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- @page:contents@Contents
-
-
-
-
-
- @Sprite:Wyvern@
- _______________________________________________________
-
- @goto:register: How to Register and what you get @
- @goto:install : Setting up Ray3d-Pro on your computer @
- @goto:intro1 : Introduction to raytracing @
- @goto:intro2 : Introduction to Ray3d-Pro @
- @goto:using : Using Ray3d-Pro @
- @goto:custom : Customizing Ray3d-Pro @
- @goto:menus : Help on menu entries @
- @goto:tutorial: Tutorials @
- @goto:copyright^contents: Copyright and Credits @
-
- Ray3d-Pro supports context sensitive help when this help reader
- application is loaded. To receive help on a specific option or
- tool in !Ray3d-Pro, hold down CONTROL and click on the option with
- the mouse. If there is no help available you will hear a beep.
-
- @end@
- @Page:register@How to register
-
- @colour:11@ Why should I register?
-
- The Public Domain release of Ray3d-Pro has been limited in the number
- of objects that may be used to create a scene. This number depends on
- what objects you use, but it is around the 20 mark.
-
- Registration will remove this limit, allowing Ray3d-Pro to be used to
- it's full potential - scenes with over 7000 objects have been created
- and raytraced (this depends on the amount of memory in your system).
-
- Many of the options in the PD release are unavailable because of this
- restriction, such as scaling spheres, cylinders and cones, creating
- fractal shapes, complex CSG shapes, etc. All of these functions are
- fully operational in the full release.
-
- There are also some support applications that accompany the full
- release which allow you to import scenes from other applications in
- different file formats. Also included is a utility which will take
- a !Draw file and import it into Ray3d-Pro - thus allowing you to use
- text in your images.
-
- @colour:11@ How do I register?
-
- To register and receive the full version of Ray3d-Pro, send a cheque
- (or eurocheque) for 10 UK pounds made payable to "Robert Taylor" to
- the address below. If you live outside Europe, then contact me at
- this address and I will discuss other means of payment.
-
- Send the cheque to: Robert Taylor
- Wyvern Software
- 5 Mayfield Grove
- Skegness
- Lincolnshire
- UNITED KINGDOM
- PE25 3RY
-
- remembering to include a return address!
-
- @colour:11@Further versions
-
- Registration allows you to receive program updates for free, by
- sending your registration disk to the above address and enclosing
- a stamped addressed envelope.
-
- IF there is sufficient interest in Ray3d-Pro, I will continue to
- work on it. Planned updates include image mapping, full script
- language support, libraries and animation support.
-
- @end@
- @page:intro1 @Introduction to raytracing
-
- @colour:11@ Introduction to raytracing
-
- Raytracing is the technique used for generating realistic pictures
- from a 3d scene. Each ray of light is traced from where it ‘hits’
- the scene, back to the light source it came from. This process then
- ensures that the scene generated is close to real life because it
- follows the same physical laws.
-
- Ray3d-Pro does not actually do the raytracing, it simply defines
- the scene and passes this information to the selected PD raytracer,
- which then raytraces the scene.
-
- @end@
- @page:intro2 @Introduction to Ray3d-Pro
-
- @colour:11@ Introduction to Ray3d-Pro
-
- This document describes !Ray3d-Pro, a cheaper alternative to other
- commercial raytracing packages, but which still has lots of features.
-
- !Ray3d-Pro allows the user to create a scene in 3 dimensions by using
- a graphical editing system, which can then transformed into the
- textual data needed to raytrace a scene by Public Domain raytracing
- packages.
-
- @colour:11@ Loading and Running
-
- To run the application, double click on the !Ray3d-Pro icon in the
- normal way.
-
- @colour:11@ The Ray3d-Pro world
-
- Scenes generated in the Ray3d-Pro world consist of a number of objects
- called primitives. These can be of a number of pre-defined shapes
- such as cone, sphere, box etc. In order for an object to be seen, it
- must have a surface associated with it. Surfaces specify the colour
- of the object, whether it is mirror-like, transparent and other such
- factors.
-
- Objects may also have a texture applied to them, which may be of a
- number of types. There is wood, marble, bumps, checker, gloss and
- blotch.
-
- The user also sets the position of the observer within the scene and
- the direction that they are looking in. It is possible for the
- observer to be placed within a transparent object, such as a goldfish
- bowl, or from any distance.
-
- Finally, in order to be able to draw the scene, there must be light,
- and Ray3d-Pro allows two different forms of lighting.
-
- @colour:11@ Using the editor
-
- The 3d editor has been designed to be as easy to use as possible,
- although some people may find the @goto:tri :tri-view@ system difficult to work
- with. In this case, it is possible to switch to a single view which
- is similar to that used by other packages (eg: Euclid).
-
- When !Ray3d-Pro has been loaded, clicking on the icon on the icon bar
- brings up five windows. Three of these windows show views onto the
- Ray3d-Pro world, while the fourth and fifth are a toolbox and object
- list.
-
- All of the objects within a scene are listed within the object list
- window. Groups of objects are listed at the top in red, with single
- objects listed below in black. Clicking on an object with the SELECT
- mouse button will select the object and deselect everything else, while
- clicking with ADJUST will cause the object to be added to those already
- selected.
-
- It is possible to move into a group by clicking on the arrow on the
- right hand side of the group name. In this manner you can create and
- use groups within groups within groups, etc.
-
- All of the most used operations can be found on the tools window.
-
- @colour:11@ Bugs, Features and Cautions
-
- Unforeseen errors are sometimes reported as “Internal error” and
- a message. If you get one of these, let me know what happened with
- as much information as possible, namely:
-
- Machine type, OS version and memory available
- Version of !Ray3d-Pro
- What was being done at the time
- Error message or other symptoms
- Is the problem repeatable?
- Is the problem confined to just one scene?
-
- @end@
- @Page:tri @Tri-view
-
- @colour:11@ Tri-view
-
- Tri-view is the name given to the form of 3d representation that
- !Ray3d-Pro uses in order to make 3d editing possible.
-
- !Ray3d-Pro opens three windows, each of which looks at the world from
- a different direction. By using all three of these windows it is
- possible to represent the 3 dimensional world.
-
- If you imagine a cube, then the plan view is what you see if
- looking from above straight downwards. The front and side views
- represent what you would see if looking from the front and side
- respectively.
-
- When you are designing your scene, I suggest you First click in the
- Front or Side view windows to set the height of the object. Then
- click in the plan window to decide where the object will be placed.
-
- @end@
- @Page:install @Installation
-
- @colour:11@ Installation
-
- The !Ray3d-Pro package consists of the following directories:
-
- * !Ray3d-Pro
- * !Help+
- * !Shade4
- * !RayShade
- * Rayfiles (a directory of example files)
-
- @colour:11@ Hard Disc
-
- It is a simple matter to install !Ray3d-Pro onto a hard disc. Simply
- copy all of the supplied applications into the required directory
- on your hard disc in the normal RISC OS way.
-
- @colour:11@ Floppy Disc
-
- To set !Ray3d-Pro up on a floppy based system I recommend that you split
- these directories over two discs.
-
- The first disc, which you should use to design your scenes and save
- them to will need the following directories:
-
- * !Help
- * !Ray3d-Pro
- * RayFiles
-
- Note that !Help is included on this disc, as you might need to refer
- to it while creating a scene.
-
- The second disc should be used when you wish to raytrace a scene, and
- should contain:
-
- * !RayShade
- * !Shade4
-
- @end@
- @Page:using @Using Ray3d-Pro
-
- @goto:basics : The Basics @
- @goto:obj_list: The object list @
- @goto:toolbox : The toolbox @
- @goto:creating: Creating objects @
- @goto:delete : Deleting objects and groups @
- @goto:editing : Editing functions @
- @goto:viewing : Setting the observer and target point @
- @goto:preview : 3d preview @
- @goto:surfaces: Creating surfaces @
- @goto:linking : Linking surfaces to objects @
- @goto:textures: Using textures @
- @goto:csg_desc: Constructive Solid Geometry @
- @goto:renderng: Rendering scenes @
- @goto:script : Simple script language @
- @goto:special : Special functions @
- @goto:importer: Importers and tools @
- @goto:v1_notes: Notes for !Ray3d v1.xx users @
-
- @end@
- @page:obj_list@The object list
-
- @colour:11@ The object list
-
- All of the objects within a scene are listed within the object list
- window. Groups of objects are listed at the top in red, with single
- objects listed below in black. Clicking on an object with the SELECT
- mouse button will select the object and deselect everything else, while
- clicking with ADJUST will cause the object to be added to those already
- selected.
-
- Once objects and groups have been selected, many operations can be done
- with them such as grouping, hiding, rotating, scaling, etc.
-
- It is possible to move into a group by clicking on the arrow on the
- right hand side of the group name. In this manner you can create and
- use groups within groups within groups, etc.
-
- @colour:11@ Leaving a group @sprite:parent@
-
- Clicking on the parent icon situated below the list returns you
- to the group above the one you are in now.
-
- @colour:11@ Select All @sprite:select@
-
- Clicking on the select all icon, or choosing the ‘Select all’
- option from the ‘select’ sub-menu on the main program menu will
- cause all the objects in the currently displayed group to become
- selected (that is the objects currently displayed in the object
- list).
-
- @colour:11@ Clear selection @sprite:unselect@
-
- Clicking on the clear selection icon in the toolbox, or choosing
- the ‘Clear’ option from the select sub-menu will deselect any
- objects which are currently selected.
-
- @colour:11@ Grouping
-
- It is often desirable to group several objects together so that
- they may be moved, scaled, rotated, etc. as if they were one
- object.
-
- Another benefit of grouping objects together is that it reduces
- the number of objects in the main object list, and thus locating
- an object is easier.
-
- A side effect of grouping objects that are close together is that
- it can speed up the rendering time for a scene. Bearing this in
- mind it is a good idea to group items together with a little thought.
-
- @colour:11@ Grouping objects together @sprite:group@
-
- To group the selected objects together, first enter a new unique
- name in the writable icon at the bottom of the Toolbox.
-
- Now click on the group icon, or select group from the select sub-
- menu which can be found on the main program menu.
-
- @colour:11@ Removing objects from a group @sprite:ungroup@
-
- To remove the selected objects from a group simply click on the
- ungroup icon in the toolbox, or select ungroup from the select
- sub-menu in the main program menu. The objects will not be deleted,
- but will instead be placed in the parent group to the one they
- were in before.
-
- Any groups which become empty after this operation are deleted.
-
- @colour:11@ Moving objects between groups @sprite:between@
-
- To move objects from within one group to within another, select
- the objects you wish to move, and then enter the group that you
- wish to move them into. Now click on the move icon.
-
- @colour:11@ Rename @sprite:rename@
-
- It is possible in !Ray3d-Pro to rename any selected objects after
- you have already created them. This also applies when you select
- multiple objects, because each will be renamed to the new name
- specified, with an additional number at the end.
-
- To rename objects once they have been created, type in the new name
- into the writable icon at the foot of the toolbox, and then click
- on the rename icon.
-
- @colour:11@ Copying objects @sprite:copy@
-
- To copy objects, lights or groups simply select them and then
- click on the copy icon. Copied items will appear in the same group
- as the original object, group or whatever.
-
- @colour:11@ Hiding. @sprite:hide/show@
-
- Sometimes, when creating a large scene it becomes impossible to
- see exactly where points are being positioned due to other objects
- getting in the way.
-
- !Ray3d-Pro allows you to ‘hide’ objects so that they are not shown
- in the view windows. They will however be present if the scene
- is raytraced.
-
- To hide objects, simply select them on the Object list and then
- choose the hide option off the select sub-menu on the main
- program menu, or click on the hide/show icon in the toolbox.
-
- So that you can tell that an object has been hidden, the name of
- it will appear in blue on the object list.
-
-
- @colour:11@ Showing hidden objects @sprite:hide/show@
-
- To re-display hidden objects in the view windows, select the desired
- objects on the object list and then choose the show option from
- the select sub-menu on the main program menu, or click on the show
- icon.
-
- @end@
- @Page:basics @The Basics
-
- @colour:11@ What needs to be done to create a scene.
-
- To create a scene, you must first define the objects that will be
- raytraced. Each of these objects must then be given a surface which
- determines the colour, reflectivity, etc. of the objects, and
- optionally a texture to apply such as marble.
-
- The observer must be placed at a point in the scene, as well as
- another target point which is what the observer will look at.
-
- Finally, light must be present to raytrace a scene, so up to ten
- light sources may be defined.
-
- @colour:11@ Saving @sprite:save@
-
- To save your scene, you do it in the normal RISC OS manner, using
- the save option which is located in the Project sub-menu on the
- main program menu. If your scene has already been saved, you may
- save again using the same name by clicking on the save icon in
- the toolbox.
-
- @colour:11@ Moving around the !Ray3d-Pro world
-
- To view a different part of the scene simply use the scroll bars
- on the view windows.
-
- To locate a point in three dimensions it is necessary to click
- the mouse in two of the three view windows. This is because in 3d
- a point has three coordinates (x,y,z) and clicking in one window
- only sets two of the coordinates. Clicking in the second window
- will set the third coordinate.
-
- @colour:11@ Selecting points @sprite:point@
-
- When this icon is selected, clicking in the view windows will set
- the position of the cursor which is shown as a blue cross.
- If you experiment moving the cursor around you will get the hang
- of the tri-view system.
-
- @colour:11@ Zooming @sprite:zoomin@ @sprite:zoomout@
-
- These two icons located in the toolbox zoom in or out of the scene.
- Clicking on one will cause the scene to be redrawn at a different
- zoom factor.
-
- After zooming the window, the scene is always positioned so that
- the cursor appears in the centre of the window. So to zoom in on
- a specific point, position the cursor on the point of interest and
- click on the zoom in icon.
-
- It is also possible to set the zoom by selecting the desired zoom
- factor from the zoom sub-menu on the main program menu.
-
- Note: The minimum zoom is 100% and the maximum zoom is 800%
-
- @end@
- @page:tutorial@Tutorials
-
- @Colour:11@Tutorial
-
- This tutorial takes you through the steps of creating a scene ready
- for raytracing. The scene can then be loaded into !RayShade which
- will produce the finished raytraced picture. If you are a complete
- beginner to raytracing I suggest you read the introductions
-
- The scene we are going to raytrace is not going to be anything
- spectacular - just a sphere suspended in mid air. This should however
- get you used to using !Ray3d-Pro and lead you on to experimenting.
-
- @colour:11@Loading !Ray3d-Pro
-
- To load !Ray3d-Pro, simply double click on it's icon in the directory
- viewer, and it will install on the icon bar.
-
- @colour:11@The views
-
- Clicking on the !Ray3d-Pro icon on the icon bar will bring up three view
- windows and the toolbox.
-
- The view windows show a wireframe view onto the scene you are designing
- from three different positions. This gives you a plan, side and front
- view of your scene.
-
- All of the objects in the current scene are listed in another window,
- and any object may be selected by clicking on it's name. Clicking with
- SELECT will select the object you clicked on and nothing else, while
- clicking with ADJUST will select the object in addition to any others
- already selected.
-
- Another window will have opened which contains a number of tool icons.
- These may seem confusing at first, but you will soon learn what they
- mean.
-
- The currently selected tool is shown with a shaded background.
- It should be the select icon at the moment. @sprite:point@
-
- @colour:11@Creating a sphere
-
- Clicking anywhere within the view windows will position the cursor
- which is used to determine where the centre of the sphere will be.
-
- By clicking in the windows, move the cursor to any position
- you wish, and then click on the sphere icon in the toolbox. @sprite:sphere@
-
- The sphere tool should now be shaded to indicate that it is the tool
- currently being used, and clicking in the view windows will alter the
- size of the sphere.
-
- When the size of the sphere is satisfactory, click on the ADJUST
- button while the mouse pointer is over a !Ray3d-Pro window or click
- on the set icon in the toolbox. The sphere will then become part of
- the current scene, and it's name appear will be added to the list
- of objects.
-
- If at any time you wish to abandon creating a sphere, click
- on the select icon. @sprite:point@
-
- @colour:11@Setting up a target and observer
-
- To set up the target (what the observer will look at),
- click on the target icon in the toolbox . Now click anywhere @sprite:target@
- in the view windows and a red cross will appear to indicate
- the position of the target. By clicking in the centre of the
- sphere in two windows, position the target at the centre of
- the sphere.
-
- To set the position of the observer (where to look from),
- click on the observer icon in the toolbox. Now clicking @sprite:eye@
- anywhere in the view windows will set the observer's
- position (a red circle).
-
- When both the target and observer are set correctly, choose the
- select tool from the toolbox so that clicking will move the cursor.
-
- @colour:11@Colouring the spheres
-
- In the toolbox, there is an icon that resembles a paint @sprite:paint@
- pot. Click on this and a new window should appear.
- (alternatively choose 'World ⇨ Link' from the menu.)
-
- Within this window is two lists - one shows all the surfaces defined,
- while the other shows all the objects within a scene. Also, on the
- right of the window can be seen the current object, it's associated
- surfaces and texture information.
-
- Choose the sphere you have created (by clicking on it's name in the
- list) and then choose a surface to apply to it (by clicking on a
- surface in the list). The chosen surface should become highlighted.
-
- If you wish to change the surface of an object again - click on the
- current surface to deselect it, and then click on the desired new
- surface.
-
- When you have finished close the window.
-
- @colour:11@Saving the scene
-
- To save the current scene to disc, select the save option in the
- normal way from the 'Project' sub-menu of the main menu.
-
- @colour:11@Raytracing
-
- Load the !Shade4 application, and drag the file that you have just
- saved from the directory viewer onto the Shade4 icon on the icon bar.
- You will be prompted to save a text file, which you can now raytrace
- using the Public Domain raytracer !Rayshade. (you will probably have
- been supplied with this).
-
- @end@
- @page:custom @Customizing Ray3d-Pro
-
- @Colour:11@ Customizing !Ray3d-Pro
-
- There are two ways of customizing !Ray3d-Pro to suit your particular
- needs and styles.
-
- Firstly, certain settings in !Ray3d-Pro may be saved so that they
- become the default, by choosing @goto:opts:Options@ from the icon bar menu.
-
- Secondly, !Ray3d-Pro loads default 3d file when it is first run. This
- file may contain anything that makes up a scene, including objects,
- lights, surfaces, etc.
-
- @colour:11@ Saving the default file
-
- To save the default file, create all the objects, lights etc. which
- you require to be loaded when !Ray3d-Pro is first run. Now choose the
- ‘save default’ option from the ‘project’ sub-menu on the main program
- menu.
-
- Whenever !Ray3d-Pro is run, it will start up with the scene you just
- saved already loaded.
-
- @colour:11@ Loading in the default file
-
- The default file is loaded when !Ray3d-Pro is first run, but it is
- possible to re-load it later. To do this select the ‘load default’
- option from the ‘project’ sub-menu on the main program menu.
-
- @end@
- @page:menus @Help on menu entries
-
- The following pages follow the same layout as the menus. By moving
- through these options as if they were a menu, you will get help on
- each menu option.
-
- @goto:menu_ic: The Icon Bar Menu @
- @goto:menu_pr: The Main program Menu @
- @goto:menu_te: The Textures Menu @
-
- @end@
- @page:menu_ic@The icon bar menu
-
- The Icon Bar Menu
-
- @goto:mi_info : Info ⇨ @
- @goto:opts: Options... @
- @goto:mi_quit : Quit @
-
- @end@
- @page:mi_info @Info
-
- @colour:11@ Info
-
- This option leads to a sub-menu displaying information about
- !Ray3d-Pro such as the version you have.
-
- @end@
- @page:mi_quit @Quit
-
- @colour:11@ Quit
-
- Selecting this menu option quits !Ray3d-Pro.
-
- If you have an unsaved scene, !Ray3d-Pro will prompt you to either
- save or discard it.
-
- @end@
- @page:menu_pr@The main program menu
-
- The Main Program Menu
-
- @goto:mi_proje: Project ⇨ @
- @goto:mi_selec: Select ⇨ @
- @goto:mi_world: World ⇨ @
- @goto:mi_grid : Grid ⇨ @
- @goto:mi_zoom : Zoom ⇨ @
- @goto:mi_tools: Tools... @
- @goto:mi_coord: Co-ords... @
-
- @end@
- @page:mi_proje@Project
-
- Project
-
- @goto:mi_about: About... @
- @goto:basics : Save ⇨ @
- @goto:printing: Print ⇨ @
- @goto:clearing: Clear ⇨ @
- @goto:custom : Default ⇨ @
-
- @end@
- @page:mi_about@About...
-
- @colour:11@ About...
-
- Selecting this option will open up a window with information about
- the current scene. The information shown includes:
-
- * How many objects have been created
- * How many groups have been created
- * How many surfaces have been defined
- * How many lights are in the scene
- * How many objects are currently selected
- * The name of the group currently displayed in the object list.
-
- @end@
- @page:mi_selec@Select
-
- Select
-
- @goto:obj_list: All @
- @goto:obj_list: Clear @
- @goto:obj_list: Hide @
- @goto:obj_list: Show ⇨ @
- @goto:mi_grp : Group ⇨ @
- @goto:delete : Delete @
- @goto:rotate : Rotate ⇨ @
- @goto:scaling : Scale ⇨ @
- @goto:mirror : Mirror ⇨ @
- @goto:fractals: Fractal ⇨ @
-
- @end@
- @page:mi_grp @Group
-
- Group
-
- @goto:obj_list: Group @
- @goto:obj_list: Ungroup @
-
- @end@
- @page:mi_world@World
-
- World
-
- @goto:backgrnd: Background.. @
- @goto:linking : Link... @
- @goto:surfaces: Surfaces... @
- @goto:add_fog : Fog... @
- @goto:csg_desc: CSG... @
-
- @end@
- @page:mi_grid @grid
-
- @colour:11@ The Grid
-
- The grid options are located on the ‘Grid’ sub-menu which is
- accessible from the main program menu.
-
- !Ray3d-Pro can superimpose a rectangular grid on the scene. This is
- often useful for lining up objects and for checking their size.
- The grid is shown as horizontal and vertical lines which intersect
- at ‘grid points’.
-
- You can use the grid either just as a general guide for creating
- objects or you can lock points to it, so that they always align with
- points in the grid. When you are creating objects with snap to grid
- on, you will see them attach to the nearest grid point to the mouse
- position.
-
- @colour:11@ Show Grid @sprite:grid_on@
-
- Selecting this option toggles whether the grid should be displayed.
-
- @colour:11@ Snap To grid @sprite:gridl_on@
-
- This switches snap to grid on or off. The grid does not need to be
- visible for this option to function.
-
- @colour:11@ Variable grid
-
- This option is the same as auto-resize grid on the @goto:opts:Options@ window.
- When on, this option ensures that the grid size remains constant
- while you are zooming in and out of an image. If this option is off,
- then zooming into an image will cause the grid size to increase,
- and vice versa for zooming out.
-
- @colour:11@ Grid Options
-
- This sub-menu leads to a window which allows you to set the colour
- and spacing on the grid.
-
- To change the grid colour, simply select a new colour from this
- window.
-
- To change the grid size, alter the number in the writable icon.
-
- Clicking on OK sets the new colour and grid size.
-
- @end@
- @page:mi_zoom @Zoom
-
- @colour:11@ Zoom
-
- This option leads to a sub-menu where you may select a zoom factor
- ranging from 100% to 800%. The current zoom factor is indicated
- by a tick.
-
- After zooming, the scene is always positioned so that the cursor
- appears in the centre of the window.
-
- @end@
- @page:mi_tools@Tools...
-
- @colour:11@ Tools...
-
- Selecting this option brings up the Toolbox window.
-
- @end@
- @page:mi_coord@Co-ords...
-
- @colour:11@ Co-ords...
-
- Selecting this option opens the Coordinates window which shows
- the coordinates of the mouse pointer as it is moved over the
- view windows. The co-ordinates are in internal world units and
- can be used to correspond to cms, inches, metres or whatever
- is necessary.
-
- @end@
- @page:menu_te@The textures menu
- @end@
- @page:opts@Options...
-
- @colour:11@ Options
-
- When "Options..." is selected from the icon bar menu, a window is
- opened which allows you to customise many of Ray3d-Pro's features.
-
- There are three buttons at the foot of the window:
-
- Save - will save your settings to disk
- Cancel - will close the window without making any changes
- OK - will close the window, and make the changes you
- have made.
-
- When you click on Save, Ray3d-Pro also saves the position of the
- view windows, toolbox, object list and coordinates window so that
- they appear in the same locations when you restart the program.
- Also included is the grid size, and colour.
-
- @colour:11@ Toolbox Size:
-
- By using this option, you may choose the shape of the toolbox
- window.
-
- @colour:11@ Toolbox icons
-
- It is possible to remove icons from the toolbox by clicking on them
- in this section of the Options window. Tools which will not appear
- on the toolbox are shown in grey, while those that will appear are
- in colour. To add icons back onto the toolbox, simply click on them
- again.
-
- You can use this option to reduce the size of the toolbox window, or
- remove icons that you never use.
-
- @colour:11@ Colours
-
- You might not like the colour system I have designed, and so you can
- change it. To change a colour click on the colour bar with the mouse
- pointer. Clicking withe SELECT or ADJUST cycles through the available
- colours.
-
- @colour:11@ View Type
-
- Some people prefer the tri-view method of display (like me), but
- other people like to work with only one window on the screen in
- a similar manner to Euclid.
-
- Selecting single view will replace the tri-view system with a single
- view onto the Ray3d-Pro world. Along the bottom of this single
- view is three icons. Clicking on them changes the view between front
- side and plan views.
-
- @colour:11@ Auto-save
-
- This option causes Ray3d-Pro to automatically save your work after
- a specified amount of time ranging from 1 to 99 minutes. When the
- time comes for an auto-save you will be prompted on the screen to
- confirm that you want to save the file.
-
- @colour:11@ Preview
-
- The three dimensional wireframe preview has a couple of options
- associated with it to provide more control over a scene.
-
- The first is draw the outline of each object in the nearest colour
- available in the current mode to the colour the object will appear
- when raytraced. When this option is off, all objects are shown in
- white.
-
- The second option is to preview only the objects that are selected.
- This is useful to check that a single part of the scene is turning
- out as you expected, and it also speeds up the preview.
-
- @colour:11@ Auto open Co-ords
-
- If this option is selected, Ray3d-Pro will open the coordinates
- window when Ray3d-Pro is loaded, or the icon on the icon bar is
- clicked on, or a new file is loaded.
-
- @colour:11@ Auto-resize Grid
-
- When selected, this option ensures that the grid size remains constant
- while you are zooming in and out of an image. If this option is off,
- then zooming into an image will cause the grid size to increase,
- and vice versa for zooming out.
-
- @colour:11@ Copy: offset objects
-
- If this option is off when an object is copied, then the new object
- will be created in exactly the same position of the old object.
-
- If this option is on, then the copied object will appear one grid
- square away from the original object.
-
- @colour:11@ Interactive help
-
- Please note that interactive help does not mean that this program
- supports the Acorn !Help application, but rather the application
- you are using right now to read this.
-
- Ray3d-Pro supports context sensitive help when this help reader
- application is loaded. To receive help on a specific option or
- tool in !Ray3d-Pro, hold down CONTROL and click on the option with
- the mouse. If there is no help available you will hear a beep.
-
- Thus if you clicked on the move icon with CONTROL held down, then
- the help section on moving objects would be displayed.
-
- @colour:11@ Synchronised windows
-
- While this option is on, moving the scroll bar in one of the view
- windows causes the other view windows to move thus providing a
- view onto the same part of the scene. When this option is off, you
- may move each window's scrollbars indepandantly.
-
- @colour:11@ Auto-scroll windows
-
- When this option is on, pressing a mouse button near the edge of
- a view window will cause it to scroll in that direction in relation
- to how near the edge you are. This is not recommended for slow
- machines (such as my humble A3000).
-
- @colour:11@ Select distance.
-
- It is possible to select objects in the world without clicking on
- their names in the object list, but by clicking on them in the
- view window while holding down SHIFT.
-
- When you do this, all objects within the "select distance" of your
- click and the cursor will be selected.
-
- @end@
- @page:creating@Creating Objects
-
- @colour:11@ Creating Objects
-
- !Ray3d-Pro allows you to create many different types of objects,
- which can then have surfaces and textures applied to them to
- create a realistic scene.
-
-
- @goto:c_sp: Spheres @ @goto:c_re: Rectangles @
- @goto:c_co: Cones @ @goto:c_pl: Planes @
- @goto:c_cy: Cylinders @ @goto:c_tr: Triangles @
- @goto:c_bo: Boxes @ @goto:c_di: Discs @
- @goto:c_ro: Rounded boxes @ @goto:c_po: Polygons @
- @goto:c_py: Pyramid @ @goto:c_li: Lights @
-
-
- To create a shape, you must first enter the name you wish to give
- your shape into the icon at the foot of the toolbox. If you do not
- do this, !Ray3d-Pro will choose an appropriate name for you.
-
- Clicking on the select icon at any time while
- creating a shape will cancel the operation. @sprite:point@
-
- @end@
- @page:c_sp@Spheres
-
- @colour:11@ Creating Spheres @sprite:sphere@
-
- Firstly, position the cursor (the blue cross) where the centre
- of the sphere should be located, and click on the sphere icon in
- the toolbox.
-
- Clicking in the view windows now will allow you to select the
- radius for your sphere, and when this is satisfactory, click on
- the ADJUST mouse button or click on the set icon in the toolbox.
-
- @end@
- @page:c_co@Cones
-
- @colour:11@ Cones @sprite:cone@
-
- Position the cursor at the centre of one end of the cone, and
- then click on the ‘cone’ icon.
-
- Now using the view windows, click where the centre of the far
- end of the cone should be. Use the ADJUST button to set this
- point or click on the set icon in the toolbox.
-
- Clicking in the view windows will now indicate how wide the
- first end of the cone should be, and when this is correct click
- on ADJUST or click on the set icon in the toolbox.
-
- Do the same thing to set the size of the other end of the cone,
- clicking on ADJUST or the set icon when this is done.
-
- @end@
- @page:c_cy@Cylinders
-
- @colour:11@ Cylinders @sprite:cylinder@
-
- Position the cursor at the centre of one end of the cylinder,
- and then click on the ‘cylinder’ icon.
-
- Now using the view windows, click where the centre of the far
- end of the cylinder should be. Use the ADJUST button to set this
- point or click on the set icon in the toolbox.
-
- Clicking in the view windows will now indicate how wide the
- cylinder should be, and when this is correct click on ADJUST
- or click on the set icon in the toolbox.
-
- @end@
- @page:c_bo@Boxes
-
- @colour:11@ Boxes @sprite:box@
-
- Position the cursor at the centre of where the box should be
- located, and then click on the ‘Box’ icon.
-
- Clicking in the view windows will now set the size of the box,
- and when this is correct click on the ADJUST button or click on
- the set icon in the toolbox
-
- NOTE: To make boxes which are tilted, or stand on one end, etc.
- You should create a box, and then rotate it.
-
- @end@
- @page:c_ro@Rounded boxes
-
- @colour:11@ Rounded boxes @sprite:rbox@
-
- !Ray3d-Pro allows you to define boxes which have slightly rounded
- edges, so that it is possible to do such things as cushions.
-
- To create a rounded box, perform the same operation as for @goto:c_bo:Boxes@,
- but click on the ‘Rounded box’ icon instead.
-
- NOTE: Rounded boxes appear on the view windows as normal boxes,
- the only difference appears when the scene is raytraced.
-
- @end@
- @page:c_py@Pyramids
-
- @colour:11@ Pyramids @sprite:pyramid@
-
- To create a pyramid, first position the cursor where a corner of
- the base is to be located, and then click on the ‘Pyramid’ icon.
-
- Now, clicking in the view windows will allow you to set the opposite
- corner of the pyramid base. Click on ADJUST when this is correctly
- positioned or click on the set icon in the toolbox.
-
- Clicking in the view windows again will set the point of the
- pyramid. Click on ADJUST when this is done or click on the set icon
- in the toolbox.
-
- @end@
- @page:c_re@Rectangles
-
- @colour:11@ Rectangles @sprite:rect@
-
- Position the cursor at one corner of the rectangle, and then click
- on the ‘Rectangle’ icon.
-
- Clicking anywhere in the view windows will position the opposite
- corner of the rectangle, and when this is done click on ADJUST
- or click on the set icon in the toolbox.
-
- As rectangles are 2 dimensional objects, they may only be defined
- in one of the view windows at a time.
-
- @end@
- @page:c_pl@Planes
-
- @colour:11@ Planes @sprite:plane@
-
- Planes are a special sort of rectangle which is infinitely large.
- That is, that it will go on forever. This is useful for creating
- such things as walls, floors and ceilings.
-
- To create a plane, do it in the same manner as for @goto:c_re:Rectangles@,
- only click on the ‘Plane’ icon instead. Planes can be easily
- distinguished on the view windows as they are drawn with a dotted
- line.
-
- @end@
- @page:c_tr@Triangles
-
- @colour:11@ Triangles @sprite:triangle@
-
- To create a triangle, position the cursor at one point on the
- triangle, and then click on the ‘Triangle’ icon.
-
- Clicking in the view windows will position the second point in
- the triangle, and pressing the ADJUST button will set this point.
-
- Clicking again in the view window will position the third point
- in the triangle. Click on ADJUST when this is correct.
-
- @end@
- @page:c_di@Discs
-
- @colour:11@ Discs @sprite:disc@
-
- Discs are 2 dimensional objects, and as such can only be defined
- in one view window at a time.
-
- Firstly, position the cursor where the centre of the disc is to be,
- and click on the ‘Disc’ icon.
-
- Clicking in a view window will now select the radius of the disc,
- and clicking on ADJUST will create the object.
-
- @end@
- @page:c_po@Polygons
-
- @colour:11@ Polygons @sprite:poly@
-
- A polygon is a 2 dimensional shape that may have any number of
- sides.
-
- To create a polygon follow these steps:
-
- 1: Position the cursor at one point of the shape.
- 2: Click on the ‘polygon’ icon
-
- 3: Click in the view windows to position the next point
- 4: Click on the ADJUST button to set this point when it
- is correctly positioned or click on the set icon.
- 5: Repeat steps (3) and (4) until all the points on the
- polygon have been defined.
-
- 6: Click ADJUST twice to create the object.
-
- @end@
- @page:c_li@Creating lights
-
- @Colour:11@ Creating Lights. @sprite:light@
-
- First, position the cursor at the point where the light source is to
- be, and click on the ‘light’ icon. When you do, a short menu will
- appear with the @goto:li_type:light types@ listed on it. Select the type of light
- you want to create.
-
- Clicking anywhere in the view windows will allow you to set the size
- of the light. The larger the light is, the more light is cast upon
- the scene.When the light is of the required size, click the ADJUST
- button to create it or click on the set icon in the toolbox.
-
- Beware: Lights that are too large will make everything in the scene
- appear white and over-exposed.
-
- To change the colour of a light, simply link a surface to the light
- and the light will cast the same colour light as the surface colour.
-
- @end@
- @page:li_type@Light types
-
- @colour:11@ Light types
-
- Currently there are two types of light sources, although more
- will be added in the future..
-
- @colour:11@ Point light sources
-
- Point light sources are the default light type used by !Ray3d-Pro.
- They cast very sharp shadows, which can give the scene a distinctly
- computer drawn look. The advantage of them is that they are the
- quickest form of lights to raytrace.
-
- @colour:11@ Extended light sources.
-
- Extended light sources cast a ‘soft’ shadow on the world. This
- means that shadows fade from dark to light, giving a more realistic
- effect.
-
- NOTE: Using extended light sources will dramatically increase the
- time taken to raytrace the scene.
-
- @end@
- @page:linking @Linking
-
- @colour:11@ Linking objects, surfaces and textures. @sprite:paint@
-
- Up to now, we have created the objects which are to be included in
- the scene, and we have created some surfaces, which define the
- colours and materials such as glass, metal, etc.
-
- What we haven’t done however, is to tell !Ray3d-Pro which objects
- should be made up from which surfaces, and everything in the scene
- starts off with a default colour of white.
-
- To associate surfaces and textures with the objects in the scene,
- select the ‘Link’ option from the ‘World’ sub-menu which can be
- found on the main program menu, or alternatively click on the
- paint pot icon in the toolbox.
-
- @colour:11@ The link window
-
- On the left hand side of the link window are two lists, of which
- the top one displays the objects in the scene, and the bottom one
- displays the surfaces available.
-
- On the left hand side of the window are icons which allow you to
- specify which @goto:textures:texture@ will be applied to an object.
-
- Clicking on an object in the top list will choose it for linking
- with a surface and @goto:textures:texture@. Whole groups can be selected by
- clicking on their names next to them, but you may enter a group
- by clicking on the arrow next to it's name if you want to individually
- link surfaces to each part of the group.
-
- On the top of the right hand side, there are four icons:
-
- Object: Shows the currently selected object
- Surface 1: Shows the main surface associated with the
- selected object.
- Surface 2: Shows the secondary surface associated with
- the selected object.
- Texture: Shows the texture that will be applied to the
- object.
-
- To set the surfaces click on the desired surface names. The first
- name clicked on will become the main surface, and the second surface
- will become the secondary surface. Clicking again on a surface de-
- selects it.
-
- The secondary surface associated with an object will specify what
- other colours and attributes are used for textures that require
- two surfaces.
-
- The texture for an object can be changed by clicking on the menu
- icon next to the texture name. This will bring up a small menu with
- the available texture types on it. See the relevant section for more
- about textures.
-
- @end@
- @page:surfaces@The Surface editor
-
- @colour:11@ The surface editor. @sprite:surface@
-
- The editor is brought up by clicking on the ‘surfaces’ icon in the
- toolbox, or by choosing the ‘Surfaces’ option from the ‘World’
- sub-menu on the main program menu.
-
- Under the list of defined surfaces is a writable icon which contains
- the name of the surface being edited / defined which will need to
- be altered if you are defining a new surface.
-
- @colour:11@ Editing a surface
-
- First choose the surface for editing, or create a new one, and
- then to alter the colour of the object use the red, green and blue
- slider bars. The nearest colour available in the mode you are in
- will be used to show the surface colour.
-
- The other characteristics which may be altered by clicking on the
- appropriate up / down arrows are:
-
- @goto:sur_re:Reflectivity @
- @goto:sur_tp:Transparency @
- @goto:sur_tl:Translucency @
- @goto:sur_sl:Speed of light @
- @goto:sur_sp:Specularity @
-
- If the "no shadow" option is on, then when the scene is raytraced
- no shadows will be cast onto any objects with this surface.
-
- @colour:11@ Editing a different surface
-
- To edit a different surface, click on it's name in the surface list
- at the top of the window.
-
- Note: Any changes made to the current surface will not be saved unless
- you click on "Set" first.
-
- @colour:11@ Creating a new surface
-
- To create a new surface, choose the surface it will be most like
- and alter the surface name and any other characteristics required.
-
- Now click on the ‘Define’ icon
-
- @colour:11@ Deleting a surface
-
- Choose the surface to be deleted and click on the ‘delete’ icon.
-
- @end@
- @page:sur_re@Reflectivity
-
- @colour:11@ Reflectivity
-
- This option determines how reflective a surface is.
-
- 100% = a perfect mirror which reflects everything.
- 50% = some reflections can be seen in the object
- eg: a snooker ball
- 0% = a matt surface, which reflects nothing.
-
- NOTE: It is possible to create coloured mirrors, by altering the
- colour of the surface. To create a perfect mirror, each
- red, green and blue component of the surface should be set
- to an equal amount such as 2%
-
- @end@
- @page:sur_tp@Transparency
-
- @colour:11@ Transparency
-
- This option determines how Transparent a surface is.
-
- 100% = Light will pass completely through the object
- 50% = The object appears coloured, and other objects can
- be seen dimly through it.
- 0% = Nothing can be seen through the object
-
- NOTE: It is possible to make coloured transparent objects by
- altering the colour of the surface.
-
- @end@
- @page:sur_tl@Translucency
-
- @colour:11@ Translucency
-
- Translucency is similar to transparency but has a slightly different
- effect. It describes how ‘murky’ or ‘cloudy’ an object appears
-
- 100% = Very cloudy
- 50% = The object appears slightly cloudy.
- Eg: If the object was also a transparent sphere, it
- would resemble a crystal ball.
- 0% = No effect at all
-
- NOTE: It is possible to make coloured transparent objects by
- altering the colour of the surface.
-
- @end@
- @page:sur_sl@Speed of Light
-
- @colour:11@ Speed of light.
-
- When light passes through a transparent object, it can be ‘bent’,
- which is due to the speed of light altering slightly.
-
- For example: If you stick your finger into some water, it appears
- to bend where your finger enters the water.
-
-
-
-
-
-
-
-
- @sprite:refract@
-
- !Ray3d-Pro allows you to alter the amount by which the light bends,
- so that you may create surfaces such as water, glass, crystal, etc.
-
- 100% = the light does not bend at all.
- 58% = the light bends as much as it does for GLASS.
- 50% = the light bends as much as it does for WATER.
- 40% the light bends as much as it does for DIAMOND.
-
- @end@
- @page:sur_sp@Specularity
-
- @colour:11@ Specularity
-
- This value controls how large the highlights on an object will
- appear when a light shines on them.
-
- Eg: The spot of light on a sphere.
-
- Larger values of specularity result in smaller highlights, but you
- should find the pre-set value of 25% suitable for most things.
-
- @end@
- @page:viewing @Setting the observer and target point
-
- @colour:11@ Setting the observer and target point
-
- In order for a scene to be raytraced, you must have first positioned
- the observer, and the point at which the observer is looking at.
-
- The toolbox provides two icons which allow you to set these
- points:
-
- @colour:11@ The observer @sprite:eye@
-
- When this icon is selected, clicking anywhere in the view windows
- will set the position of the observer which is indicated by a
- small red circle.
-
- @colour:11@ The target point @sprite:target@
-
- When this icon is selected, clicking anywhere in the view windows
- will set the position of the point that the observer is looking at,
- which is indicated by a small red cross.
-
- @colour:11@ Using the 3d view @sprite:3d@
-
- When you bring up the 3d view of the scene using the 3d icon in the
- toolbox, there is a pane attatched to the window which allows you
- to alter the observer's location interactively. Clicking on the zoom
- icons, or the arrows in the pane will move the observer point.
-
- Clicking with ADJUST moves the observer point in larger increments.
-
- @end@
- @page:special @Special functions
-
-
-
-
-
- @Sprite:Wyvern@
- _______________________________________________________
-
- @goto:select_c: Selecting objects using a view window @
- @goto:add_fog : Adding fog to a scene @
- @goto:backgrnd: Background colour @
- @goto:fractals: Creating fractal shapes @
- @goto:to_poly : Converting curved shapes into polygons @
- @goto:printing: Printing @
- @goto:importer: Importing Text @
- @goto:importer: Importing other file formats @
-
- @end@
- @page:printing@Printing
-
- @Colour:11@ Printing
-
- The Print option can be found on the ‘Project’ sub-menu, on the
- main program menu.
-
- Moving over the ‘print’ option opens a window which shows you the
- current printer driver, and which view will be printed..
-
- Choose which view you wish to print by clicking on the radio icons,
- and then click on OK to start printing.
-
- NOTE: To print, you must have a RISC OS printer driver loaded.
-
- @end@
- @page:backgrnd@Background colour
-
- @colour:11@ The Background.
-
- The basis of raytracing is that every ray of light that the observer
- can see is traced back through the scene, hitting, passing through
- or reflecting off each object.
-
- If the ray of light does not hit any objects then it is given the
- background colour.
-
- eg: A scene consisting of only a sphere will have many rays that
- do not hit the sphere, and so are coloured black (the default
- background colour).
-
- !Ray3d-Pro allows you to alter the background colour to any other
- colour that you wish.
-
- To do this choose the ‘Background’ option from the ‘World’ sub-menu
- on the main program menu. This will open a window with three slider
- bars which can be dragged to set the required colour.
-
- @colour:11@ Advanced users
-
- When using this option you may notice that the background colour is
- constant throughout the scene, which is not always desirable.
-
- To make the sky fade from light to dark blue in the distance, the
- background colour should be left as black, and a @goto:c_pl:plane@ created where
- the sky / ceiling should be, which you give a blue colour.
-
- @end@
- @page:editing @Editing functions
-
-
-
-
-
- @Sprite:Wyvern@
- _______________________________________________________
-
- @goto:rotate : Rotate @
- @goto:scaling : Scale @
- @goto:move_obj: Move @
- @goto:mirror : Mirror @
- @goto:mi_grid : Grids - using and altering @
-
-
- @end@
- @page:scaling @Scale
-
- @colour:11@ Scaling objects. @sprite:scale@
-
- To scale the selected objects, bring up the scaling window by
- clicking on the scale icon, or by selecting it from the "Select"
- menu.
-
- In the window, you will see three writeable icons, one for each
- of the directions you can scale an object in. So that you can
- remember which direction X, Y or Z is, you will find that in the
- title bar of each view window it tells you.
-
- To scale an object simply type in the values and click on OK.
-
- NOTE: objects will be scaled from the cursor, as in the diagram
- below.
-
-
-
-
-
-
-
-
-
- @sprite:enlarge@
-
- @colour:11@Scaling objects by different amounts in each direction
-
- Some objects (sphere, cone and cylinder) cannot be scaled by
- different amounts in each direction without them being split up
- into polygons. The side effect of this is that the object will
- loose it's curved surface, and will appear made up of small
- sections.
-
- This can be limited by increasing the Resolution value (the higher
- it is, the smoother the shape), but this also increases the number
- of objects in the scene.
-
- It is possible to stop curved shapes from getting changed into
- polygons by turning off the "Convert to polygons" option. If you
- do this, then the objects are scaled by the same amount in all
- directions.
-
- @end@
- @page:move_obj@Moving Objects
-
- @colour:11@ Moving Objects @sprite:move@
-
- To move the currently selected objects, first move the cursor onto
- the point you wish to move from.
-
- Now click on the move icon, and click in the view windows to
- indicate where you wish to move the point to. While you are doing
- this you will see a line being drawn from the first point to this
- new point.
-
- When you have chosen where to move the point to, press ADJUST or
- click on the set icon in the toolbox to move the objects.
-
- NOTE: clicking on the select icon at any time, will cancel the move
- operation.
-
- @end@
- @page:rotate @Rotate
-
- @colour:11@ Rotate @sprite:rotate@
-
- There are two methods of rotating the selected objects. The first
- is to use the rotate icon on the toolbox, while the second in to
- use the menu option ‘Rotate’ on the ‘select’ sub-menu which can
- be found on the main program menu.
-
- @colour:11@ The rotate icon
-
- To use the rotate icon, select the objects that you wish to rotate,
- and then place the cursor (the blue cross) at the point you wish to
- rotate around.
-
- Now follow these steps.
-
- 1 - Click on the rotate icon
- 2 - Click on one of the points in the objects you wish to rotate
- Press the ADJUST button to set this point
- 3 - Click where you want the point in (2) to end up.
- Press ADJUST to set it.
-
- While you are setting the points in (2) and (3), you will see a
- line being drawn from the centre of rotation to the point.
-
- @colour:11@ Using the menu to rotate
-
- Using the menu is more tricky, but allows you to accurately set the
- amount of rotation.
-
- Before using the menu, you must select the objects you wish to rotate
- and place the cursor at the point you want to rotate around.
-
- Moving over the ‘Rotate’ option will open a window where three angles
- may be entered for rotation in any of the view windows. These angles
- can be entered by typing them into the icons, or altered by clicking
- on the arrows.
-
- @end@
- @page:delete @Deleting objects and groups
-
- @colour:11@ Deleting Objects and groups @sprite:delete@
-
- To delete the selected objects and groups, click on the delete icon
- or choose the ‘delete’ option from the ‘select’ sub-menu on the main
- program menu.
-
- As it is very easy to click on the icon by accident, the mouse pointer
- will change shape. Clicking on the left mouse button or pressing ‘Y’ on
- the keyboard will perform the delete operation, while anything else will
- abort the operation.
-
- If you wish to delete all of the objects within a scene then use the
- @goto:clearing:clear@ option
-
- @end@
- @page:clearing@Clearing a scene of objects or surfaces
-
- @colour:11@ Clearing a scene of objects or surfaces
-
- The clear option is located on the "Project" sub-menu from the main
- program menu. It provides a sub-menu which has three options on it
- which operate in the following manner:
-
- Surfaces - Clears all the defined surfaces
- Objects - Deletes all the objects and groups in a scene
- All - Does both of the above
-
- NB: There is no "are you sure?" message to these options, so be
- careful.
-
- @end@
- @page:fractals@Fractalise
-
- @colour:11@ Fractals
-
- Sometimes, it is desirable to create objects which are not uniform,
- like when we are trying to imitate nature. (mountains, rocks, etc.)
-
- !Ray3d-Pro allows you to take a triangle, and randomly break it up
- into number of smaller triangles each of which ‘sticks out’ from the
- original. (this option only works on Triangles.)
-
- To fractalise a triangle, select it in the normal manner, and then
- move over the ‘Fractal’ option from the ‘Select’ sub-menu on the main
- program menu.
-
- On the window that appears, you may set the number of triangles that
- !Ray3d-Pro will split each selected triangle into, and the roughness
- of he resulting shape. The roughness value may range from 0 to 9.
-
- @end@
- @page:mirror @Mirror
-
- @colour:11@ Mirror
-
- To mirror the selected objects about an axis, first select the objects
- that you wish to mirror. Next move the mouse over the mirror option
- on the "select" sub-menu from the main program menu.
-
- This brings up a window listing all the possible ways that objects can
- be mirrored. Simply select the direction to mirror, and click on the
- OK icon.
-
- @end@
- @page:toolbox @The Toolbox
-
- @colour:11@ The Toolbox
-
-
- @sprite:sphere@ @goto:c_sp: Create sphere @ @sprite:box@ @goto:c_bo: Create box @
-
- @sprite:pyramid@ @goto:c_py: Create pyramid @ @sprite:poly@ @goto:c_po: Create polygon @
-
- @sprite:cylinder@ @goto:c_cy: Create cylinder @ @sprite:rbox@ @goto:c_ro: Create rounded box @
-
- @sprite:rect@ @goto:c_re: Create rectangle @ @sprite:disc@ @goto:c_di: Create disc @
-
- @sprite:cone@ @goto:c_co: Create cone @ @sprite:triangle@ @goto:c_tr: Create triangle @
-
- @sprite:plane@ @goto:c_pl: Create plane @ @sprite:light@ @goto:c_li: Create light @
-
- @sprite:eye@ @goto:viewing : Position observer @ @sprite:target@ @goto:viewing : Position target @
-
- @sprite:zoomin@ @goto:basics : Zoom in @ @sprite:zoomout@ @goto:basics : Zoom out @
-
- @sprite:rotate@ @goto:rotate : Rotate objects @ @sprite:move@ @goto:move_obj: Move objects @
-
- @sprite:scale@ @goto:scaling : Scale objects @ @sprite:point@ @goto:basics : Select @
-
- @sprite:paint@ @goto:linking : Link surfaces @ @sprite:surface@ @goto:surfaces: Surface editor @
-
- @sprite:csg@ @goto:csg_info: Form a CSG shape @ @sprite:3d@ @goto:preview : 3d Preview @
-
- @sprite:save@ @goto:basics : Save scene @ @sprite:grid_on@ @goto:mi_grid : Toggle grid on/off @
-
- @sprite:gridl_on@ @goto:mi_grid : Toggle grid lock @ @sprite:hide/show@ @goto:obj_list: Hide/show objects @
-
- @sprite:set@ @goto:set_pt: Set point @
-
- @end@
- @page:preview @Preview scene
-
- @colour:11@ 3d Preview @sprite:3d@
-
- Choosing this option by clicking on the icon in the toolbox will
- present you with a wireframe perspective view of what the scene
- will look like when it is raytraced.
-
- The @goto:opts:Options@ window allows you to alter the way in which
- the preview works. using one of the options it is possible to get
- !Ray3d-Pro to only preview selected objects, while another causes
- the outline of each objects to be drawn in the colour it will appear
- when raytraced.
-
- Note: The colour chosen is the nearest one in the current mode. I
- advise changing into a 256 colour mode (or higher if you're
- lucky enough to have a Risc PC).
-
- The 3d view saves a great deal of time because it is no longer
- necessary to spend hours raytracing a scene, only to find you haven’t
- selected a very good view, or an item of interest is obscured by
- another object.
-
- @colour:08@ The 3d preview does not show CSG shapes as they will appear in the
- @colour:08@ raytrace. It will just display the objects that make up the CSG shape.
-
- @end@
- @page:to_poly @Converting curved shapes to polygons
-
- @colour:11@ Converting curved shapes to polygons
-
- Sometimes you may wish to break curved shape such as a cone down
- into polygons so that you can get a faceted appearance. For instance
- you may be creating a glass which appears faceted instead of smooth.
-
- The following shapes can be broken down into polygons:
-
- * Spheres
- * Cones
- * Cylinders
-
- To break a selected object down into polygons, click on the
- scale icon in the toolbox, and enter a scale value of 100% @sprite:scale@
- for all three directions. Ensure that the "convert to polygons"
- option is on and click on OK.
-
- @end@
- @page:set_pt@Set point
-
- @colour:11@ Set point
-
- This icon can be used as an alternative to clicking ADJUST while
- creating objects. When this icon is clicked on, it sets fixes the
- current point for operations such as creating objects, moving and
- rotating.
-
- @end@
- @page:v1_notes@Notes for !Ray3d v1.xx users
-
- @colour:11@ Notes for !Ray3d v1.xx users
-
- For those of you that have been using versions of !Ray3d which have
- been supplied by Archimedes World on their cover discs (versions
- 1.xx) there is a supplied tool called !v1->v2 which will convert
- your scene files to !Ray3d-Pro files.
-
- For more information on this tool, see the relevant help file.
-
- @end@
- @page:textures@Using textures
-
- @colour:11@ Using Textures @sprite:paint@
-
- To apply a texture to an object, first bring up the @goto:linking :linking@ window
- by clicking on the link icon, or selecting "link..." from the "World"
- sub-menu on the main program menu.
-
- Now select the object (or group of objects) that you wish to apply
- the texture to by clicking on it. On the right hand side of the
- screen in the "texture" box you will see what the current texture is.
-
- To change the texture, click on the menu icon to the right of the
- texture option and a short menu will be displayed showing all the
- available textures. Simply select a texture from this menu.
-
- Some textures have a type field which can be anything from 1 to 4.
- This allows you to select different types of that texture, eg: four
- different woods, four marbles, etc.
-
- All of the textures can be scaled by altering the "scale" field.
- Thus you could choose a small wood grain, or a huge one.
-
- @colour:11@ None
-
- When this icon is selected, no texture will be applied to the
- object, which will appear the colour specified by the main surface
- associated with it. This is the default.
-
- @colour:11@ Wood
-
- Selecting this icon will cause a wood like texture to be applied to
- the object. The colour of the texture is set by the colour of the
- main surface associated with the object.
-
- @colour:11@ Marble
-
- Selecting this icon will cause a marble like texture to be applied to
- the object. The colour of the marble is set by the colour of the
- main surface associated with the object.
-
- @colour:11@ Checkered
-
- This texture will cause the object to become checkered, with the two
- surfaces associated with the object controlling the appearance of
- each square. The size of each square may be set by altering the scale.
-
- @colour:11@ Blotch
-
- This texture will give a blotchy effect where the two surfaces appear
- to fade between each other randomly. The mix % controls how much the
- main Surface dominates the secondary surface. For example, a value of
- 50% means a 50/50 mix, anything less means that there is more of the
- main surface.
-
- @colour:11@ Bump Map
-
- This applies a random bump map to the object selected. The value it
- takes controls how large the bumps should be.
-
- @colour:11@ Gloss
-
- This texture makes a mirrored object glossy. A value of 0% gives perfect
- mirror like reflections, while 100% gives fuzzy reflections.
-
- @colour:11@ fbm
-
- fbm stands for fractional brownian motion and causes the object to
- become lighter and darker in a similar way to the blotch function
- but without creating a second surface. The extra value controls how
- much darker or lighter the blotches appear.
-
- @end@
- @page:script @Simple Script Language
-
- @colour:11@ Simple Script Language
-
- For all of you out there who would like to be able to write BASIC
- or C programs which generate shapes (such as fractal trees) which
- could be loaded into Ray3d-Pro there is a simple script language.
-
- At the moment, only three object types are supported, but if there
- is enough interest I will implement more.
-
- Scripts are simply text files which the user drops onto a Ray3d-Pro
- window to merge the contents of the script with the current scene.
-
- The script files have there own specific language, which has it's
- own rules, listed below.
-
- @colour:11@ The language
-
- The script file MUST have the word '!Ray3d-Pro' on the first line
- or Ray3d-Pro will not recognise it as a script file.
-
- Any line beginning with a # are considered comments and are ignored.
-
- The file has two distinct sections, a DELARE section and a CODE
- section, and the script is terminated by an ENDCODE statement, so
- a script file looks like this...
-
- @colour:08@ # !Ray3d-Pro
- @colour:08@ DECLARE
- @colour:08@ ...
- @colour:08@ CODE
- @colour:08@ ...
- @colour:08@ ENDCODE
-
- @colour:11@ The DECLARE section
-
- Within the DECLARE section there must be two commands, min and max
- which are followed by a colon (:) and a value. These values represent
- the maximum and minimum size of the objects you are describing and
- therefore no objects should reference points outside this range.
-
- @colour:04@ min : <n>
- @colour:04@ max : <n>
-
- So now a script file looks like... (for example)
-
- @colour:08@ # !Ray3d-Pro
- @colour:08@ DECLARE
- @colour:08@ min : -1000
- @colour:08@ max : 5000
- @colour:08@ CODE
- @colour:08@ ...
- @colour:08@ ENDCODE
-
- @colour:11@ The CODE section
-
- This is where you define the objects that you want to create.
- You may specify a name for the object if you wish ( in quotes)
- but it is not compulsory.
-
- The commands for creating objects are:
-
- @colour:04@ sphere "name" ( x y z radius )
- @colour:04@ triangle "name" ( x1 y1 z1 x2 y2 z2 x3 y3 z3 )
- @colour:04@ polygon "name" ( n x1 y1 z1 .. .. .. xn yn zn )
-
- NB: you do not need to specify the "name" if you don't want to.
-
- Note: the values placed between the brackets may be split over
- new lines to make the code more readable. This is OK so long as
- each value is separated by a space or a new line.
-
- You may also create groups by the use of a GROUP command which
- takes the form:
-
- @colour:04@ GROUP "name"
- @colour:04@ ENDGROUP
-
- Any objects (or other groups) that are defined between the GROUP
- and ENDGROUP statement are created within the group. In this manner
- you can nest groups, placing objects in each group as required.
-
- So now an example script looks like...
-
- @colour:08@ # !Ray3d-Pro
- @colour:08@ DECLARE
- @colour:08@ min : -1000
- @colour:08@ max : 5000
- @colour:08@ CODE
- @colour:08@ GROUP "shapes"
- @colour:08@ triangle "tri_1" ( 100 100 0 200 100 0 150 2000 0 )
- @colour:08@ triangle "tri_2" ( 100 100 0
- @colour:08@ 200 100 0
- @colour:08@ 150 0 0 )
- @colour:08@ ENDGROUP
- @colour:08@ ENDCODE
-
-
- @end@
- @page:importer@Importers and tools
-
- @colour:11@ Importers and tools
-
- There are a number of applications provided with !Ray3d-Pro (some
- of which are not present in the demo version) which provide extra
- features.
-
- @colour:11@ Importing 3d files from other sources
-
- For importing 3 dimensional scenes from other sources, there are the
- following applications:
-
- !Imp_3ds - This will take a text file created using 3D Studio
- on the PC, and load it into !Ray3d-Pro. Such files
- are comprised of a number of lines, each of which
- has 9 numbers on them.
-
- !Imp_tpoly - This will take files in the 'tpoly' format, and
- load them into !Ray3d-Pro. These files describe
- models in polygons.
-
- These tools are only available to registered users.
-
- @colour:11@ Importing text and !Draw files
-
- Another tool exists which allows you to draw a shape using !Draw, and
- import it into Ray3d-Pro as a three dimensional shape. This tools can
- also handle text if it has been converted to a path from within !Draw.
- This application is only available to registered users.
-
- @colour:11@ Importing 3d scenes files from !Ray3d v1.xx
-
- For those of you that have been using versions of !Ray3d which have
- been supplied by Archimedes World on their cover discs (versions
- 1.xx) there is a supplied tool called !v1->v2 which will convert
- your scene files to !Ray3d-Pro files.
-
- @end@
- @page:csg_desc@Constructive Solid Geometry
-
- @colour:11@ Constructive Solid Geometry (CSG)
-
- Constructive solid geometry allows use to take simple shapes such
- as cones, cylinders, boxes, etc. and combine them in such a way
- as to make much more complex shapes.
-
- There are three ways in which shapes can be combined, all described
- below. For information about how to create a CSG shape, click @goto:csg_info:here@.
-
- @colour:11@ Difference
-
- This is by far the most useful of the three CSG type. It allows you
- to remove (ie: drill) one shape from another. So if we had a cuboid
- as in the diagram below, and subtracted a cylinder we would get a box
- with a hole in the middle (as shown below).
-
-
-
-
-
- @sprite:csg_and!@
-
- @colour:11@ Union
-
- This CSG operation merges two shapes together as in the diagram below.
-
-
-
-
-
- @sprite:csg_or@
-
- @colour:11@ Intersection
-
- This CSG operation creates a new shape where the first and second shapes
- overlap. So a cuboid intersected with a cylinder creates a small cylinder
- as below.
-
-
-
-
-
- @sprite:csg_and@
-
- @end@
- @page:renderng@Rendering Scenes
-
- @colour:11@ Rendering Scenes
-
- Once you have created your scene, you will obviously want to raytrace
- it. To do this, you must run your saved Ray3d-Pro file through another
- program called !Shade4.
-
- !Shade4 takes a 3d file and converts it into the textual data that
- the PD raytracer Rayshade (v4.0.6) understands. For more information
- on !Shade4 and how to use it, click @goto:!shade4^contents:here@.
-
- A quick guide is to follow the steps below.
-
- @colour:05@ 1) Save your file from Ray3d-Pro
- @colour:05@ 2) Load !Shade4 (quitting !Ray3d-Pro if you are low on memory)
- @colour:05@ 3) Drag the saved 3d file to the !Shade4 icon on the icon bar.
- @colour:05@ 4) Save the text file by dragging the icon to a directory viewer.
-
- NB: Do not save over your original 3d file because Ray3d-Pro cannot
- load the text file for editing at a later date.
-
- @colour:05@ 5) load !Rayshade
- @colour:05@ 6) Drag the text file to the !Rayshade icon on the icon bar.
- @colour:05@ 7) Start the raytrace.
-
- @end@
- @page:add_fog @Adding Fog to a scene
-
- @colour:11@ Adding Fog to a scene
-
- Ray3d-Pro allows you to add fog to your scene, to help create a better
- atmosphere for your pictures. You can create fog as thick as your
- require, and of any colour.
-
- To add fog, select the "fog..." option from the world sub-menu on the
- main program menu. This will bring up a window very similar to that
- used for changing the background colour.
-
- To change the colour of the fog, either drag the colour bars, or enter
- the amount of red, green and blue in the percentage fields. The nearest
- colour in the current mode to the one you have chosen is displayed
- below.
-
- To alter the thickness of the fog, alter the "fog thickness" percentage
- field below the colour bars.
-
- @end@
- @page:select_c@Selecting objects using a view window
-
- @colour:11@ Selecting objects using a view window
-
- It is possible to select objects in the world without clicking on
- their names in the object list, but by clicking on them in the
- view window while holding down SHIFT.
-
- Because each view window only represents two of the three dimensions
- in the Ray3d-Pro world, the third co-ordinate is taken from the
- current cursor position.
-
- When you click in the window with SHIFT held down, you are
- specifying a point in the world, and all objects within the current
- select distance (from the @goto:opts:Options...@ window) from this point will be
- selected.
-
- @end@
- @page:csg_info@Creating CSG objects
-
- @colour:11@ Creating CSG objects @sprite:csg@
-
- It is quite a simple task to create a CSG object, but there are a
- few rules that have to be observed.
-
- All the objects that make up the CSG shape must be contained within
- their own group. There must not be any other objects in this group.
-
- If you were trying to create the bowl shape shown below, you would
- ceeate it by taking a sphere, chopping off the top with a box, and
- then cutting the inside away by using a slightly smaller sphere.
-
-
-
-
-
-
-
- @sprite:csg_bowl@
-
-
- The group structure would look like this:
-
-
- @colour:08@ Bowl (CSG group)
- @colour:08@ |
- @colour:08@ -------------------------------------------
- @colour:08@ | | |
- @colour:08@ big sphere box little sphere
- @colour:08@ (key object)
-
-
- The key objects specifies which object you want to subtract the others
- away from (in the case of the difference operator).
-
- To form the CSG shape, you would create the objects and group them
- as shown above. Now you would click on the CSG icon in the toolbox,
- or choose "CSG" from the world sub-menu on the main program menu.
-
- This brings up a window with two lists. The list on the left indicates
- which group you want to make a CSG shape. The list on the right lists
- the objects in that group, and is used to select the key object.
-
- So to create the bowl above, you would click on the "bowl" group in
- the left hand window, and then select the "big sphere" as the key
- object in the right window.
-
- Now because we want to do a difference, click on the difference
- operator at the foot of the window. You have now created your shape.
-
- @colour:11@ Nesting CSG shapes
-
- If you want to nest CSG shapes then each CSG shape must have it's own
- group (one would be within the other).
-
- eg: If you wanted to create a crescent shape by subtracting a cylinder
- from another cylinder, and then wanted to remove this crescent
- from another shape you would need two groups.
-
- One group would contain the shape, and also within that group
- would be a second group containing the cylinders.
-
- so, the group structure would look like.
-
- @colour:08@ Cut-away (CSG group)
- @colour:08@ |
- @colour:08@ --------------------
- @colour:08@ | |
- @colour:08@ Sphere crescent (CSG group)
- @colour:08@ |
- @colour:08@ -------------------
- @colour:08@ | |
- @colour:08@ cylinder 1 cylinder 2
-
- @end@
-