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Cube-Operator  Example 

This operator wraps an image or a 3d-temp-buffer onto a cube.

Parameters

Name        Possible Values/Unit            Description

Input       STREAM, TEMP1, ..., TEMP8,      input buffer
            TEMP3D1, ..., TEMP3D4
Ouput       STREAM, TEMP1, ..., TEMP8,      output buffer
            TEMP3D1, ..., TEMP3D4
TRender     ON, OFF                         indicate that the transformed 3d-temp-buffer
                                            is used for the last time and can be modified
                                            directly to conserve both memory and time
Size        pixels                          size of the cube
Fold        ON, OFF                         create the cube "folding" the image using
                                            5 dynamic angles (like a parcel)
Alpha4,     degrees                         face-angles in fold-mode
Alpha5,                                     (see below)
Alpha2,
Alpha6,
Alpha1

The image is sliced into 6 parts (2 rows, 3 columns) which are mapped
onto the six surfaces of the cube.
To create a cube with 6 different images simply compose them together
and use the result as input for the Cube-operator.


In parcel-mode (fold=ON) the image is deformed in two steps.
In the 1st step the it is scliced as follows:

                                   ___
                                  |   |
                                  | 1 |
   ___________                    |___|___
  |   |   |   |                   |   |   |
  | 1 | 2 | 3 |                  | 2 | 6 |
  |___|___|___|   =====       ___|___|___|
  |   |   |   |   =====/      |   |   |
  | 4 | 5 | 6 |       /       | 5 | 3 |
  |___|___|___|               |___|___|
                                  |   |
                                  | 4 |
                                  |___|


After that all faces except face 3 are rotated by the 5 angles
creating the "parcel-like" behaviour:

 Angle4: angle between face 4 and 3
 Angle5: angle between face 5 and 3
 Angle2: angle between face 2 and 3
 Angle6: angle between face 6 and 2
 Angle1: angle between face 1 and 2


Because this operator supports the  PowerPlugs! -concept further
settings can be adjusted from within the global  Render-Settings -Window.