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- December 1990 BRUSH_4D v. 1.2
-
- ----------------
-
-
-
- Files:
-
- Brush_4D Program.
-
- This doc file.
-
- Help picture.
-
-
-
- Copyright © 1990 by Bruce Thomson
-
-
-
- S H A R E W A R E
-
-
-
- Brush_4D is ShareWare. No guarantee is made, expressed or
- implied as to Brush_4D's suitability for any application. No
- responsibility will be taken by the author for any results of its
- use or misuse.
-
-
-
- This is Shareware. It is not the best version of this program
- available. For most people this version will be more than
- adequate. It coverts brushes with a maximum of 200 x 200 pixels
- and will create objects with a maximum of 2000 faces. It has all
- the features of the larger version except for this size
- restriction. If you use this program then please send $US10 to the
- address below. If you want the unrestricted version send $US30 to
- register. If you think you might want the unrestricted version at
- a later date send $10 now and $20 later. Registered users will be
- sent updates.
-
-
-
-
-
- 1. What Does It Do?
-
-
-
- Brush_4D converts IFF brushes (e.g. DPaint pictures) into
- Sculpt objects. The program will convert standard brushes, Extra
- Halfbrite brushes and HAM brushes in full colour. It is quite
- fast.
-
- In addition to converting your brush into a flat object,
- pixel for pixel Brush_4D has some extra features.
-
-
-
- - Optimise the brush so that areas of the same colour become
- one large square as opposed to many small ones.
-
- - Make any colours transparent.
-
- - Wrap brush around a tube or part of tube.
-
- - Wrap brush onto a sphere.
-
- - Wrap brush with some special effects.
-
- - Each colour of the brush can be of a different texture.
-
- - With HAM images allow extra optimisation through a HAM
- colour closeness setting.
-
-
-
- 2. How Do I Use It?
-
-
-
- Brush_4D runs from CLI or Workbench and is easy to use. It needs
- about 110K of free memory as well as the screen memory for your
- picture.
-
- When running respond to the requesters in turn and the object
- file will be created to load into Sculpt 4D as an object or scene.
-
- You will need a copy of 'req.library' in your LIBS: directory.
-
-
-
- 3. How Does It Work?
-
-
-
- Brush_4D loads in the brush as a picture and displays it on its
- own screen. Specify the type of conversion required and any extra
- parameters. Based on your input any colours you have specified
- to be transparent (and thus not converted as part of the object)
- will be blocked out on the picture.
-
- Brush_4D will then proceed to analyse the picture and convert the
- pixels into pairs of sculpt faces making up squares with that
- block's colour.
-
- If the optimise option has been selected rectangular areas of the
- same colour will be converted into one large block as opposed to
- many individual pixels of the same colour. Depending on the brush,
- optimisation of up to around 90% can be achieved, giving a great
- saving in memory and object faces.
-
- When the whole brush has been converted the points will be
- wrapped around the selected shape if one has been chosen. The data
- will be written out, ready to be loaded into Sculpt Animate/4D/3D
- etc. as an object.
-
- You will be told of the number of vertices, edges, faces and file
- size of the object, along with the percentage of points made
- transparent and the percentage of compression performed.
-
-
-
- 4. Wraps.
-
-
-
- Apart from just converting your brush into a flat, 2D rectangular
- plane Brush_4D can wrap your image onto certain 3D shapes. These
- are a tube, a sphere and various sinusoidal waves. For example
- you can wrap a picture of a face onto a sphere to get a reasonable
- 3D head.
-
- The sphere and sine wave are based on the wrap to tube. With
- wrap to tube you get an upright tube with the X values of the
- pixels wrapped around a circle and the Y values making up the
- height of the tube.
-
- Spheres are made by adjusting the diameter of the tube at each
- height level so that it is squashed in at the top and bottom and
- stretched out in the middle.
-
- Sine waves are made by modifying the diameter of the tube to
- match a sine wave with several parameters (see below).
-
-
-
- 5. The Inputs.
-
-
-
- A series of requesters will pop up which you will use to specify
- the conversion type and specifications. For each click on the
- preferred alternative or enter a value in the range offered.
-
- First you must select the filename for the IFF brush.
-
- "Wrap type Flat or Wrapped"
-
- Flat - The picture will be converted to a flat, 2D
- object.
-
- Wrap - Choose one of the below wrap types.
-
- "Wrap type Tube Sphere or Sine"
-
- Tube - The picture will be wrapped around a tube.
-
- You will be prompted for two responses at this point.
-
- "Bend level for tube ..."
-
- Enter a number in the range 0 to 1. This will be the
- proportion of a circle that is turned through.
-
- 0 will make a flat object. 1 will wrap completely
-
- around a tube. 0.5 will wrap to a half tube.
-
- See help picture.
-
- "Bend forwards or backwards..."
-
- You should decide whether the picture will be curled around
- the tube clockwise (backwards) or anticlockwise
- (forwards). Forwards is normally used, to preserve
- correct orientation.
-
- See help picture.
-
-
-
- Sphere - You will be prompted for the values as in the Tube
- option. Wrap to sphere works by wrapping to a tube and
- then altering the diameter of the tube at each point to
- match a sphere. By doing this the picture will look a
- little squashed towards the top and bottom of the sphere.
-
-
-
- Sine - You need to enter the values for wrap to tube and
- then you will be asked for start and end angles for the
- sine wave. These values are in degrees.
-
- Wrapping to sine works by running a wriggle down the side of
- the points mapped to a tube so you can get effects like
- the look of the old style Coke drink bottles. The start
- and end angles give the range of values through which your
- wriggle will run as it travels down the side of the tube.
-
- You will then be asked for "radius offset".
-
- This will control how pronounced the wriggle is.
-
- Values range from 0 upwards. A value of 1 is equal to the
- amplitude of the sine wave and higher values will increase
- the diameter of the tube prior to adding the wave thereby
- lessening the effect of the sine wave. A value of zero
- will give shapes like an hour glass that converge in the
- middle.
-
- See help picture.
-
-
-
- If you have chosen any of the wrap options you will be given
- the option to select how the wrapping will be done. If
- you select "Ignore transparent..." as YES then the wrap
- will start at the top left corner and proceed to the
- height and width values you will enter below.
-
- If you say NO then the wrap will be based on only non-
- transparent colours in the brush. With this option you
- can choose a tight wrap or a loose wrap.
-
- It can also be used to ensure equal curvature can be
- given to brushes with unequal widths, and to avoid some of
- the squashing and stretching of a wrap to sphere.
-
-
-
- "Optimise x pixels..." and "Optimise y pixels..."
-
- If you select optimised for either then rectangles
-
- of one colour will be found and converted to one large
- block.
-
- This is fine for flat objects. However this could cause a
- problem with the wraps, though, as very large areas being
- optimized would cut across the middle of their shape.
-
- This can be avoided by entering suitable values for the
- maximum block size.
-
-
-
- "X direction" and "Y direction" will specify the maximum
- number of pixels that can be used in one block. You will
- not be prompted for these when you are creating a flat
- object as they would serve no purpose.
-
- If you are going to wrap to a tube then it would be best to
- set the maximum X optimisation, depending on total brush
- width to perhaps 5 pixels.
-
- In this way it retains a reasonably circular shape. If you
- want a smoother circle then use a smaller maximum X
- direction blocking.
-
- The level by which you optimise Y depends on the wrap. With
- a tube you should optimise completely by entering a value
- in excess of the height of the brush.
-
- If you are wrapping to a sphere or sine then the same
- considerations as for X optimising apply.
-
- e.g. To make a simple 3D globe you will want to wrap a
- flat map onto a sphere.
-
- If your brush was 100 * 60 pixels then you might use 4 and 3
- for the maximum optimisation levels. In this way you
- would benefit from optimising areas of one colour but not
- to the extent that large areas such as USSR were flat and
- no longer looked spherical. Your map would have at a
- minimum 25 segments forming a circle around the equator.
-
-
-
- You may not want to convert the whole of the brush. You
- have the option of using only a portion of the brush
- measured from the top left corner of the picture.
-
- On "Width" and "Height" the default values are the
- dimensions of the brush. If you want something smaller
- enter that instead. In the restricted size version of
- Brush_4D you will have a maximum area that can be
- converted. If your entered values are less than the
- maximum then a border will be drawn around the area you
- have selected so you can see just what you have taken.
-
-
-
- If you would like different colours to be different textures
- in the object then respond "yes" to "Change Textures?"
-
- All colours start off as being dull. Enter ranges of
- colours for which you wish to change the texture. Click
- on the texture of choice from the gadgets. All colours in
- the range will become this texture. If you want to alter
- only a single colour use a single number for start and end
- of the range. "Cancel" the requester to finish entering
- ranges. Note: This is for non-HAM pictures only. With
- EHB the half-brite colours must be textured separately
- from their corresponding bright colours.
-
-
-
- You are now prompted for any colours that you would like to
- make transparent. If you have a HAM screen you have only
- the option of making palette colour 0 transparent. This
- is usually the background colour.
-
- If the picture is a non-HAM picture then you will be asked
- for a list of colours you want to be made transparent.
- These numbers correspond to the palette colour in the
- picture. When you have finished entering colours to be
- made transparent click on "Cancel."
-
-
-
- The picture will then be scanned and pixels that are to be
- transparent will be coloured in on non-HAM displays. On
- HAM displays the background colour will be made
- transparent but not shown on screen. You will be shown
- what proportion of the pixels in the brush were made
- transparent.
-
-
-
- With HAM pictures you will be able to enter a value that
- allows colours that are close to each other to be treated
- as the same colour. This gives extra optimisation as you
- get more large blocks of one colour rather than say two
- different blocks of almost the same colour.
-
- At the prompt "Enter HAM Threshhold..." enter a value of 0
- to 15. Each pixel has a red, green and blue component and
- your entry is the level that they are allowed to vary from
- the surrounding pixels before they are considered to be a
- different colour. A value of 0 means any difference at all
- between pixel colours will be detected.
-
- A value of 5 will allow for example any colours between dull
- orange and medium orange to be treated as one colour.
-
- A value of 15 will make the program think that all the
- colours are the same.
-
- Higher values result in less detailed colouring of the
- object but fewer faces.
-
-
-
- 6. While it Runs.
-
-
-
- Once you have entered these values sit back and depending on the
- size of the brush up to a minute later the conversion will be done.
-
- The graphic screen that Brush_4d works on is behind its selection
- screen. You can drag down its screen to watch it in progress.
-
- As the picture is processed, in non-HAM screens the points
- converted
-
- will be blocked out as it goes. In HAM screens because writing
- to the screen would change the colours and mess it up you can get
- an idea of where it is up to by choosing a new height value of a
- couple of pixels less than the maximum and you will see a line run
- across the bottom.
-
-
-
- When all the processing is done you will be shown the exact
- number of vertices, edges and faces used in the object and the file
- size. You will also be told the level of compression of the non-
- transparent colours if you had any optimisation on.
-
- Now enter the filename that you would like the object saved
- under. If you decide that you don't want this object after all
- then click on 'Forget it' or the close gadget and then 'Abort'.
-
-
-
- 7. Tips.
-
-
-
- Don't click the hidden forward/back gadgets on the graphic screen
- as they leave an outline that may turn up in your object.
-
-
-
- Fewer colours will result in higher compression levels but you
- should balance the memory saving against the look of the object.
-
-
-
- If you want smaller objects then reduce the brush before
- conversion or reduce the number of colours on a program like Deluxe
- Photolab.
-
-
-
- Name your objects when they are loaded in as when you have
- transparent colours the various parts may not be connected so you
- will want an easy way of selecting the whole object.
-
-
-
- When wrapping to a sphere you can get quite a bit of distortion
- at the top and bottom. This can be controlled by using the "Ignore
- Transparent for Bend" setting on NO. On your paint program cut
- your brush, clear the screen, and stamp the brush in the middle of
- the screen. Then cut the brush with a large border above and below
- which can be made transparent.
-
- The transparent colours will not show up as part of your object
- but will be included in calculation for how much to bend the tube.
-
- With this you will not get a sphere but more of a sphere with the
- top and bottom cut off. This can be a good effect.
-
- The same works for sine wave but there is not often the same
- level of distortion with this.
-
-
-
- Use the HAM threshhold setting around 2 or 3 for good looking
- results with increased optimisation.
-
-
-
- If you want more than the 64 colours in EHB and don't like the
- fringing associated with HAM colours (which will be faithfully
- converted over) then you can go to a little trouble and create your
- objects in parts. These can be quite easy to assemble.
-
- Using DPaint -
-
- Draw your brush using all available colours. Use the coordinates
- and cut it out and save it.
-
- Change the palette and by using Stencil (in Dpaint) select the
- background colour, invert the stencil then return to painting. Use
- one colour to paint over the pixels in the old brush.
-
- Then change the stencil so that colour is protected and the
- background colour free. Draw around the old picture with your new
- colours and when you have finished go back to stencil and protect
- everything but the colour you used to write over the first pictures
- pixels. Now rub over them with the background colour.
-
- Turn off the stencil.
-
- Now cut the new brush with exactly the same size and start point
- and save.
-
- Convert both into objects and layer one over the other (they
- should start that way when you load them in as scenes).
-
-
-
- As well as just converting everyday brushes into objects you can
- use Brush_4D as a simple object creator. One use I find for it is
- as a replacement for the checkered floor. Make your own checkered
- floor with something like a pattern fill and then convert it. You
- now have control over the size of your GROUND and can have more
- than two colours and don't have to place it horizontally at level
- 0. It can also have a texture. Have more than one ground.
-
-
-
- For stripey tubes make a row of colours with something like the
- shaded fill in DPaint and wrap it to a tube.
-
-
-
- Convert your favourite (colour) fonts over. Make them 3D by
- wrapping them around part of a tube, both forwards and backwards
- bent and put together - no longer flat and boring.
-
-
-
- Do nice keyframe animations with pictures fading into one
- another, sine waves squirming as you alter the start and end angles
- etc. - just make sure you don't optimise and have no transparents
- and have exactly the same size in your start and end brushes.
-
-
-
- 8. Errors.
-
-
-
- You will be told throughout if anything goes wrong like not being
- able to open the screen or files etc.
-
- You might get the "Exceeded maximum vertices" or "Exceeded
- maximum faces" message. If this happens you should send off the
- cash for the version without limits. Alternatively reduce your
- image (but lose detail).
-
- If you run the programs but it returns immediately then you may
- not have the "mathtrans.library" or "req.library" in your LIBS:
- directory.
-
- Check your stack size as well.
-
-
-
- 9. The Competition.
-
-
-
- DigiWorks 3D ($US 130-160) - I see it as a complementary product
- as it does only flat conversions (extrusions don't really count)
- and doesn't handle colour at all. It is nice though in finding
- edges etc. for you. With my program you will get "jaggies" on
- diagonal edges, with DigiWorks you would get one diagonal line.
-
- Living out of the way I haven't seen anything else which performs
- similarly. Perhaps you would like to send me some :-)
-
-
-
- 10. The Address!
-
-
-
- I am a poor student, and need your donations to buy 'Imagine'.
- Future upgrades depend on your generosity. These will be sent free
- of charge when any important changes are made, to all registered
- users.
-
-
-
- Send your money to:
-
- Bruce Thomson
-
- PO Box 33116
-
- Takapuna
-
- Auckland
-
- NEW ZEALAND
-
-
-
- Make that $US cash or international cheques or money orders etc.
- If you're in a kindly mood send all you've got, copies of any other
- shareware/PD ray tracing utilities, comments, suggestions etc $NZ
- acceptable also. Use current exchange rate.
-
-
-
- 11. Other Important Stuff.
-
-
-
- This program is to be distributed with these docs intact and
- unaltered. The help picture is to accompany it.
-
-
-
- Distribution of restricted version. (ie this package)
-
- - This restricted version is freely uploadable to BBS's etc.
-
- - Fred Fish can include it in his library.
-
- - Other PD/Shareware libraries can distribute it if they are
- not greedy, ie they charge no more than 150% of Fred
- Fish's charges.
-
- - Free User Group disk magazines, etc. may distribute it.
-
- - Ask me if you want to distribute it packaged in any form
- that is not covered above, that you will be charging any
- money for - e.g. a disk that accompanies a magazine
-
-
-
- The unrestricted version is for your private use only if you
- decide to register. It is not to be copied.
-
-
-
-