default_smooth_angle <nnn>
- no_optimize
-
- default_top_bevel <nnn>
- default_right_bevel <nnn>
- default_bevel_iangle <nnn>
- default_bevel_side │left │
- │right│
- │both │
- default_2d_thickness <nnn>
- default_2d_width <nnn>
-
-
-
- Notes:
-
-
- All settings are optional.
-
- The valid <sky type> values are:
-
- cloudy
- dusk
- blue
- none
-
- The sky_color <nnn> is an value from 1-255 representing a color. The
- keyword may be used in place of the color number as mentioned above.
-
- The valid <floor type> values are:
-
- grassy
- ripples
- waves
- none
- tiles
- desert
-
-
- For floor_color values see sky_color above.
-
- Autolight or automatic lighting can be turned on (yes) or off (no).
-
- Autolight_intensity is a value of 0-1, 0 being turned off, and 1 being
- full intensity.
-
- Ambient light can be set from 0-1, 0 being turned off, and 1 being
- full intensity.
-
- Default_texture settings define the default finish of an object if its
- finish is not defined explicitly by any directive:
-
- matte
- plastic
- glossy
- metallic
- reflective
- glassy
- luminous
-
- This value may be overridden by other directives (see below).
-
- The <view name> is "named view" information in which camera-and-target
- location are specified in the dxf file.
-
- The default_smooth_angle value may be from 0 to 90 and specifies the
- maximum angle between 2 adjoining faces wherein smoothing will
- take place. For example if 45 is specified, all seam angles of
- less than or equal to 45 degrees will have the adjoining faces
- smoothed. All other faces will appear unsmoothed (see Samples).
-
- This value may be overridden by other directives (see below).
-
- No_optimize may be used to speed up the rendering for small scenes.
- Try this parameter if the number of elements do not exceed 5000.
-
- The 2D default settings are described as follows. Note that these values
- may be overridden by other directives (see below).
-
- setting values
-
- default_top_bevel value 0-1 expressing top bevel as
- portion of total width
-
- default_right_bevel value 0-1 expressing side bevel as
- portion of total height
-
- default_bevel_iangle value 0-180 in degrees of bevel
- included angle
-
- default_bevel_side - if not specified, right is assumed
-
- default_2d_thickness units thickness of 2D entity assumed
- if not specified by dxf file
-
- default_2d_width units thickness of 2D entity assumed
- if not specified by dxf file
-
-
-
-
- TEXTURE Directive:
-
-
- The texture directive assigns textures to any of the 255 color numbers.
- The assigned texture is then applied to any object which has the color.
- You must have one texture directive for each color you want to define.
- Any color number without a texture directive will assume the normal color
- associated with the number and the default texture (see GLOBAL directive).
-
-
-
- Format:
-
-
- texture │<nnn> │ │color │<nnn> │ │
- │<keyword>│ │ │<keyword>│ │
- │color_values <red> <green> <blue> │
- │pigment_map ... │
- │normal <normal keyword> <nnn> <nnn> │
- │normal_map ... │
- │finish <finish keyword> │
- │as_follows ... end_as_follows │
- │external_texture <pre-defined texture name>│
- │external_pigment <pre-defined pigment name>│
- │external_normal <pre-defined normal name>│
- │external_finish <pre-defined finish name>│
-
-
-
- PIGMENT_MAP :
-
-
- pigment_map <.gif file> on │plane...│ [up [-]│x│ right [-]│x│]
- │cylinder│ │y│ │y│
- │sphere │ │z│ │z│
- │torus │
-
-
- PLANE :
-
- on plane │once │
- │repeat n│
-
-
-
- NORMAL_MAP: AS WITH PIGMENT_MAP ABOVE PLUS:
-
-
- [bump_size <nnn>]
-
-
-
-
-
- Notes:
-
- Texture - the <nnn> or <keyword> defines which color number is to be
- defined.
-
- Color assigns a different color to the color number.
-
- Color_values specify the intensity of the red, green, and blue components
- of the color. Valid values are from 0.0 to 1.0.
-
- Pigment_maps are concerned with a class of texturing called mapping. A
- prime example would be wrapping a two-dimensional map of the earth
- around a three-dimensional globe. For a graphic example, refer to
- Samples (Bit maps).
-
- The <.gif file> refers to the file name (minus .gif extension) that will
- be wrapped around the object. The "on" keyword specifies the mapping
- type. Keywords "up" and "right" specify the orientation - where the
- upper side and the right side of the image will point (note that
- you are allowed to point to a negative ("-") direction). In the case
- of a plane, "once" and "repeat n" specifies the number of occurences
- the image will appear in a 2x2 unit square ("repeat 3" would indicate
- 9 images in a tiled 3x3 array). Default 'up' is z, default right is 'x',
- default type is plane and default occurrance is "once".
-
-
- Normal keywords as follows:
-
- bumps
- dents
- ripples
- waves
- wrinkles
-
- These are followed by two numbers indicating the intensity (or depth)
- and scale.
-
- See Samples for their effects.
-
- Normal_maps are similar to Pigment_maps but instead of pigmentation, they
- "bump up" the surface (see Samples). The bump_size parameter indicates
- the intensity of the bumpiness (from 0.0 to 1.0).
-
- Valid Finish keywords as follows:
-
- matte
- smooth
- glossy
- metallic
- reflective
- glassy
- luminous
-
-
- as_follows ... end_as_follows - allows insertion of POV texture syntax.
- Refer to POV documentation (outside of this document but see
- Samples - Chandelier).
-
- External_texture, external_pigment, external_normal, and external_finish -
- these refer to pre-defined definitions by name (note this is case-
- sensitive). See Samples - Chandelier.
-
-
-
-
-
-
- BLOCK DIRECTIVE:
-
- The BLOCK directive is used to:
-
- - define a representative block
- - define a boolean operation
- - define a "blobbed" object
- - define texture that may or may not "fit" around a block
- - define other settings that affect the objects inside the block
- and nothing else.
-
-
- Format:
-
-
- block <block name> │external <external name> [bounded_by <boundaries>]│
- │intersection │
- │blobs... │
-
- [smooth_angle <n>] [block_texture...]
-
- [top_bevel <nnn>] [right_bevel <nnn>] [bevel_iangle <nnn>]
- [bevel_side <nnn>]
-
- [2d_thickness <nnn>] [2d_width <nnn>]
-
-
-
- BLOBS:
-
- blobs [threshold n] [strength n]]
-
-
- BLOCK_TEXTURE:
-
-
- <Texture options> │no_fit │ │no_transform│
- │fit │ │transform │
- │fit_all│
-
-
- Notes:
-
-
- The <block name> is the name of the block in the dxf file.
-
- The EXTERNAL keyword denotes the block as being defined elsewhere and is
- use in conjuntion with the INSERT directive (see below). The
- BOUNDED_BY keyword defines to REALIZE what the external blocks
- boundaries are in the x,y, and z directions.
-
- The INTERSECTION keyword indicates that the members of the block are
- treated as components of a boolean intersection (see Samples).
- A member whose color number is > 7 is subtracted (or inversed).
-
- The BLOB keyword converts the members of the block into "blobs" - see
- Samples (very interesting!).
-
- The BLOCK_TEXTURE keyword has a syntax similar to the TEXTURE directive.
- It accepts all the options of TEXTURE with the addition of the
- indicated options.
-
- The fit, no_fit, and fit_all keywords refer to fitting the bit image around
- the object (the block, in this case). For fit option, the texture is
- scaled uniformly to enclose the object completely, using the longest
- axis as a guide. It is then translated into place. For fit_all option,
- the same applies except the texture is scaled non-uniformly. For
- transform, a translation is applied to the texture so that the textures
- "center" coincides with the objects center. Fit_all and transform are
- the defaults.
-
- The smooth_angle, top_bevel, right_bevel, bevel_iangle, bevel_side,
- 2d_thickness, and 2d_width parameters all have the same effect as
- their GLOBAL directive counterparts but affect only the members
- of the block (see GLOBAL directive).
-
-
-
-
- LAYER DIRECTIVE:
-
- The LAYER directive is basically the same as the BLOCK directive with the
- same syntax - the only difference is that the EXTERNAL option is not
- available.
-
-
-
- Format:
-
-
- layer <layer_name> [│intersection │]
- │blobs... │
-
-
- [smooth_angle <n>] [layer_texture...]
-
- [top_bevel <nnn>] [right_bevel <nnn>] [bevel_iangle <nnn>]
- [bevel_side <nnn>]
-
- [2d_thickness <nnn>] [2d_width <nnn>]
-
-
-
- BLOBS:
-
- blobs [threshold n] [strength n]]
-
-
-
- LAYER_TEXTURE:
-
-
- <Texture options> │no_fit │ │no_transform│
- │fit │ │transform │
- │fit_all│
-
-
-
-
- INSERT DIRECTIVE:
-
- This directive is used in conjunction with the EXTERNAL... options in the
- BLOCK directive and ...TEXTURE keywords. The INSERT directive has
- to be used to indicate to REALIZE which files have to be included
- in the .pov that will be generated. Representative blocks, for
- example, have to be defined to POV (see defaultp.rdr file and Samples
- for representative blocks). Often the order of the POV directives are
- important.
-
-
- Format:
-
-
- insert │at_start │ begin_insert <POV directives...> end_insert
- │at_end │
- │before_textures│
- │after_textures │
-
-
-
- Notes:
-
- The POV directives have to follow the POV description language syntax.
- The INSERT directive is mostly used to "#include" files that have
- external definitions (see Samples - Chandelier and others). Do not
- use this directive for anything else unless you know exactly what
- it will do. It may be a source of unexplicable error messages
- when you try to render it with POV. Try and learn the POV syntax
- first if you want to attempt something really fancy.
-
-
-
-
-
- Part 9. Tips
-
-
-
- Camera and Light Placement.
-
- Ideally you would use your CAD package to "preview" the final image by
- specifying a perspective view before generating the dxf file. In AutoCad,
- a DVIEW command may be executed and a "distance" specified. The resulting
- 3D perspective image in AutoCad can then be assumed to be a preview of the
- final POV generated image. REALIZE also allows named views or viewports
- (see Command Line Options and Directive File). If no named view is specified
- then the active or current view is assumed. If this is not a perspective
- view then REALIZE attemps to generate its own. The AutoCad DVIEW command
- also allows the camera and target position to be specified as coordinates.
- This also results in a "preview".
-
- Usually the automatic light is adequate for most renderings. However,
- REALIZE comes with special representative blocks, Sun and Light to allow
- more realism (see Representative Blocks).
-
-
- Higher or Lower Image Resolution.
-
- Editing the file pov.bat in the \realize directory allows different size
- images to be rendered by POV. The default is 640 width by 480 height. In
- changeing the sizes, the ratio of width by height is usually kept the same
- to avoid distorting the image. The higher the size, the better the resolution
- and the longer the rendering time.
-
-
- Special Application Blocks.
-
- Some CAD packages like AutoCad have special applications that generate
- special blocks that may be not be directly convertable by REALIZE. Some
- blocks produced by AutoCad's AME for example need to be repeatedly "exploded"
- until they are resovled into simple 3D entities before REALIZE can properly
- convert it. Externally referenced blocks have to be manually inserted and made
- part of the dxf file for REALIZE to treat them properly.
-
-
- Running out of memory in POV.
-
- Consult the file "povmod.doc" in the POV documentation on how to increase
- the virtual memory size to sucessfully render the larger models and samples.
-
-
-
- Part 10. About POV
-
-
- Where to get POV. The following are the best sources (according to
- povray.doc ver 2.1):
-
-
- - Graphics Developer's Forum on Compuserve - GO GRAPHDEV
-
- - PC Graphics Area on America On-Line - PC Graphics section of AOL. Jump
- keyword is "PCGRAPHICS".
-
- - You Can Call Me Ray BBS in Chicago - (708) 358-5611
-
- - The Graphics Alternative BBS in El Cerrito, CA
- 510-524-2780 (PM14400FXSA v.32bis 14.4k, Public)
- 510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)
-
- - Pi Squared BBS Maryland - CIS: 72114,2060
-
- - INTERNET - alfred.ccs.carleton.ca (134.117.1.1)
-
-
-
-
- Part 11. Error Messages
-
-
- REALIZE
-
- The REALIZE directive file parser error messages have the format:
-
- *** ERROR - <ErrorMessage> on line 99 in <b> file
-
- Which may indicate illegal or missing values, syntax errors, and invalid
- keywords.
-
- Operational errors usually come in the form:
-
- <file> <type> open error
-
- The type may be read or write. This may indicate trouble with your hard
- disk- it may be too full.
-
- Other errors indicate the absence or a problem with the indicated
- file.
-
-
-
- POV
-
- The POV parser may display warnings which may be ignored. Fatal errors
- are usually caused by the lack of the proper "#include" statement in the
- insert directive in the directive file (see Directive File and Samples).
-
- Other POV errors may be caused by lack of virtual memory. Consult
- the POV documentation for the explanation.
-
-
-
-
- Part 12. Definition of Shareware
-
- Shareware distribution gives users a chance to try software
- before buying it. If you try a Shareware program and continue
- using it, you are expected to register. Individual programs
- differ on details -- some request registration while others
- require it, some specify a maximum trial period. With
- registration, you get anything from the simple right to continue
- using the software to an updated program with printed manual.
-
- Copyright laws apply to both Shareware and commercial software,
- and the copyright holder retains all rights, with a few specific
- exceptions as stated below. Shareware authors are accomplished
- programmers, just like commercial authors, and the programs are
- of comparable quality. (In both cases, there are good programs
- and bad ones!) The main difference is in the method of
- distribution. The author specifically grants the right to copy
- and distribute the software, either to all and sundry or to a
- specific group. For example, some authors require written
- permission before a commercial disk vendor may copy their
- Shareware.
-
- Shareware is a distribution method, not a type of software. You
- should find software that suits your needs and pocketbook,
- whether it's commercial or Shareware. The Shareware system makes
- fitting your needs easier, because you can try before you buy.
- And because the overhead is low, prices are low also. Shareware
- has the ultimate money-back guarantee -- if you don't use the
- product, you don't pay for it.
-
- DISCLAIMER - AGREEMENT
-
- Users of REALIZE must accept this disclaimer of warranty:
- "REALIZE is supplied as is. The author disclaims all
- warranties, expressed or implied, including, without limitation,
- the warranties of merchantability and of fitness for any purpose.
- The author assumes no liability for damages, direct or conse-
- quential, which may result from the use of REALIZE."
-
- REALIZE is a "shareware program" and is provided at no charge
- to the user for evaluation. Feel free to share it with your
- friends, but please do not give it away altered or as part of
- another system. The essence of "user-supported" software is to
- provide personal computer users with quality software without
- high prices, and yet to provide incentive for programmers to
- continue to develop new products. If you find this program
- useful and find that you are using REALIZE and continue to use
- REALIZE after a reasonable trial period, you must make a reg-
- istration payment of US$50 to Transcendental Technologies. The US$50
- registration fee will license one copy for use on any one
- computer at any one time. You must treat this software just like
- a book. An example is that this software may be used by any
- number of people and may be freely moved from one computer
- location to another, so long as there is no possibility of it
- being used at one location while it's being used at another.
- Just as a book cannot be read by two different persons at the
- same time.
-
- Commercial users of REALIZE must register and pay for their
- copies of REALIZE within 30 days of first use or their license
- is withdrawn. Site-License arrangements may be made by con-
- tacting Transcendental Technologies.
-
- Anyone distributing REALIZE for any kind of remuneration must
- first contact Transcendental Technologies at the address below for
- authorization. This authorization will be automatically granted to
- distributors recognized by the (ASP) as adhering to its guidelines for
- shareware distributors, and such distributors may begin offering
- REALIZE immediately (However Transcendental Technologies must still be
- advised so that the distributor can be kept up-to-date with the latest
- version of REALIZE.).
-
- You are encouraged to pass a copy of REALIZE along to your
- friends for evaluation. Please encourage them to register their
- copy if they find that they can use it. All registered users
- will receive a copy of the latest version of the REALIZE
- system.
-
-
-
- Part 13. Registration
-
-
- How To : Fill in the details in the file rego.frm. Print the file, send
- it and your international check or bank draft for US$50 by mail to :
-
- Transcendental Technologies
- 17 Beechwood cl.
- East Doncater Vic. 3109
- Australia
-
- PLEASE DO NOT SEND PERSONAL CHECKS as they cost more than $50 to clear!
-
-
- Benefits :
-
- 1) The latest version of REALIZE minus the evaluation package notice.
-
- 2) The full representative block library including:
-
- a) The alphabet, numbers and special characters.
- b) 4 more sizes of elbows
- c) 3 sizes of tapered cylinders
- d) 4 different kinds of fractal mountains and hills
- e) 4 different kinds of customizable tree models
- f) Additional blocks as they become available.
-
- 3) Additional advanced, fully-annotated samples.
-
- 4) Support (by mail) is provided for 3 months. This includes answers to
- relevant queries and bug fixes (for non-trivial bugs). For any problem
- involving a specific hardware and/or software environment or feature,
- Transcendental Technologies may elect not to modify the program. In
- this case, if the problem is reported within 3 months of registration,
- Transcendental Technologies will offer a refund of the registration
- fee.
-
- 5) A chance to win $100. Just send us your masterpiece and if we decide
- to include it in the Registered package as a sample you get the money
- and the acknowledgement. All contest entries become the property of
- Transcendental Technologies.
-
-
-
-
-
-
-