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-
-
-
-
- Moray V2.0
-
-
-
-
-
-
-
- An Interactive Wireframe Modeller
-
- for
-
- POV-Ray V2.2 or higher
-
- and
-
- Polyray V1.8 or higher
-
- January 1996
-
-
-
- Copyright 1992-1996 by
-
- SoftTronics, Lutz + Kretzschmar GbR
-
-
-
- E-Mail
-
- 100023.2006@compuserve.com
-
-
-
- Address
-
- SoftTronics
- Lutz + Kretzschmar
- Fritz-Reuter-Str. 20b
- 81245 Munich
- Germany
-
-
-
- Manual MORAY V2.0 Page 2
- ----------------------------------------------------------------------
-
-
-
- 1 Introduction
-
-
- MORAY is a "shareware program" and is provided at no charge to
- the user for evaluation. You are encouraged to pass a
- shareware copy of MORAY along to your friends and fellow
- raytracers for evaluation. Please encourage them to register
- their copy if they find that they can use it. Please do not
- give it away altered or as part of another system.
-
- All functions in this shareware version are enabled. This is
- so that you can test the complete functionality of the
- program. You are reminded that it is a shareware program on
- startup.
-
- Please read Appendix D (page 117) for a definition of
- shareware.
-
- You must register this program if you continue to use it after
- trying it out for a period of 30 days.
-
- Registration benefits:
-
- - you support the further development of MORAY.
-
- - your suggestions are given a higher priority, and you get
- to see them earlier.
-
- - you get special update/upgrade conditions.
-
-
-
- 1.1 Disclaimer agreement
-
-
-
- Users of MORAY must accept this disclaimer of warranty:
-
- "MORAY is supplied as is. The author disclaims all
- warranties, expressed or implied, including, without
- limitation, the warranties of merchantability and of fitness
- for any purpose. The author assumes no liability for damages,
- direct or consequential, which may result from the use of
- MORAY."
-
- The essence of "user-supported" software is to provide
- personal computer users with quality software without high
- prices, and yet to provide incentive for programmers to
- continue to develop new products.
-
-
-
- Manual MORAY V2.0 Page 3
- ----------------------------------------------------------------------
-
- 1.2 Registration
-
-
-
- If you find this program useful and find that you are using
- MORAY and continue to use MORAY after a reasonable trial
- period of 30 days, you must make a registration payment of
- US$64 or DM 100 to Lutz + Kretzschmar. This registration fee
- will license one copy for use on any one computer at any one
- time. You must treat this software just like a book. An
- example is that this software may be used by any number of
- people and may be freely moved from one computer location to
- another, so long as there is no possibility of it being used
- at one location while it's being used at another. Just as a
- book cannot be read by two different persons at the same time.
-
- Commercial users of MORAY must register and pay for their
- copies of MORAY within 30 days of first use or their license
- is withdrawn. Site-License arrangements may be made by
- contacting Lutz + Kretzschmar.
-
- To register please read the file REGISTER.INS for
- instructions.
-
- Anyone distributing MORAY for any kind of remuneration must
- first contact Lutz + Kretzschmar at the address below for
- authorization. This authorization will be automatically
- granted to distributors recognized by the ASP as adhering to
- its guidelines for shareware distributors, and such
- distributors may begin offering MORAY immediately. However
- Lutz + Kretzschmar would really appreciate being advised so
- that the distributor can be kept up-to-date with the latest
- version of MORAY.
-
-
- 1.3 Contacting the authors
-
-
-
- Home of POV-Ray and MORAY is CompuServe in the GRAPHDEV area
- (GO GRAPHDEV). This is the place to ask questions about POV-
- Ray and MORAY, there are a lot of users of POV-Ray (and MORAY)
- there. MORAY is available from library 13 as MORAY.ZIP.
-
- The newsgroup comp.graphics.rendering.raytracing is also
- frequented by many raytracing enthusiasts.
-
- MORAY can be downloaded via ftp from ftp.povray.org in the
- directory /pub/povray/modellers/moray in the file MORAY20.ZIP.
-
- Please see the file SUPPORT.DOC that came with this package
- for ways of reaching the authors.
-
-
-
- Manual MORAY V2.0 Page 4
- ----------------------------------------------------------------------
-
- 1.4 Credits
-
-
-
- I would like to thank all the beta testers that helped make
- this program what it is. You know who you are. Thank you all
- for your valuable input and support.
-
- Special thanks to Andreas Lagotzki, who wrote the German
- manual and found numerous bugs in the process.
-
- Thanks to Steve Perrigo for his extensive editing of the
- documentation, making this manual much more readable and
- understandable.
-
- Thanks to Thomas Baier for providing code for the blob
- evaluation and for allowing me to include his two shareware
- utilities, 3DTO3D and POV2MDL. Please support him by
- registering these utilities if you use them.
-
- Thanks to Xander Enzmann for his support and code for
- interfacing with Polyray.
-
- Thanks to the POV-Team for providing such a high-quality
- raytracer for free. Keep up the good work.
-
- Thanks to Matt Drury, sysop of the Graphics Developers forum
- on CompuServe for his assistance during the beta test.
-
-
-
- Manual MORAY V2.0 Page 5
- ----------------------------------------------------------------------
-
-
-
- 2 Table of Contents
-
-
- 1 Introduction .......................................................2
- 1.1 Disclaimer agreement ...........................................2
- 1.2 Registration ...................................................3
- 1.3 Contacting the authors .........................................3
- 1.4 Credits ........................................................4
-
- 2 Table of Contents ..................................................5
-
- 3 Installation ......................................................11
-
- 4 Tutorials Section .................................................13
- 4.1 Basic Interaction with MORAY ..................................13
- 4.1.1 Starting MORAY .............................................13
- 4.1.2 The View Environment .......................................13
- 4.1.3 Loading A Scene ............................................14
- 4.1.4 Panning A View .............................................14
- 4.1.5 Zooming A View .............................................15
- 4.1.6 Selecting Objects ..........................................15
- 4.1.7 Editing Objects ............................................15
- 4.1.8 Transforming Objects .......................................16
- 4.1.9 Saving A Scene .............................................17
- 4.1.10 The View Popup ............................................18
- 4.2 Creating Objects ..............................................19
- 4.3 Creating Textures .............................................19
- 4.3.1 Introduction ...............................................19
- 4.3.2 The Editor .................................................19
- 4.3.3 Pigment ....................................................20
- 4.3.4 Preview ....................................................22
- 4.3.5 Normal .....................................................23
- 4.3.6 Finish .....................................................23
- 4.3.7 Imagemaps ..................................................23
- 4.4 Create A Simple Scene .........................................24
- 4.4.1 The Sphere .................................................25
- 4.4.2 The Camera .................................................25
- 4.4.3 The Light ..................................................25
- 4.4.4 The Texture ................................................26
- 4.4.5 Assign the Texture .........................................26
- 4.4.6 Making a Pedestal and the Floor ............................27
- 4.4.7 Rendering ..................................................28
- 4.5 Editing Sweeps ................................................28
- 4.6 CSGs and Groups (Grouping Objects) ............................31
- 4.7 Importing RAW files ...........................................33
- 4.8 Logos with Heightfields .......................................34
- 4.9 Editing Bezier Patches ........................................35
- 4.9.1 A Flat Patch ...............................................36
- 4.9.2 The Editor .................................................36
- 4.9.3 A cylindrical patch ........................................37
- 4.9.4 A Funnel Shape .............................................37
- 4.9.5 Adding the Twist ...........................................38
- 4.10 Creating User-Defined Objects ................................38
- 4.11 Importing Blobs ..............................................39
- 4.12 Working With Spotlights ......................................40
- 4.13 The Object Browser ...........................................41
- 4.14 Copying Objects ..............................................43
-
-
-
- Manual MORAY V2.0 Page 6
- ----------------------------------------------------------------------
-
- 4.15 Reference Objects ............................................45
- 4.16 Visibility Levels ............................................46
-
- 5 Reference Section .................................................48
- 5.1 Main Menu .....................................................48
- 5.1.1 Object Name (Name) .........................................48
- 5.1.2 Object Type (Type) .........................................48
- 5.1.3 Scaling Mode (SCL) .........................................48
- 5.1.4 Uniform Scaling mode (USCL) ................................48
- 5.1.5 Clear Scale (CLR) ..........................................48
- 5.1.6 X, Y and Z Scale ...........................................48
- 5.1.7 Rotation Mode (ROTAT) ......................................49
- 5.1.8 Clear Rotation (CLR) .......................................49
- 5.1.9 X, Y and Z Rotation ........................................49
- 5.1.10 Translation Mode (TRANS) ..................................49
- 5.1.11 Clear Translation (CLR) ...................................49
- 5.1.12 X, Y and Z Translation ....................................49
- 5.1.13 Undo ......................................................49
- 5.1.14 Create ....................................................50
- 5.1.15 Copy ......................................................50
- 5.1.16 Delete ....................................................50
- 5.1.17 Select ....................................................50
- 5.1.18 Textures ..................................................50
- 5.1.19 Files .....................................................50
- 5.1.20 Options ...................................................50
- 5.1.21 Quit ......................................................50
- 5.2 View Popup ....................................................51
- 5.2.1 Disable ....................................................51
- 5.2.2 Disable/Enable Snap ........................................51
- 5.2.3 Zoom To Obj ................................................51
- 5.2.4 Zoom To Fit ................................................51
- 5.2.5 Pan ........................................................51
- 5.2.6 Zoom .......................................................51
- 5.2.7 Maximize/Minimize ..........................................51
- 5.2.8 Select .....................................................52
- 5.2.9 Redraw .....................................................52
- 5.2.10 View:type .................................................52
- 5.2.11 Lock/Unlock Grid ..........................................52
- 5.2.12 Disable/Enable Grid .......................................52
- 5.2.13 Insert Node ...............................................52
- 5.2.14 Delete Node ...............................................52
- 5.2.15 On/Off Curve ..............................................52
- 5.2.16 Unmark/Mark All ...........................................53
- 5.3 Create Submenu ................................................53
- 5.3.1 Cube .......................................................53
- 5.3.2 Sphere .....................................................53
- 5.3.3 Cylinder ...................................................53
- 5.3.4 Cone .......................................................53
- 5.3.5 Torus ......................................................53
- 5.3.6 Plane ......................................................53
- 5.3.7 Disc .......................................................53
- 5.3.8 Translational Sweep (TRANS SWEEP) ..........................54
- 5.3.9 Rotational Sweep (ROTAT SWEEP) .............................54
- 5.3.10 Tapering Sweep (TAPER SWEEP) ..............................54
- 5.3.11 Bezier Patch ..............................................54
- 5.3.12 Heightfield ...............................................54
- 5.3.13 Raw Triangles Object ......................................54
- 5.3.14 User-defined Object .......................................54
- 5.3.15 Blob (LOAD BLOB) ..........................................54
-
-
-
- Manual MORAY V2.0 Page 7
- ----------------------------------------------------------------------
-
- 5.3.16 Pointlight ................................................55
- 5.3.17 Spotlight .................................................55
- 5.3.18 Arealight .................................................55
- 5.3.19 Group .....................................................55
- 5.3.20 CSG Object ................................................55
- 5.3.21 Camera ....................................................55
- 5.3.22 Texture ...................................................55
- 5.3.23 Done ......................................................55
- 5.4 Files Submenu .................................................55
- 5.4.1 Current File ...............................................55
- 5.4.2 New ........................................................55
- 5.4.3 Load .......................................................56
- 5.4.4 Save .......................................................56
- 5.4.5 Save As ....................................................56
- 5.4.6 Save Sel ...................................................56
- 5.4.7 Merge ......................................................56
- 5.4.8 Export .....................................................56
- 5.4.9 Render .....................................................57
- 5.4.10 DOS Screen ................................................57
- 5.4.11 DOS Shell .................................................57
- 5.4.12 User1, User2 and User3 ....................................57
- 5.4.13 Options ...................................................57
- 5.4.14 Done ......................................................57
- 5.5 File Selector .................................................57
- 5.5.1 OK and Cancel ..............................................58
- 5.5.2 Current directory ..........................................58
- 5.5.3 Frequent directories .......................................58
- 5.5.4 Filename ...................................................58
- 5.5.5 Files ......................................................58
- 5.5.6 Extensions .................................................58
- 5.5.7 Drives .....................................................58
- 5.5.8 Directories ................................................58
- 5.6 Options Submenu ...............................................59
- 5.6.1 Undo Buffer Size ...........................................59
- 5.6.2 Clear Undo Buffer ..........................................59
- 5.6.3 Visibility Level ...........................................59
- 5.6.4 Grid Snap ..................................................59
- 5.6.5 Renderer ...................................................59
- 5.6.6 Render Options .............................................60
- 5.6.7 Display ....................................................60
- 5.6.8 Verbose ....................................................60
- 5.6.9 Pause ......................................................60
- 5.6.10 Continue ..................................................60
- 5.6.11 Interruptible .............................................60
- 5.6.12 Resolution ................................................60
- 5.6.13 Antialias .................................................60
- 5.6.14 Jitter ....................................................61
- 5.6.15 Rays ......................................................61
- 5.6.16 Method ....................................................61
- 5.6.17 Max Level .................................................61
- 5.6.18 Register ..................................................61
- 5.6.19 About .....................................................61
- 5.6.20 Done ......................................................62
- 5.7 Copy Submenu ..................................................62
- 5.7.1 Scaling Factor Mode (SCL FCT) ..............................62
- 5.7.2 Scaling Offset Mode (SCL OFF) ..............................62
- 5.7.3 X, Y and Z Scaling Values ..................................62
- 5.7.4 Rotation Factor Mode (ROT FCT) .............................63
- 5.7.5 Rotation Offset Mode (ROT OFF) .............................63
-
-
-
- Manual MORAY V2.0 Page 8
- ----------------------------------------------------------------------
-
- 5.7.6 X, Y and Z Rotation Values .................................63
- 5.7.7 Translation Factor Mode (XLAT FCT) .........................63
- 5.7.8 Translation Offset Mode (XLAT OFF) .........................64
- 5.7.9 X, Y and Z Translation Values ..............................64
- 5.7.10 Orbiting ..................................................64
- 5.7.11 X, Y and Z Orbit Values ...................................65
- 5.7.12 Attach ....................................................65
- 5.7.13 Copies ....................................................65
- 5.7.14 Reference .................................................65
- 5.7.15 OK ........................................................65
- 5.7.16 Cancel ....................................................65
- 5.8 Object Menus ..................................................65
- 5.8.1 Common Editing Menu ........................................66
- 5.8.2 Cylinder Menu ..............................................68
- 5.8.3 Cone Menu ..................................................68
- 5.8.4 Torus Menu .................................................68
- 5.8.5 Disc Menu ..................................................69
- 5.8.6 Sweep Menus ................................................69
- 5.8.7 Bezier Patch Menu ..........................................69
- 5.8.8 Heightfield Menu ...........................................69
- 5.8.9 RAW Triangles ..............................................70
- 5.8.10 Blob Menu .................................................71
- 5.8.11 Pointlight Menu ...........................................72
- 5.8.12 Spotlight Menu ............................................72
- 5.8.13 Arealight Menu ............................................73
- 5.8.14 Group Menu ................................................74
- 5.8.15 CSG Menu ..................................................75
- 5.8.16 Camera Menu ...............................................75
- 5.9 Texture Editor ................................................76
- 5.9.1 Create Texture (CREATE) ....................................76
- 5.9.2 Import A Texture Definition (GET) ..........................76
- 5.9.3 Delete Texture (DELETE) ....................................76
- 5.9.4 Delete Unused Textures (DEL UNUSED) ........................76
- 5.9.5 Copy A Texture (COPY) ......................................77
- 5.9.6 Exit Texture Editor (DONE) .................................77
- 5.9.7 List Of Textures In Scene ..................................77
- 5.9.8 Preview Display ............................................77
- 5.9.9 Make Preview (PREVIEW) .....................................77
- 5.9.10 Object For Preview (OBJECT) ...............................77
- 5.9.11 Background For Preview (BACKGND) ..........................77
- 5.9.12 Texture Type (TYPE) .......................................77
- 5.9.13 Rename A Texture Layer (RENAME) ...........................78
- 5.9.14 Add A Layer (ADD LAYER) ...................................78
- 5.9.15 Delete A Layer (DEL LAYER) ................................78
- 5.9.16 Reorder Layers (MOVE UP) ..................................78
- 5.9.17 List Of Layers (AVAILABLE LAYERS) .........................78
- 5.9.18 Pigment Buttons ...........................................78
- 5.9.19 Normal Buttons ............................................83
- 5.9.20 Finish Buttons ............................................85
- 5.10 Bezier Patch Editor ..........................................86
- 5.10.1 X-, Y- and Z-Mirror .......................................86
- 5.10.2 Snapping Points (SNAP POINTS) .............................86
- 5.10.3 Marked Point Number (MARKED) ..............................86
- 5.10.4 Mark All ..................................................86
- 5.10.5 Unmark All ................................................87
- 5.10.6 Toggle Marked .............................................87
- 5.10.7 Scaling Mode (SCL) ........................................87
- 5.10.8 Uniform Scaling Mode (USCL) ...............................87
- 5.10.9 Local Scaling Modes (LOCAL) ...............................87
-
-
-
- Manual MORAY V2.0 Page 9
- ----------------------------------------------------------------------
-
- 5.10.10 Rotation Mode (ROTATE) ...................................87
- 5.10.11 Local Rotation Mode (LCOAL) ..............................87
- 5.10.12 Translation Mode (TRANSLATE) .............................87
- 5.10.13 Divisions Slider .........................................87
- 5.10.14 Show Mesh ................................................88
- 5.10.15 Show Control Mesh (SHOW CTRL MESH) .......................88
- 5.10.16 Continuous updates (CONT. UPDATE) ........................88
- 5.10.17 Done .....................................................88
- 5.11 Sweep Editor .................................................88
- 5.11.1 X- and Y-Mirror ...........................................88
- 5.11.2 Insert Node ...............................................89
- 5.11.3 Delete Node ...............................................89
- 5.11.4 Snap Nodes ................................................89
- 5.11.5 Marked Node Number ........................................89
- 5.11.6 Mark All ..................................................89
- 5.11.7 Unmark All ................................................89
- 5.11.8 Toggle Marked .............................................89
- 5.11.9 On/Off Curve ..............................................89
- 5.11.10 Scaling Mode (SCL) .......................................89
- 5.11.11 Uniform Scaling Mode (USCL) ..............................90
- 5.11.12 Local Scaling Modes (LOCAL) ..............................90
- 5.11.13 Rotation Mode (ROTATE) ...................................90
- 5.11.14 Local Rotation Mode (LOCAL) ..............................90
- 5.11.15 Translation Mode (TRANSLATE) .............................90
- 5.11.16 Divisions Slider .........................................90
- 5.11.17 Top Z Coordinate (TOP Z) .................................90
- 5.11.18 Bottom Z Coordinate (BOTTOM Z) ...........................90
- 5.11.19 Sweep Type ...............................................90
- 5.11.20 Importing a Glyph (IMPORT) ...............................91
- 5.11.21 Done .....................................................91
- 5.12 Object Browser ...............................................91
- 5.12.1 Main View .................................................91
- 5.12.2 Collapse All ..............................................91
- 5.12.3 Expand All ................................................92
- 5.12.4 Collapse Sub ..............................................92
- 5.12.5 Expand Sub ................................................92
- 5.12.6 Larger Font ...............................................92
- 5.12.7 Smaller Font ..............................................92
- 5.12.8 Zoom In ...................................................92
- 5.12.9 Zoom Out ..................................................92
- 5.13 Command-line options .........................................92
- 5.14 User-defined objects .........................................93
- 5.14.1 UDO File Format ...........................................93
- 5.14.2 Example UDO file ..........................................94
- 5.14.3 Converting RAW to UDO with the 3Dto3D Utility .............95
-
- 6 New Features in V2.0 ..............................................96
- 6.1 Interface .....................................................96
- 6.2 Objects .......................................................97
- 6.3 Textures ......................................................98
- 6.4 Browser .......................................................99
- 6.5 Miscellaneous .................................................99
- 6.6 Rendering ....................................................100
- 6.7 Exporting ....................................................100
-
- 7 Configuration ....................................................101
- 7.1 MORAY.INI Settings ...........................................101
- 7.1.1 The [CONFIG] section ......................................101
- 7.1.2 The [FILEOPEN] section ....................................105
-
-
-
- Manual MORAY V2.0 Page 10
- ----------------------------------------------------------------------
-
- 7.1.3 The [TEXTURE EDITOR] section ..............................106
- 7.1.4 The [OPTIONS] section .....................................106
- 7.1.5 The [POV DEFFILE] section .................................108
- 7.1.6 The [POLYRAY INIFILE] section .............................108
- 7.2 Objects in the Texture Editor Preview ........................109
- 7.3 The POV2MDL Utility ..........................................109
- 7.4 VESA Drivers .................................................109
-
- 8 Appendix A: Hotkeys ..............................................111
- 8.1 Main Menu ....................................................111
- 8.2 Files Submenu ................................................112
- 8.3 Object Browser ...............................................112
- 8.4 Edit Menu for Bezier Patches .................................113
- 8.5 Texture Editor ...............................................113
-
- 9 Appendix B: Polyray ..............................................114
- 9.1 Texturing ....................................................114
- 9.2 Render Region ................................................114
-
- 10 Appendix C: Frequently Asked Questions ..........................115
-
- 11 Appendix D: Shareware ...........................................117
-
- 12 Appendix E: Index ...............................................118
-
-
-
- Manual MORAY V2.0 Page 11
- ----------------------------------------------------------------------
-
-
-
- 3 Installation
-
-
- Installing the program is simple. Depending on where and how
- you got the program, you will have a ZIP file containing
- the program. You need to unzip this file to a directory
- of your choice. It is recommended that you create a new
- directory for MORAY and not use an existing one.
-
- For example, if you are installing to drive C:, do the
- following from the DOS prompt (note that you do only type the
- commands after the end of the prompt '>') :
-
- C:\> md moray
- C:\> cd moray
- C:\MORAY> copy a:moray20.zip
- C:\MORAY> pkunzip -d moray20.zip
-
- This will create a couple of files and sub-directories in the
- MORAY directory. Basically, MORAY is now installed, but you
- need to edit some files and set certain parameters in
- MORAY.INI, so that MORAY knows how to call POV-Ray and/or
- Polyray.
-
- In the sub-directory POVSCN, edit the file POVTRACE.BAT and
- edit the line that calls POVRAY.EXE to include the whole path
- to the executable.
-
- In the sub-directory POLYSCN, edit the file PITRACE.BAT and
- edit the line that calls POLYRAY.EXE to include the whole path
- to the executable.
-
- Edit MORAY.INI in the main directory and make the following
- changes:
-
- - If you have a CD-ROM drive, search for the SkipDrives
- variable in the first section [CONFIG] and add the drive
- letter of your CD-ROM to the AB already there. E.g. if your
- CD-ROM is drive E, make sure that it says ABE after
- SkipDrives.
-
- - If your graphics card can do higher resolutions than 640x480
- in 256 colors, you can set the GraphicsMode variable to the
- resolution you want to use. Note that you may want to leave
- this as it is and use the -G command-line parameter first
- (see page 92), to find out whether MORAY can use the
- graphics mode that you want. If MORAY can use it you can
- change it here in the INI later. Remember that Alt-X can be
- used to exit MORAY if the screen comes up garbled and you
- can't use the mouse.
-
- - Search for the section [POV DEFFILE], near the end of the
- INI file. This is where you can specify the switches that
- POV-Ray should use on your system.
-
-
-
- Manual MORAY V2.0 Page 12
- ----------------------------------------------------------------------
-
- - Search for the section [POLYRAY INIFILE], near the end of
- the INI file. This is where you can specify the switches
- that POV-Ray should use on your system.
-
-
-
- Manual MORAY V2.0 Page 13
- ----------------------------------------------------------------------
-
-
-
- 4 Tutorials Section
-
-
- The following Tutorials will introduce you to the most
- important features of MORAY V2.0. Each tutorial is an entity
- in itself, explaining a certain feature. So feel free to just
- jump into any tutorial to get to know a feature. Do start each
- Tutorial from the beginning, though, since your screen needs
- to be in the state that the text assumes.
-
- Most Tutorials start off with MORAY running and ask you to
- load a scene. This is covered in the first Tutorial, Basic
- Interaction, so you should definitely do this one before doing
- any of the others.
-
- V1.5x users: even though you are familiar with a lot of MORAY,
- you should skim over the first tutorial and read about what's
- new in V2.0. Also, check the chapter in the reference manual
- New Features in V2.0 (page 96).
-
- 4.1 Basic Interaction with MORAY
-
-
-
- 4.1.1 Starting MORAY
-
- To start MORAY you change to the directory in which MORAY is
- installed and simply enter MORAY from the DOS prompt. MORAY
- will then start up, using the graphics mode that you have
- defined in the INI file (see Configuration, page 101). You can
- also start MORAY in a certain graphics mode or with a certain
- scene file (see Command-line options, page 92).
-
- If you start MORAY with no arguments, MORAY will start with a
- minimum scene containing one pointlight and one camera.
-
- 4.1.2 The View Environment
-
- Once MORAY has started, you will see the main screen. This
- screen contains four views into your scene and two menu areas,
- one below the views and one to the right of the views.
-
- The default arrangement of the views is to display three 2D
- views into the scene and one perspective 3D view.
-
- The 2D views represent the view in the direction of the 3
- axes, X, Y and Z. the 3D view represents the view from the
- active camera defined in the scene.
-
- Each view is named. The "SIDE" view is looking along the
- scene's X-axis, the "FRONT" view is looking along the Y-axis,
- and the "TOP" view is looking along the Z-axis. The name of
- the 3D view comes from the name of the active camera, who's
- position and attributes define the view.
-
-
-
- Manual MORAY V2.0 Page 14
- ----------------------------------------------------------------------
-
- The views can be configured to suit your needs (see View
- Popup, page 51). The type of view is displayed in the upper
- left corner of each view.
-
- The Main Menu is to the right of the views. It also shows the
- transformations of the currently selected object, as well as
- the current transformation mode (more on that later). Below
- the transformations are the menu buttons that give you access
- to the fundamental MORAY functions.
-
- The Editing Menu is at the bottom of the screen, below the
- views. The Editing Menu displays attributes for the currently
- selected object. If no object is selected, it is empty.
-
- In the lower right corner of the screen you can see six
- buttons. The first three are indicators of which axes are
- locked and which are free (more on that later). The other
- three are a memory display, and indicators for how full the
- vertex and edge list are. The first number is the absolute
- number of vertices (or edges), the second number is a
- percentage. The percentage should never go over 100, otherwise
- the wireframe will be incorrect.
-
- 4.1.3 Loading A Scene
-
- Let's load a scene so that we can get to know the basics of
- interacting with the views.
-
- Click on the FILES button in the Main Menu. The Main Menu now
- disappears and is replaced by the Files Submenu. In the Files
- Submenu, click on the LOAD button (or press F3). This will pop
- up the File Selector. Navigate to the MDL subdirectory and
- double click on TUTOR01.MDL. This will load a simple scene
- file with a camera, a point light, cube, a cylinder and a
- sphere. Now either click on the DONE button at the bottom of
- the Files Submenu or click the right mouse button, while the
- mouse cursor is over the Files Submenu. This gets us back to
- the Main Menu.
-
- Now let's see how we can move the area displayed in the views
- and the objects themselves in the scene.
-
- 4.1.4 Panning A View
-
- You'll notice that in the TOP view only the cylinder is
- visible. The remaining objects are off to the top and left. To
- bring the entire scene into view, press the CTRL key, and keep
- it depressed. Then move the mouse near the cylinder over the
- TOP view, click and hold the left mouse button and drag the
- mouse towards the bottom and right. The view will pan with the
- mouse movements.
-
-
-
- Manual MORAY V2.0 Page 15
- ----------------------------------------------------------------------
-
- 4.1.5 Zooming A View
-
- You will notice that you can't get the whole scene into the
- view since it is wider than the current view. What we need to
- do is to zoom the view out. To do this, move the mouse over
- the middle of the view, press and hold the ALT key, click and
- hold the left mouse button and slowly move the mouse away and
- towards you. The scene is zoomed in and out, according to your
- mouse movements.
-
- Another way of zooming into a view is to define a rectangle
- that you want to fill the view with. To do this, move the
- mouse to one corner of the rectangle, press and hold ALT and
- SHIFT, then click and hold the left mouse button, drag the
- mouse to the diagonally opposite corner of the rectangle of
- interest and release everything. The view will then be zoomed
- so that the view will fill this rectangle.
-
- You can also use the Alt-Z hotkey to zoom the view in such a
- way that all objects fit inside the view. Simply move the
- mouse cursor over the view you wish to zoom in this way and
- press Alt-Z. Do this now with the TOP view.
-
- 4.1.6 Selecting Objects
-
- OK, now let's start working with objects. To do this we need
- to first select an object. MORAY identifies the selected
- object by drawing it in yellow.
-
- The easiest way of selecting an object is to move the mouse
- cursor close to an edge that belongs to the object we're
- interested in and dragging a rectangle over that edge, while
- holding down the SHIFT key.
-
- So, move the cursor close to a line belonging to the cylinder,
- press and hold the SHIFT key, click and hold the left mouse
- button and drag the mouse until the rectangle covers some of
- this edge. Then release everything. The cylinder should become
- the selected object. It will turn yellow to indicate this.
-
- The Editing Menu at the bottom of the screen will be replaced
- by the Editing Menu for the cylinder.
-
- 4.1.7 Editing Objects
-
- The Editing Menu at the bottom of the screen shows you all the
- information associated with the currently selected object.
- Some buttons are there for all objects, like the NAME of the
- object and the NOSHADOW flag. Some buttons are specific to
- certain objects and only appear when an object of this type
- has been selected. For example the Cylinder adds the OPEN
- button. This allows you to create an open cylinder.
-
- Using the technique described, select the cube. You'll notice
- that the OPEN buttons have disappeared. This is because the
- OPEN buttons make no sense when a cube is selected.
-
-
-
- Manual MORAY V2.0 Page 16
- ----------------------------------------------------------------------
-
- Click on the NAME button. This will pop up a line editor (this
- is a pop-up box that allows you to enter a line of text),
- containing 'ACube', the name of the object. You can now change
- the name with the keyboard. If you want to edit the existing
- name, make sure that the first key you press is not a letter,
- but a navigation key like an arrow key, DEL, HOME or END. So,
- change the name to 'MyCube' by pressing DEL twice and typing
- 'My'. Then press ENTER or click on the left mouse button to
- confirm the change.
-
- As an alternative, you can just type the new name for the
- object and it will replace the prior name. Objects can be
- renamed at any time.
-
- Names can be quite descriptive. They can include upper and
- lower case letters and can include spaces (these are replaced
- by underscores when exporting). Names can be up to 15
- characters long, including spaces. For example, "Big Blue Box"
- could be a valid object name and would be much more
- recognizable than "BBB".
-
- 4.1.8 Transforming Objects
-
- Now let's take a look at how to move objects about, scale them
- and rotate them.
-
- You'll notice at the top of the Main Menu, below the buttons
- that display the name and the type of the currently selected
- object, that there are menus for the three modes of
- transformations. These are the three modes of transformation
- that can be applied to an object. They are applied to the
- object in the same order that they appear in the menu: first
- scaling, then rotation, then translation.
-
- You will also notice that at the top of each of these three
- transformation mode menus are two buttons (or three in the
- case of the scale group).
-
- The Scale mode control buttons are SCL, USCL, and CLR. If you
- depress the SCL button (or press "S" on the keyboard) the
- scaling of the object will apply only to the axes you scale
- along. Try this. The SCL transformation mode is used to
- stretch an object or compress it along one or two axes.
-
- To apply a uniform scale press the USCL button (or press "U"
- on the keyboard). The uniform scale mode is used to grow or
- shrink an entire object while retaining its basic form. Try
- this now. The CLR button rescales the selected object to one
- unit in each direction.
-
- The Rotate mode buttons are ROTATE and CLR. The ROTATE button
- enables the rotate mode. The CLR button resets the rotation to
- zero on all axes.
-
- The Translate mode buttons are TRANS and CLR. The TRANS button
- enables translation mode. The CLR button resets the
- translation to zero on all axes, placing the object back at
- the origin.
-
-
-
- Manual MORAY V2.0 Page 17
- ----------------------------------------------------------------------
-
- The active transformation mode will be displayed as a
- depressed button. Currently this should be the TRANS button,
- meaning that the selected object is ready to be translated by
- moving it with the mouse. Note that you can use the keyboard
- to change any of the nine transformation parameters,
- regardless of the current transformation mode. If the TRANS
- button is not depressed, click on it.
-
- Select the cylinder and then move the cursor over the cylinder
- in the TOP view, click and hold the left mouse button and drag
- the mouse. The cylinder will follow the mouse movements. When
- you've moved the cylinder to where you'd like it, release the
- button.
-
- Let's try rotating the cylinder. Since the currently active
- transformation mode is TRANS we need to set this to ROTAT. You
- can do this by clicking on ROTAT or pressing the 'R' key on
- the keyboard ('T' activates translation, 'S' is for scaling).
-
- In the FRONT view move the cursor over the cylinder, off to
- one side (doesn't matter which side). Click and hold the left
- mouse button and move the mouse cursor in a circular path
- around the center of the cylinder. The cylinder will rotate to
- follow the mouse. Note that the cylinder always rotates around
- its own origin. All objects in MORAY behave like this. Release
- the mouse button at anytime to keep the cylinder in that
- position.
-
- You will see that the three buttons under the active
- transformation mode are updated once you release the mouse.
- These buttons are not only for display. Click on the first
- button in the ROTAT group. You will see a cursor appear in
- this field and you can enter a number. Enter '0' and press
- TAB. This sets the X rotation to zero and activates the next
- field, which is the Y-rotation. Enter '0' again and press TAB.
- The Z field becomes active. Again enter '0' and now press
- ENTER. This finishes your numerical input. Objects can be
- transformed with precision accuracy using direct numerical
- input.
-
- You can now try scaling the cylinder using the same techniques
- used above to translate and rotate it.
-
- 4.1.9 Saving A Scene
-
- To save a scene, go into the Files Submenu and click on SAVE.
- If you previously loaded a file, MORAY will overwrite the file
- on your harddisk, but will create a backup of the old version.
- To save it under another name use the SAVE AS button. File
- names should consist of no more than eight characters. MORAY
- will add the ".MDL" extension if you leave it off.
-
- If you are working on a scene, you can press F2 from the Main
- Menu at any time without going into the Files Submenu to save
- your work.
-
-
-
- Manual MORAY V2.0 Page 18
- ----------------------------------------------------------------------
-
- 4.1.10 The View Popup
-
- The views have a number of features that can be turned on and
- off, like the grid for example. To allow you to use these
- features each view has a Popup (menu) that you can invoke by
- clicking the right mouse button while the mouse cursor is over
- it.
-
- Let's turn the grid off in the TOP view. Move the cursor into
- the TOP view and click the right mouse button. You will see a
- DISABLE GRID button at the bottom of the View Popup. Click on
- this button. The grid disappears. Now do another right click
- and notice that the button at the bottom now reads ENABLE
- GRID. Click this to re-enable the grid.
-
- Another useful function is the LOCK GRID function. Zoom the
- top view so that the distance between the grid lines is 1
- unit. Now right click and click on LOCK GRID. Now zoom out.
- You'll notice that the grid lines remain at their current
- spacing and are not automatically adjusted to suit the zoom
- level.
-
- You can also invoke one-shot mouse functions (pan, zoom and
- select) from here. Once you've clicked on one of these three,
- the View Popup will disappear and the next time you attempt to
- drag something in the view, the view will execute the function
- associated with the button you clicked on. So, click right,
- then click on PAN. The View Popup disappears. Now click and
- hold the left mouse button and move the mouse. The view will
- be panned, as if you'd pressed CTRL. When you let go of the
- mouse button, the behavior of the mouse is back to normal.
-
- If an object is selected you can zoom the view to this object
- by clicking on ZOOM TO OBJ.
-
- Another feature that the View Popup offers is the ability to
- change the view type. Do a right click over the TOP view. Now
- click on the VIEW:TOP button. The View Popup disappears and
- another one appears that contains at least three buttons
- (SIDE, FRONT, TOP) as well as any camera names. Clicking on
- one of these will change the view type. Click on the ACAMERA
- button. This will turn the view into a 3D view of the scene as
- seen by the camera 'ACamera'. Change it back to TOP view in
- the same way.
-
- You can also maximize one of the four views, making it use all
- available view space. Use the MAXIMIZE/MINIMIZE pair in the
- View Popup.
-
- Once you start making very large scenes the redraw time in
- each view will increase because of the overall complexity of
- the scene. You can speed up your editing by disabling views
- that are not needed at that time. This can be done by pressing
- DISABLE in the View Popup or by placing the mouse cursor over
- the view you want to disable and pressing the "-" key. To re-
- enable the view you must place the mouse cursor over the blank
- view and press the "+" key, since even the Popup is then
- disabled.
-
-
-
- Manual MORAY V2.0 Page 19
- ----------------------------------------------------------------------
-
- 4.2 Creating Objects
-
-
-
- Creating an object is quite simple, you click on CREATE in the
- Main Menu. The Main Menu is then replaced by a submenu with
- all the objects that MORAY can create.
-
- You click on the type of object you want. This pops up a line
- editor, prompting you for the name of the object. A default
- name is presented, which you can accept by simply left-
- clicking the mouse or pressing Enter. The name can also be
- edited as previously described.
-
- The Bezier Patch object is the only object that then displays
- another menu, requesting the shape type you want to create.
- For more details on the Bezier Editor, refer to tutorial on
- page 35.
-
- After creating an object (or objects) return to the Main Menu
- by pressing DONE at the bottom of the CREATE Submenu or by
- right-clicking while the mouse cursor is over the CREATE
- Submenu.
-
- 4.3 Creating Textures
-
-
-
- 4.3.1 Introduction
-
- MORAY offers a very powerful texture editor to aid you in
- creating all sorts of textures for POV-Ray. It is very
- intuitive to use and we will use as many of the basic
- functions as possible in this example. We will create a
- hexagon texture, a marble texture and an imagemap texture.
-
- Start up MORAY and load the scene TUTOR02A.MDL. Tutorial 1
- explains how to load a scene file.
-
- 4.3.2 The Editor
-
- Click on the TEXTURES button in the Main Menu. This will
- invoke the Texture Editor, which will fill the whole screen.
- It is currently empty, since no texture is loaded for editing.
-
- Click on the CREATE button and type 'MyHexagon' when prompted
- for the name of the texture. Names can include upper and lower
- case letters as well as spaces. Texture names can be up to 25
- characters in length. The screen now initializes and becomes
- full of controls to allow you to edit this texture.
-
-
-
- Manual MORAY V2.0 Page 20
- ----------------------------------------------------------------------
-
- There are three main regions on the screen, the first is the
- pigment, the second the normal and the third the finish
- section. This is the POV-Ray nomenclature for textures.
- PIGMENT defines the color, transparency and type of pigment of
- a texture. NORMAL defines whether the surface is bumpy and
- FINISH defines whether the object is shiny, matte, reflective
- etc. Please refer to the POV-Ray docs for more details. When
- you export to Polyray, MORAY matches the settings to Polyray
- equivalents.
-
- You'll notice that the texture name 'MyHexagon' can now be
- seen in the listbox at the right top part of the screen. This
- listbox contains a list of all the textures that are currently
- defined in your scene.
-
- The name also appears in the top left listbox. This listbox
- shows you the structure of the currently selected texture. For
- simple textures this listbox will never contain anything else.
- When you start creating layered textures, material maps or
- tiles, you will see more information in that listbox.
-
- 4.3.3 Pigment
-
- The frame labeled PIGMENT is where you specify the color,
- transparency and type of pigment that the texture should have.
- The first item in the frame is the TYPE combobox, which
- currently reads 'Solid Color'.
-
- Below this are two rectangles, one of which is not as tall as
- the other one. Both are currently black. The top one is the
- color of the pigment. The one below that displays the filter
- value in grayscale which represents the transparency of the
- pigment. Below this block are seven sliders and another two
- rectangles next to them. These two rectangles show you the
- color that the sliders currently affect. For the Solid
- pigment, the upper and lower pair of blocks are always the
- same.
-
- Click on the TYPE combobox (currently reading 'Solid Color')
- and you will see that all POV-Ray pigment types are available
- to choose from. Select Hexagon. The combobox closes and the
- display is changed a bit. There are now three new buttons
- (TURB, FREQ and PHASE).
-
- There are now three pairs of rectangles next to each other.
- The first of these is depressed, the other two are released
- (check the frames). Click on the middle color that is
- currently gray. This makes this second color the active color,
- i.e. now this button is depressed and its colors are the ones
- loaded into the sliders and the color box below. We can now
- use the sliders to change this color.
-
-
-
- Manual MORAY V2.0 Page 21
- ----------------------------------------------------------------------
-
- There is also a GET button. This allows you to "get" or place
- a predefined color into the current selection. Click on it now
- and choose 'MediumBlue' from the list. The Color Box and the
- middle top rectangle turn blue and the sliders move to the
- settings that define MediumBlue. Note that there is no link or
- connection to the MediumBlue color, only the RGB values have
- been imported. This means that if you now modify the color, it
- will have no impact on the MediumBlue color in the predefined
- color list.
-
- Click on the left color block, that is currently black. Then
- grab the RED slider and move it left and right. You will see
- the color in the left top block and the Color Box change
- between black and red. The HUE, SAT and LUM sliders also move.
- The equivalent color in the HSL color model is calculated in
- parallel and displayed in the sliders. Moving the HUE slider
- also updates the RGB sliders. Think of the HUE, SAT and LUM
- sliders as using a different color model as the RGB sliders.
- The colors of each model are converted to the other model,
- depending on which slider you are moving. Experiment to get a
- feel for the sliders. HUE changes the color, SAT the
- saturation (lower to get pale colors, higher for bright
- colors), LUM the luminance (lower for dark colors, higher for
- light colors).
-
- The last slider sets the FILTER component of the color. The
- two narrow rectangles in the color blocks show a grayscale
- representation of the filter value, where black is opaque and
- white is transparent.
-
- Below the sliders are nine input fields that allow you to
- transform the textures pigment, relative to the whole texture.
-
- Now let's make a marble texture. Click on the CREATE button
- and enter 'MyMarble' as the name of the texture. Use the TYPE
- combobox to make it a MARBLE pigment. There are three new
- buttons (TURB, FREQ and PHASE), a colormap and several new
- buttons near the GET button in the Pigment box.
-
- The colormap is showing the default colormap going from black
- at 0.0 to white at 1.0. Below the colormap is a narrow
- rectangle, which shows the filter component of the colormap
- (currently black, i.e. opaque). Starting below this are two
- arrows that go to a black and a white button. The black button
- is depressed, the white one released. This means that the
- black color is loaded into the sliders and moving the sliders
- changes the black entry. Try this by grabbing the blue slider
- and moving it left and right. You'll see the colormap change
- to reflect the movement. Set the sliders to 1.0, 0.8 and 0.5
- for the red, green and blue components respectively.
-
-
-
- Manual MORAY V2.0 Page 22
- ----------------------------------------------------------------------
-
- More complex color gradations can be created by adding
- additional incremental steps to the colormap. New colors are
- added to the right of the currently selected color. Click on
- the leftmost color box and then click on the ADD button (two
- buttons above the GET button). You'll see a third color
- inserted halfway between the yellow and white entry, with an
- arrow pointing up into the colormap, positioned halfway
- between them. The color is automatically set to the color that
- would be present there. This means that adding a color does
- not change the colormap, until you move the sliders or
- retrieve a predefined color with the GET command. You will
- also see that the button of the added color is depressed and
- loaded into the sliders. Use the sliders to set the color to
- 0.8, 0.4 and 0.4 for RGB.
-
- Now we want this color to be positioned at 0.8 and not at 0.5
- as it currently is. There are two ways to do this. If you know
- exactly where you want it, you can click on the button next to
- the COPY button and enter the exact position. Otherwise, you
- can move the mouse cursor over that arrow tip that extends
- from the colors button pair to the bottom of the colormap.
- Then click and hold the left mouse button and move the mouse
- left and right. The colormap changes to reflect how moving the
- position of the color affects the colormap. Release it when
- the arrow is at about 0.8. There are major markings every 0.1
- units and minor every 0.05 units on the colormap, just above
- the arrow tips.
-
- Now click on the white button and change the colors to 0.5,
- 0.3 and 0.6 for RGB.
-
- Note that the arrows for the leftmost and rightmost buttons
- cannot be moved, they are fixed at 0 and 1 respectively. Note
- also that the ADD and DEL button are currently inactive
- (grayed). This is because the ADD button adds a color after
- the currently selected color and the DEL button deletes the
- currently selected color, but neither of these operations are
- currently allowed because we have selected the last color in
- the colormap.
-
- The colormap is used for all POV-Ray pigment types that
- require a colormap, like agate, onion, gradient, wood, marble,
- etc.
-
- MORAY also supports imagemaps, which we will create in a
- minute. First we will use the PREVIEW function to take a look
- at our marble texture.
-
- 4.3.4 Preview
-
- At the top of the screen in the middle is a large framed area,
- below which is a button labeled PREVIEW.
-
-
-
- Manual MORAY V2.0 Page 23
- ----------------------------------------------------------------------
-
- There are two comboboxes to the left of the preview area,
- labeled OBJECT and BACKGND. These two comboboxes can be used
- to specify what object is to be rendered with the texture and
- what background should be present. The background is useful
- when making reflective or refractive textures or textures with
- a filter value. You can specify that a floor, a backdrop or
- both be present. The floor will be checkered black and white
- and the wall will have black and white horizontal stripes.
-
- You can add your own objects to this combobox later (see
- Configuration, page 101).
-
- Set the Object to Sphere and the Background to None.
-
- Click on the PREVIEW button or press F9. MORAY will now call
- the active raytracer to render a simple scene using the
- texture we've just designed. MORAY will load the resulting
- file into the preview box when the raytracer returns.
-
- You'll notice that our marble doesn't look much like marble,
- but more like a gradient. This is because we haven't set
- turbulence. Click the button next to the TURB label and enter
- 1.0. Notice that other buttons now appear that allow you to
- adjust parameters related to turbulence (Omega, Octaves and
- Lambda). You can leave these values set to their defaults. Now
- press F9 (or click on PREVIEW). Much better.
-
- This is the state in TUTOR02B.MDL.
-
- 4.3.5 Normal
-
- The normal region works very similarly to what we've just
- learned about the pigment region. Simply experiment with the
- settings. It probably makes more sense to experiment with a
- solid color pigment, so that you can see the effect of the
- bumps without the color changes non-solid pigments create.
-
- The Bumpmap setting works very similarly to the Imagemap
- buttons.
-
- 4.3.6 Finish
-
- The finish region also works very similarly to what we've just
- learned about the pigment region. The sliders in the finish
- region correspond to the texture settings of POV-Ray. Refer to
- the POV-Ray manual for more information on the effects of
- different finish settings.
-
- 4.3.7 Imagemaps
-
- When using imagemaps, the color sliders are not needed since
- the colors come from a bitmap file. Enter the Texture Editor
- and create a new texture. Change the pigment type to Imagemap.
- You'll see the sliders disappear and several other buttons
- appear.
-
-
-
- Manual MORAY V2.0 Page 24
- ----------------------------------------------------------------------
-
- The first button allows you to specify the file that the
- imagemap should use. It is set to POVMAP.GIF by default. If
- you click on the FILE button, the File Selector will pop up
- allowing you to choose a file to use as a bitmap.
-
- Below this are three buttons that allow you to specify how the
- imagemap is projected, whether the imagemap should be tiled
- and whether it should be interpolated (smoothed). These are
- comboboxes that allow you to choose the options that POV-Ray
- offers, please refer to the POV-Ray documentation for more
- details.
-
- Imagemaps allow you to make certain colors transparent by
- specifying the imagemap color index and its filter value, or
- you can set the whole imagemap to use a certain filter value.
- The combobox below the FILTER label allows you to choose
- either NONE for no filter settings, ALL for setting all the
- filter settings at once and SINGLE LIST for setting single
- indexes to use filter values.
-
- Setting it to SINGLE LIST makes a couple of controls appear.
- There is a listbox which will display the list, there is an
- ADD button to allow you to add filter entry, there is a DEL
- button to delete a filter entry, there is the DEL ALL button
- that deletes all the filter entries in the list and there is a
- filter edit field where you modify the filter setting of the
- entry selected in the listbox.
-
- To add a filtered index, click on the ADD button. You will be
- prompted to enter the index value. The default value is always
- one higher than the last index you entered and starts off with
- one. After this you are prompted for the actual filter value.
- Once you have entered this, the entry is added to the listbox.
- If you want to change the filter value, click on the entry in
- the listbox to select it and then click on the edit field next
- to the FILTER label under the listbox. This allows you to
- enter the new filter value.
-
- 4.4 Create A Simple Scene
-
-
-
- Let's go through all the steps required to create a scene and
- render it. The scene consists simply of a marble sphere on a
- hexagon floor, lit by a spotlight.
-
- Press F3 and load the TUTOR02A.MDL file. (You can discard the
- changes you made in the last tutorial.)
-
- This is a completely empty scene, similar to what you'd get if
- you were to click on NEW in the Files Submenu.
-
-
-
- Manual MORAY V2.0 Page 25
- ----------------------------------------------------------------------
-
- 4.4.1 The Sphere
-
- Click on CREATE. The Main Menu is replaced by a submenu of all
- available primitives. Click on the SPHERE button. You are
- presented with a default name, which you can change or accept.
- Note that MORAY requires that every object has a unique name.
- The default that MORAY offers you is always unique. For the
- moment press Enter to accept the default name.
-
- The sphere is placed at the origin and is selected. Click the
- right button while the cursor is over the menu. This returns
- you to the Main Menu. Click on the bottom button of the
- translation block to change the Z-translation to 1. This will
- move the sphere up one unit so its lowermost point is
- tangential to the X-Y plane.
-
- 4.4.2 The Camera
-
- We need a camera to define how you want the scene to be
- rendered, so create one by clicking on CREATE and then CAMERA.
- You will see that the fourth view now shows a 3D view of the
- scene, with the sphere in the center of the view. You can load
- TUTOR02C.MDL at this point if you're not following along.
-
- The panning and zooming methods of the 2D views also work in
- the 3D view. However they are different in that they effect
- the actual scene you're creating. When you pan in the 3D view
- (Ctrl and left mouse button drag), you are rotating the lookat
- point of the camera around the camera position. When you zoom
- the 3D view (Alt and left mouse button drag), you are
- increasing and decreasing the field of view of the camera,
- i.e. going from telephoto to wide angle.
-
- Try this now by moving the mouse cursor over the middle of the
- 3D view, press and hold CTRL and click and hold the left mouse
- button and drag the mouse. The view will pan by rotating the
- cameras lookat around the cameras position. You can watch the
- camera in the 2D views. Release the buttons when the sphere is
- in the middle of the view.
-
- Try zooming in the 3D view in the same way.
-
- 4.4.3 The Light
-
- OK, now we still need a light source, so that our scene is
- lit.
-
- Click on CREATE and on SPOTLIGHT. Accept the default name. At
- the bottom of the screen you will see that the spotlight has
- added quite a number of new controls to the Editing Menu.
- Among them are sliders for the color of the light. Use the
- very bottom slider to set the lights intensity to about 0.80.
- You can use the three sliders above this to make colored
- lights. We won't do this now.
-
- Notice that the spotlight is positioned on the origin, which
- is not a good place for it. Get back to the Main Menu (right
- click while over the CREATE Submenu) and set translation mode
- (press 'T').
-
-
-
- Manual MORAY V2.0 Page 26
- ----------------------------------------------------------------------
-
- Use the mouse or the transformation buttons to set the
- spotlights position to -10,0,10. Now we'll rotate the
- spotlight, which is currently facing straight down, to point
- at the sphere. We will also use the current SIDE view to look
- at what the spotlight is seeing.
-
- Right click while in the SIDE view. Select the VIEW:SIDE
- button and then click on the SPOTCAM001 button. This view will
- now show the scene from the perspective of the spotlight's
- point of view (or illumination). The view will be filled with
- two circles, but otherwise empty. This is because the
- spotlight is still pointing down. Select ROTATION mode (press
- 'R' or click on ROTAT) and use the FRONT view to rotate the
- spotlight so that it points towards the sphere. Watch the
- spotlight view, where the sphere will appear and when the
- sphere is in the middle of the inner circle stop rotating. If
- you cannot place it in the middle and it jumps between two
- positions, you may have SNAP on. In this case let go of all
- buttons, right click over the view and click on DISABLE SNAP.
- Then rotate a bit more until it's centered.
-
- Inside the outer circle that you can see in the spotlight view
- is where the light starts to shine. Inside the inner circle
- the light is at full brightness and falls off from there as it
- gets towards the outer circle. If you've been following along
- you should have the setup similar to that shown in
- TUTOR02D.MDL.
-
- You'll notice that the sphere is inside the inner ring. This
- means it will be fully illuminated. But the outer ring is too
- large. We want a spotlight with a much smaller edge area. We
- will decrease the outer ring radius. To do this click on the
- left arrow button next to the FALLOFF slider in the
- spotlight's Editing Menu at the bottom of the screen until the
- number in the slider reads 8.5. You'll notice the rings are
- closer together now. The view is always zoomed in such a way
- that the outer ring fills the view vertically, that's why the
- outer ring didn't get smaller, but the inner seemed to get
- bigger and the view was zoomed.
-
- 4.4.4 The Texture
-
- Use the knowledge you acquired in the Creating Textures
- Tutorial to create a marble texture for the sphere. Scale it
- by 0.5 in all axes in the Texture Editor.
-
- 4.4.5 Assign the Texture
-
- The sphere currently has no texture assigned to it. We will do
- this now.
-
-
-
- Manual MORAY V2.0 Page 27
- ----------------------------------------------------------------------
-
- First select the sphere. You'll notice that the Editing Menu
- at the bottom of the screen contains a couple of buttons on
- the left and a listbox at the left edge. This list contains
- the currently defined textures of this scene. Currently this
- is only 'MyMarble'. Above the listbox is an empty button. This
- button contains the name of the texture assigned to the
- selected object. Click on 'MyMarble' in the listbox.
- 'MyMarble' also appears in this button, indicating that the
- texture is now assigned to the object.
-
- 4.4.6 Making a Pedestal and the Floor
-
- Let's make a imagemapped pedestal and hexagon-patterned floor.
- Create a Cube. Scale it by 1.3, 1.3, 0.3 and translate it by
- -0.3 in Z. Now create a Plane and translate it by -0.6 in Z.
-
- Click on Textures to enter the Texture Editor, click on
- Create, enter 'MyHexagon' and press Enter. The texture has now
- been created, but it is not a hexagon texture yet, so click on
- the TYPE combobox in the Pigment block and select Hexagon.
-
- You'll see three color blocks appear above the color sliders.
- These represent the three colors of the hexagon texture. The
- leftmost color (currently black) is the one that is loaded
- into the sliders. Use the sliders to make it yellow (red and
- green sliders all the way to the right, blue to the left).
-
- Now click on the second color (currently gray). Move the red
- slider all the way to the right and the blue slider all the
- way to the left, making an orange.
-
- Finally click on the third color (currently white). Move the
- green and blue sliders all the way to the left, making a red.
-
- Make another texture called MyImagemap and change its type to
- Imagemap. Click on the FILE button and select the file
- PLASMA.GIF. Leave all other pigments settings except the
- transformations at their defaults. Change the X- and Y-Scaling
- to 2.0 and the X- and Y-translation to -1.0.
-
- Leave the Texture Editor and assign the MyImagemap texture to
- the cube (select the cube, click on MyImagemap in the texture
- list). You will see a wireframe representation of the texture
- appear. This can be selected and transformed as you need.
-
- Normally MORAY exports the texture in each objects coordinate
- space, i.e. relative to the objects origin. But you can also
- make MORAY export the texture in the objects parents
- coordinate space (or in world coordinates if it has no
- parent). To do this there is a button above the name of the
- texture in the object's Editing Menu, currently labeled LOCAL.
- Click on this button. It changes to GLOBAL and the imagemap
- becomes smaller. This is because the texture is applied to the
- cube after the 1.3 scaling of the cube. Try moving the Cube
- about. The texture stays where it is and is not influenced by
- how you move the cube. Undo the transformation to place the
- cube back at the center of the XY-plane. Change it back to
- LOCAL. Now the texture will remain attached to the cube if you
- move the cube.
-
-
-
- Manual MORAY V2.0 Page 28
- ----------------------------------------------------------------------
-
- Now assign the MyHexagon texture to the plane. You will again
- see a wireframe representation of the texture appear.
-
- Select the MyHexagon texture by shift-dragging a rectangle
- around part of the hexagon texture. It should turn bright-
- green. Set Uniform Scaling Mode (by pressing 'U' or clicking
- on USCL) and scale the texture down so that it fits inside the
- unit square on the plane (about 0.5). You'll notice the
- numbers in the hexagon texture. These represent the colors,
- the hexagon where the 1 is will be yellow, the 2 will be
- orange and the 3 will be red.
-
- Notice in the 3D-view that the object is a bit low. Move the
- mouse over the 3D-view, and Ctrl-Drag the mouse upwards until
- the pedestal is nicely visible in the view. We've just panned
- the lookat point of the camera.
-
- The current state can be found in TUTOR02E.MDL.
-
- 4.4.7 Rendering
-
- Our simple little scene is now complete. You should save it
- now by pressing F2. You can render it by pressing F9, or
- clicking on the RENDER button in the Files Submenu. You can
- also use Ctrl-F9 to just export the scene and render it from
- DOS (or Windows) by going into the current scene directory and
- typing GO.
-
- 4.5 Editing Sweeps
-
-
-
- MORAY allows you to create quite a number of different sweeps.
- You can create three basic types of sweeps: translational,
- tapering and rotational. The tapering sweeps are a special
- case of translational that taper to a single point at the
- origin. Each of these types can use 4 different types of
- curves to define their outline: Linear, Quadratic, Cubic and
- Glyph.
-
- The editor that allows you to define the outline of the sweep
- is the same for all sweep types and curve types.
-
- In this tutorial we'll create a translational and a rotational
- sweep.
-
- Start MORAY and create a translational sweep (click on CREATE,
- click on TRANS SWEEP, accept the default name). You'll see
- what looks like a cube appear on the screen. This is because a
- square is the default shape a translational sweep starts out
- as. You'll also notice that the Editing Menu of this object at
- the bottom of the screen has a EXTENDED EDIT button. This gets
- us to the actual sweep editor, so click on it now.
-
- The four views are now replaced by one 2D view showing a green
- square, which is the sweep. You can also see a new menu appear
- at the bottom of the screen.
-
-
-
- Manual MORAY V2.0 Page 29
- ----------------------------------------------------------------------
-
- At the four corners of the sweeps are little squares. These
- are the control points of the sweeps curves. You can use
- standard view procedures (see the Basic Interaction Tutorial)
- to pan, zoom, move points, select points and right click. So
- move the mouse over the lower right control point and move it
- to the right and down (click and hold the left mouse button,
- drag the mouse and release).
-
- Now select the two leftmost points of the sweep. They will
- turn yellow and the button beneath the MARKED label in the
- menu will read 2. This button always displays the number of
- selected points.
-
- Now you can move these points about. After trying this out,
- leave them roughly in the same position they were in.
-
- Click on the INSERT NODE button. You'll notice the cursor
- indicates that you are insert mode. Move the cursor over the
- middle of the top edge of the sweep and click. MORAY will
- insert a control point at the place where you clicked. You can
- move this point about to change the contour.
-
- Click on the DELETE NODE button. The cursor indicates that you
- are now in delete mode. Move the cursor over the newly
- inserted control point and click. The control point is removed
- and we're back to the four-sided figure.
-
- You can also delete more than 1 point at a time. To do this,
- select the points (Shift-drag) and then click on the DELETE
- NODES button. You will be asked to verify whether you really
- want to delete the marked points.
-
- Now click on the combobox that currently reads LINEAR. This
- box is used to change the type of spline curve used to
- interpolate between the control points.
-
- LINEAR means that each control point is connected to the next
- control point by a straight line.
-
- QUADRATIC means that each control point is connected to the
- next control point by a quadratic function. This means that
- there are edges at just about every control point on the
- curve.
-
- CUBIC means that each control point is connected to the
- previous and the next by a cubic function. This makes a very
- smooth curve with no edges anywhere along the curve.
-
- GLYPH is a curve type that uses three adjacent control points
- to make a bezier spline between them. It is also possible to
- define straight line segments.
-
- Click on the QUADRATIC option in the combobox. You'll see the
- shape has changed. Click on the CUBIC option. Again, the shape
- changes. It is now a very smooth shape.
-
-
-
- Manual MORAY V2.0 Page 30
- ----------------------------------------------------------------------
-
- Click on the GLYPH option. The shape now looks a bit like a
- drop. Notice that with the GLYPH type, the curve no longer
- goes through all the control points. However, it will always
- go through the first control point (this has technical
- reasons).
-
- You can use the subdivision slider to increase the detail with
- which the outline should be drawn. Set it to 10. This setting
- is also used when exporting to the raytracer. Note that this
- setting will increase the amount of memory that MORAY will
- need for the object as well as the amount of memory that the
- raytracer will need for the triangles.
-
- Let's take a closer look at the glyph sweep type, since this
- allows very flexible sweep design.
-
- One of the nice properties of the glyph sweep is that it can
- combine curved and linear pieces in one outline. To do this,
- each control point can be specified as lying on the curve or
- off the curve.
-
- If it lies on the curve, there will be an edge at that control
- point and the sweep outline will pass through the point.
-
- If the control point is specified as being off the curve, the
- outline is a curve between the previous and the next control
- point and the outline does not pass through the control point.
- If two adjacent control points are on the curve, they will be
- connected by a linear segment.
-
- Move the cursor over the control point at the right top part
- of the sweep and click the right mouse button. The View Popup
- has a item named ON CURVE. Click on it and the sweep now forms
- an edge at this control point and passes through it. Click the
- right mouse button again and the menu item in the Popup is now
- OFF CURVE. Click on this and the point is again off the curve
- and the sweep forms a curve at this point.
-
- You can also change the on/off state of more than one control
- point by first marking them and then clicking on the
- ON/OFF CURVE button in the menu or the View Popup.
-
- As you may have noticed there is one control point that cannot
- be taken off the curve. The curve will always pass through it.
- You can still make a circle-like shape. Click the right mouse
- button for the View Popup. Click on INSERT NODE, and click in
- the middle of the bottom horizontal edge. This inserts a
- control point at that position. Select this control point and
- the one to the left of that (in the lower left corner). Now
- select local rotation mode ('R' and then 'L' or click in the
- menu). Rotate the two points by 90 degrees clockwise, so that
- they form a vertical line. Now select translation mode and
- move them up and to the left, so that they form a straight
- line with the top left control point.
-
- This state is reflected in TUTOR03A.MDL.
-
-
-
- Manual MORAY V2.0 Page 31
- ----------------------------------------------------------------------
-
- 4.6 CSGs and Groups (Grouping Objects)
-
-
-
- This tutorial will familiarize you with how to create groups
- and CSG objects.
-
- Load TUTOR04A.MDL. This is the base assembly of a robot arm.
- We will build and assemble a bit more of the robot.
-
- First of all, the base of the unit is too high. We want a
- lower base. So select the 'Base' object. Scale it so that it
- is 0.4 in Z. Then translate it so that Z is also at 0.4. This
- will place the base at the origin. We would now like to move
- the arm holder assembly down onto the base. You could select
- each part and translate it down, but this is very tedious, so
- what we'll do is create a group, add all the parts and then
- translate the whole group.
-
- Create a group object and name it ArmHolder. This groups
- origin is now at the world origin. We could add the objects
- now, but we want the groups object to be at the center of the
- armholder assembly, so that scaling and translating it is
- easier.
-
- Translate the group object to 0, 0, 2.5. Note that you do not
- have a wireframe to go on, since the group contains no
- objects. Use the numerical block instead.
-
- Now click on ADD IN PLACE and in the Object Browser that
- appears, click left on the ArmHoldBaseL1 object and click
- right. This adds the object to the group. You will see this in
- the browser. Click left on ArmHoldBaseL2, click right, and
- repeat with ArmHoldBaseR1, ArmHoldBaseR2 and ArmPivot. Finally
- right click to stop adding objects to the group.
-
- We can't render this yet since not all objects have textures
- assigned to them. Specifically none of the objects we've just
- added to the arm holder are textured. All we need to do now is
- assign a texture to the group, though, since the objects in
- the group will simply inherit this texture.
-
- With the group selected, click on the BodyTxtr entry in the
- texture listbox on the lower left. Also select the Base object
- and assign the BodyTxtr to it.
-
- Press F2 to save the scene and F9 to take a look at the
- render.
-
- OK, not bad, but the center part of that holder is supposed to
- be chrome metal. To do this we simply select it (ArmPivot) and
- click on the Chrome_Look texture in the texture list box on
- the lower left. This overrides the texture that the ArmPivot
- object was inheriting from its parent object.
-
-
-
- Manual MORAY V2.0 Page 32
- ----------------------------------------------------------------------
-
- Translate the armholder down so that Z translation is set to
- 1.4, placing the assembly on the base. Let's make another
- group called 'Robot' and add in the armholder and the base.
- Click on Create, then Group, then Add In Place, then add in
- ArmHolder and Base.
-
- OK, we will now make an arm for the robot. We need to design
- the arm parts, so that their rotation axis goes through the
- origin, so that when you select a part and rotate it, it will
- not leave the robot.
-
- We don't need to see the robot body right now, so set its
- visibility to +6 and press Alt-4.
-
- Create a CSG object called UpperArm and a cylinder called
- UpperArmBase. Scale the cylinder to 0.4, 0.4, 2.0 and add it
- to the UpperArm CSG. Create a cube called ShoulderJoint and
- scale it to 0.5, 0.5, 0.5. Add it to the UpperArm group.
- Create a cylinder called ElbowJoint and scale it to 0.5, 0.5,
- 1.0, rotate it by -90 about the Y axis and translate it to -
- 0.5, 0, 2.0. Add it to the UpperArm group.
-
- Press Alt-6 to make the robot visible. Select the ArmHolder
- object and click on Add From Origin. This means that the
- object we're going to add will not be transformed to stay
- where it is, but instead will simply be inserted in the group.
- Select the UpperArm object and right click twice.
-
- The UpperArm object is now part of the ArmHolder object and
- thus also inherits its texture. This is OK, except for the
- UpperArm cylinder which we want chromed. Select the UpperArm
- object and set it to use the chrome texture.
-
- This state can be found in TUTOR04B.MDL.
-
- OK, press Alt-4 again to hide the robot. Create a cylinder
- called LowerArmBase and scale it 0.3, 0.3, 2.0. Create a
- cylinder called HandJoint, scale it 0.4, 0.4, 0.8, rotate it
- by -90 about Y and translate it to -0.4, 0.0, 2.0. Now create
- a CSG object called LowerArm and add in place the two
- cylinders that you just created. Now add the LowerArm CSG to
- the UpperArm CSG object, using the ADD FROM ORIGIN button.
- Translate the LowerArm object by 2.0 in Z.
-
- Select the LowerArmBase object and set its texture to use the
- chrome texture.
-
- Note that we can now rotate the arms about the X axis without
- the lower parts staying put or flying away. Select the
- UpperArm object and use the mouse in the SIDE view to rotate
- it by -60 degrees (this will be about the X-axis). Select the
- LowerArm object and rotate it by -45 about X in the SIDE view.
-
- Press F2 and render the scene. TUTOR04C.MDL reflects this
- state.
-
-
-
- Manual MORAY V2.0 Page 33
- ----------------------------------------------------------------------
-
- 4.7 Importing RAW files
-
-
-
- MORAY can handle reasonably sized RAW files directly by
- importing them. It is recommended that you use the 3DTO3D
- utility (see page 109) to convert RAW files to UDO (User-
- defined object) files instead, since these are much friendlier
- on memory usage. RAW files use a large amount of memory.
-
- Start MORAY and click on CREATE, then RAW TRIANGLES, name it
- ChessPieces and return to the Main Menu with a right click.
-
- On the Editing Menu of the RAW object, click on FILE. This
- brings up the File Selector. Select the CHESS.RAW file in the
- MDL directory. Now click on READ. MORAY now reads the file and
- creates a wireframe.
-
- Note that the feature angle is set to 15 degrees. This means
- that only triangles that form an angle of more than 15 degrees
- to each other are actually used in the wireframe. This has no
- effect on the export, it simply attempts to keep the line
- count low, so that redraws don't get too slow.
-
- The RAW file actually would create about 1100 lines, which you
- can see by setting the angle to 0. This does not eliminate any
- edges. At 15 degrees, the line count has been reduced to 560.
- At 60 degrees it has been further reduced to 280.
-
- Click on the 15 and enter 60. MORAY now recalculates the
- wireframe and you can see that many lines have been removed
- and the wireframe is very rough. For huge RAW files that you
- just want to get placed, this setting is fine, though.
-
- Since MORAY needs to keep all the triangles in memory in order
- to export them to the scene later when you want to render it,
- this is quite an ineffective way of working with RAW files.
-
- However, MORAY supports user-defined objects that merely
- consist of a wireframe definition and these do not use as much
- memory. Let's create a UDO file containing the definition of
- the RAW file currently loaded. Click on the WRITE UDO button
- and enter a name. MORAY now writes a UDO file and an INC file
- for the current raytracer. Note that if you switch raytracers
- later, you will need to repeat this procedure.
-
- We will now delete this object, and create a User-Defined
- object, using the UDO file we just created. Press Alt-D to
- delete the object.
-
- Click on CREATE and the USER DEFINED. Select the file you just
- stored. The wireframe will be exactly the same as the RAW file
- was, but it will not be using as much memory.
-
-
-
- Manual MORAY V2.0 Page 34
- ----------------------------------------------------------------------
-
- 4.8 Logos with Heightfields
-
-
-
- MORAY can handle heightfields while showing the actual image
- structure in a mesh. In addition, the ADJ SCL button resets
- the heightfield to the X,Y aspect ratio of the original
- bitmap. The original bitmap's x,y pixel size appears below
- these buttons for ready reference. This allows accurate
- placement of heightfields.
-
- Let's make a heightfield of a MORAY-Logo. Start MORAY and
- click on CREATE and then HEIGHTFIELD and enter 'MLogo' as the
- name. You will see a cube appear at the origin and the area
- below the views will contain the heightfield Editing Menu.
-
- Click and drag the waterlevel slider. The waterlevel can be
- seen on the sides of the cube. Set it to 0.
-
- Now click on the FILENAME button and in the file browser that
- pops up select the MORAY.TGA file from the MAPS directory. Now
- click on the READ button. MORAY now reads the wireframe of the
- heightfield. You will also see that the resolution of the file
- (240x41) is displayed in a button of the Editing Menu and the
- STEPS button is set to 2. The STEP value is responsible for
- the fineness of the heightfield mesh display. You can set the
- mesh finer or coarser by clicking on the number after STEP.
- MORAY will automatically set the number in STEP upon READing
- to a number that makes about 20 divisions across the
- heightfield. A smaller number will make a finer mesh, use more
- memory and slow down the redraw.
-
- The current setting of 2 means that every second pixel is
- shown in the wireframe. Click on the button next to STEP and
- enter 4. The mesh becomes coarser and only every fourth pixel
- is connected. This is a good setting to scale and place the
- heightfield.
-
- Set the X-scale to 10 and the Z-scale of the heightfield to
- 0.2. Since we want the heightfield to look like a logo, we can
- set the Y-scale of the heightfield in such a way that the
- heightfield has the same aspect ratio as the TGA file. Click
- on the ADJ SCL button. Now the aspect ratio of the heightfield
- is set to the aspect ratio of the image file.
-
- Place the camera, so that the logo can be seen inside the 3D
- view, close to horizontal. Create a GradientX texture, going
- from yellow to red, scale it so that only one transition goes
- across the heightfield (X-Scale is 2.0, X-Trans is -1) and
- assign it to the heightfield.
-
-
-
- Manual MORAY V2.0 Page 35
- ----------------------------------------------------------------------
-
- If we rendered this image, we would be rendering a lot of
- black space, since the logo does not fill up the entire scene.
- MORAY allows you to define a rendering region for POV-Ray
- (Polyray only supports changing the starting line). To
- activate this, move the cursor over the 3D view to the left of
- and above the logo. Press and hold Shift and Ctrl and then
- drag open a rectangle to the lower right portion of the logo.
- You will see a rectangle drawn around that part of the screen
- that POV-Ray will render. Polyray will render everything below
- the top of this rectangle.
-
- To clear this rendering window, press and hold the Shift and
- Ctrl keys and simply left click the mouse, without moving it.
-
- See TUTOR5A.MDL for the current state. Press F9 to render this
- scene.
-
- You should see the logo on a flat plain. We can now use the
- waterlevel to get rid of the lowest part of the heightfield,
- so that the letters seem to float alone in space.
-
- Set the STEP parameter to 2. Now drag the waterlevel slider
- slowly to the right. If the redraws take too long, click into
- the slider area, to the right of the actual slider gadget. You
- can see the lower part of the wireframe disappear. Leave the
- waterlevel slider at 0.4.
-
- Press F9 again to render this. The letters are now no longer
- connected by the flat piece.
-
- 4.9 Editing Bezier Patches
-
-
-
- A bezier patch is a 3D bicubic mesh of polygons defined by 16
- control points that determine the shape of the patch by
- "pulling" at the mesh in the direction of the points. MORAY's
- bezier editor gives you the capability to intuitively model
- bezier patches by selecting and transforming these control
- points. Three types of basic patches are supported by MORAY: a
- sheet, a cylinder composed of two patches, and a cylinder
- composed of four patches.
-
- Control points are selected by either shift-clicking on them
- individually or by shift-dragging a box around one or more
- points. Selected points are then transformed by scaling,
- rotating, or translating. Scaling and rotating can be done in
- relation to the origin or in relation to the center of the
- patch. There is a LOCAL button next to each under the
- TRANSFORMATION MODE set of buttons that toggles this option.
-
- The following tutorial demonstrates the principles involved in
- modeling with the bezier editor.
-
-
-
- Manual MORAY V2.0 Page 36
- ----------------------------------------------------------------------
-
- 4.9.1 A Flat Patch
-
- From the main edit screen, click on CREATE and then BEZIER
- PATCH. MORAY will ask you to name the patch and will offer you
- a default name: BzPtch001. Accept this and the CREATE BEZIER
- PATCH dialogue box appears. Click on SHEET if it is not
- already selected. Notice the size and height boxes to the
- right. These control the size of the sheet and the number of
- patches that will compose it. Click on the first box and
- change the 1 to 3. Click on OK, CREATE. A green rectangular
- mesh appears. At the bottom of the screen is an EXTENDED EDIT
- button. Click on it.
-
-
-
- 4.9.2 The Editor
-
- This is the bezier editor. The working menu is beneath the
- view windows.
-
- In the front view, right click to pop up the View Popup and
- click on ZOOM TO FIT. Now, hold down the shift key and drag a
- box around the right half of the patch. Half of the control
- points will be selected and will appear as small yellow
- squares. Note that there will be a seemingly unselected row of
- points (best seen in the TOP view). This row is managed by
- MORAY to guarantee an edgeless seam between adjacent patches.
- In the menu, beneath the word MARKED, are four buttons. The
- number 16 will appear in the first box under MARKED to tell
- you how many control points are marked.
-
- Next to the MARKED buttons is a group of buttons beneath the
- words TRANSFORMATION MODE. Click on the LOCAL button next to
- ROTATE. In the side view, right click and ZOOM TO FIT. Then,
- drag the mouse downward to rotate the selected points 90
- degrees. (Note that transformation values cannot be entered
- numerically from the keyboard and that there is no undo
- function available from within the bezier editor.)
-
- Right click and ZOOM TO FIT in the top view and shift drag a
- box to deselect the row of control points nearest the center.
- Note that in the top view, the row will appear as a single
- yellow square. Selecting it marks all the points in that row
- as you can see in the front view. Rotate again in the side
- view 90 degrees in the same direction as before. Deselect the
- next row and rotate again by 90 degrees in the same direction.
- One more time now, deselect the second-to-last row and rotate
- it 90 degrees in the same direction. There should now be only
- the last row of points selected and half of the patch should
- be twisted like a ribbon.
-
- Click on LOCAL SCL and, in the SIDE view, drag the mouse down
- to scale the control points very close together. Alt-drag to
- zoom in closer and scale the control points closer still.
- Click on UNMARK ALL.
-
-
-
- Manual MORAY V2.0 Page 37
- ----------------------------------------------------------------------
-
- Click on X-MIRROR. The entire patch flips over. In the front
- view, zoom to fit and MAXIMIZE. Then shift-drag a box around
- the untwisted half of the patch. Again, 16 points should be
- marked. Right click, MINIMIZE, and then, in the side view,
- ZOOM TO FIT. Click on LOCAL ROTATE and rotate the marked half
- of the patch by 90 degrees in the same direction. Repeat this
- procedure as you did for the other half continuing the twist
- to the other end. On the far right of the bezier editor menu
- are three buttons: SHOW MESH, SHOW CTRL MESH, and CONT.
- UPDATE. The first two should be depressed. Click on SHOW CTRL
- MESH to turn off the control mesh and get a good look at your
- patch. Increase divisions by sliding the slider up to 15. The
- mesh will become much finer.
-
- Click on DONE.
-
- Back in the main edit screen, above the EXTENDED EDIT button,
- are three boxes labeled U STEPS, V STEPS, and FLATNESS. The
- values are set at 3 for u steps and v steps and 0.01 for
- flatness. These are the defaults for POV, but the patch will
- tend to render with facets unless you change them. We want our
- patch to be smooth so hang the memory! Change u steps and v
- steps from 3 to 5 and flatness from 0.01 to 0. Give your patch
- a texture, light, and camera and render it!
-
- This state is reflected in TUTOR06A.MDL.
-
- 4.9.3 A cylindrical patch
-
- Now let's try modeling a cylinder. Beginning in the main edit
- screen, click on CREATE, BEZIER PATCH. Name it TORNADO and hit
- ENTER. The CREATE BEZIER PATCH dialogue box appears. Click on
- CYLINDER (4-PATCH), HEIGHT 5 PATCHES, OK,CREATE. A tall
- cylinder appears. Click on EXTENDED EDIT. You may notice that
- you have a patch object composed of many (20) sheet patches.
- This means that redraws may be slow. Slide the DIVISIONS
- slider bar down to 3 to speed up redraws. This will only
- affect the display. It will not affect the patch that is
- exported to POV-Ray.
-
- 4.9.4 A Funnel Shape
-
- If the front window, right click and ZOOM TO FIT. Shift-drag a
- box around the lowest level of points to mark them. Only the
- eight lowest points on the cylinder should be marked! In the
- top view, right click, ZOOM TO FIT. Click on LOCAL SCALE and
- drag downward with the mouse in the top view to scale the
- points to a ring about 1/5 of its original diameter. UNMARK
- ALL. Shift-Drag around the next row of points above to mark
- them and scale them down to about 10% larger diameter than the
- first row. UNMARK ALL.
-
- Continue this process for each successive layer of points,
- leaving each level slightly larger than the last. You want a
- fairly consistent tapered funnel shape, but it does not have
- to be perfect. It may be of advantage to turn the mesh display
- off (click on SHOW MESH so that it comes out) and work with
- the control mesh only.
-
-
-
- Manual MORAY V2.0 Page 38
- ----------------------------------------------------------------------
-
- Note that there will be some rows that you cannot select,
- since MORAY manages these to guarantee the edgeless seam. Note
- also that at some point you may have to scale the points
- larger instead of smaller.
-
- The current state is reflected in TUTOR06B.MDL.
-
- 4.9.5 Adding the Twist
-
- Starting at the top, with the uppermost row still selected,
- click on translate. In the front view, drag these points up
- and to the left about 2 units. UNMARK ALL. Mark the next row
- down and drag it in the same general direction, just not as
- far. Try to make the shape have a smooth, gradual curve. Then,
- in the top view, drag the points upwards about 1/2 a unit.
- UNMARK ALL. Mark the next row and repeat this procedure only
- drag these points in the top view upward and slightly to the
- right. The idea is to create a funnel shape descending in a
- twisting or spiraling manner. Continue downward until your
- 'Tornado' is complete.
-
- Make adjustments in the curve of the funnel by referring to
- the other views and translating the points until the curve is
- correct in all views. When done, you should have a graceful,
- spiraling funnel. Give your tornado a texture and render it.
- Remember to change the u-steps and v-steps from 3 to 5 and the
- flatness from 0.1 to 0.
-
- This final state is reflected in TUTOR06C.MDL.
-
- 4.10 Creating User-Defined Objects
-
-
-
- Creating User-Defined Objects is very easy with a tool called
- 3DTO3D.EXE. It reads in various 3d-formats such as RAW, 3DS
- (3D Studio) or OBJ (Imagine) and exports the data to other 3D
- formats, including the MORAY UDO-format.
-
- Please refer to the 3DTO3D manual for supported formats (in
- the utils subdirectory).
-
- Let's create a scene containing a UDO-Object.
-
- The file CHESS.RAW in included in the RAW subdirectory, along
- with a batch file to create INC files for POV-Ray and Polyray.
- At the DOS-prompt, change to the RAW subdirectory and type the
- following:
-
- makeudo chess
-
- This batch file calls 3DTO3D in the UTILS subdirectory and
- will thus only work with the standard distribution. If you
- changed directories, you'll nbeed to change the batch file.
-
-
-
- Manual MORAY V2.0 Page 39
- ----------------------------------------------------------------------
-
- For 3DTO3D command-line options please refer to the manual. In
- this case, MAKEUDO.BAT uses -t3 to swap Y and Z coordinates,
- since MORAY uses a different coordinate system than the
- CHESS.RAW file does, and -o2 and -o3 to convert to a POV-Ray
- and a Polyray INC file. It also uses -e40, which means only
- edges of adjoining polygons are shown that form an angle of
- more than 40 degrees.
-
- After conversion, the POVSCN and POLYSCN directories contain
- the CHESS.INC file that contains the triangle data in the
- correct format for the corresponding raytracer. The file
- CHESS.UDO contains a wireframe representation of the RAW file
- for MORAY and is contained in the UDO subdirectory.
-
- Now start MORAY. Click on CREATE and on USER-DEFINED. This
- pops up the File Selector. Navigate to the UDO directory and
- double-click on CHESS.UDO.
-
- Select the camera and move the camera to <30,-16,15>. You
- should now see the two pawns.
-
- Call the Texture Editor (click on TEXTURES in the Main Menu),
- and use the GET button to import the PinkAlabaster and
- White_Marble textures. Leave the Texture Editor (right-click,
- or DONE) and assign the PinkAlabaster1 to Black_Rook and
- White_Marble1 to White_Knight.
-
- Save the scene by pressing F2. Do not use CHESS.MDL because
- MORAY would export CHESS.POV and CHESS.INC, thus overwriting
- the CHESS.INC containing the triangle data that 3DTO3D
- created.
-
- After saving press F9 to render the scene.
-
- 4.11 Importing Blobs
-
-
-
- Although MORAY does not offer a blob editor, it supports them
- nonetheless. You need to import them from Blob Sculptor (DOS
- or Windows).
-
- Start MORAY, click on CREATE then on LOAD BLOB and accept the
- default name. There is currently no wireframe visible, since
- no blobs have been imported. The blob object is selected,
- however, and its Editing Menu has an IMPORT button. Click on
- it. In the File Selector, change to the MDL directory and
- click on the CUSHION.BLB file.
-
- You will then see a wireframe of the blob, showing the
- individual blob components as circles in each plane.
-
-
-
- Manual MORAY V2.0 Page 40
- ----------------------------------------------------------------------
-
- To make a wireframe representation of the actual blob shape,
- click on EVALUATE. You will be prompted for a number. This
- number is the size of the grid in which the blob will be
- sampled. The higher the number the finer the blob wireframe
- will be, but also the more memory it'll need and the slower
- the redraws become. The default value of 20 is a good number
- to get a rough representation of what the blob actually looks
- like and to use for placement in the scene.
-
- Create a texture for the blob and render it. You can load
- TUTOR07.MDL if you want to see this state.
-
- 4.12 Working With Spotlights
-
-
-
- MORAY supports spotlights and allows you to view the scene
- through them, so that you can get an accurate idea of what
- will be illuminated by the spotlight. You can assign a camera
- that is associated with the spotlight to any view.
-
- Start MORAY and create a cube at the origin. Delete the light
- source.
-
- Create a spotlight. The spotlight is created at the origin,
- looking down. Unfortunately this is not a valid position for a
- camera and thus if you were to look through the camera right
- now, it would not work correctly (the screen stays blank).
- MORAY has also created a camera for you and has attached the
- camera to the spotlight. This is a normal camera, and you can
- detach it from the spotlight in the camera's Editing Menu. You
- can also add a camera to a spotlight in an old scene using the
- camera's Editing Menu. To do this simply set both the Position
- and Lookat Reference to the spotlight.
-
- Move the spotlight to about -10, 8.5, 8 and rotate it about
- the Y-axis (in the FRONT view) until it points towards the
- cube.
-
- Move the mouse over the 3D view (or the side view) and click
- the right mouse button. In the View Popup click on the button
- reading VIEW: 3D and in the new popup click on SpotCam001. The
- view now shows what the spotlight is seeing.
-
- You should see two circles in the view. The outer circle
- defines the area that is illuminated by the spotlight. The
- area outside this outer circle is not illuminated by this
- spotlight. The area inside the inner circle is fully
- illuminated by the spotlight and the area between the two
- circles serves as a transition area from no to full
- illumination.
-
- In the TOP view, rotate the spotlight, so that it points
- towards the cube and watch the 3D view that is showing the
- view out of the spotlight. (Your rotation values should now be
- 0, 50, 40.) You'll notice that the spotlight is not centered
- on the cube, so set translation mode and in the FRONT view
- move the spotlight up until it's Z-Trans is at 11.
-
-
-
- Manual MORAY V2.0 Page 41
- ----------------------------------------------------------------------
-
- Create a plane at Z=-1 and texture it with a solid light green
- texture. Also create and assign a blue texture for the cube.
-
- Render this scene. (TUTOR08A.MDL reflects this state.)
-
- You'll notice that the spotlight covers quite a big area.
- Let's make it a bit tighter. Select the spotlight (Shift-Drag
- a square around one of the circles in the spotlight view). In
- the spotlight's Editing Menu use the left arrow to lower the
- aperture angle (FALL.) to 8.5. The outer ring and inner ring
- now come closer together. Notice that the spotlight camera
- always zooms into the scene so that the outer circle fills the
- view.
-
- Render this again. (TUTOR08B.MDL reflects this state).
-
- The spotlight now has a more abrupt transition from dark to
- light, although it is still soft and not nearly as abrupt as
- the cube's shadow.
-
- 4.13 The Object Browser
-
-
-
- The Object Browser allows you to take a look at the hierarchy
- of your scene and get a good overview of the scene. You can
- also change various Object Attributes quite quickly here.
-
- Each object is shown in a button-like square. For Group and
- CSG objects the children objects are shown to the right of the
- object, with lines connecting them.
-
- Let's take a look at a the Robot scene we did in Tutorial 1.6.
- Load the TUTOR09.MDL file and return to the Main Menu.
-
- Press Alt-S or click on the SELECT button. The Object Browser
- appears over the views.
-
- You will see the names of all the objects in the scene in
- rectangular buttons on the screen. On the right you can see a
- menu and at the bottom is, as always the Editing Menu of the
- currently selected object (at the moment the camera).
-
- The buttons are color coded according to the type of the
- object. Cameras are red, CSGs are blue, Groups are green,
- Lights are white and the rest are gray. The selected object
- overrides these and is yellow.
-
- The buttons can be drawn in three different ways. Very small,
- with no labels, to give you a graphical overview of the scene.
- Middle sized with the name of the object in the button. And
- large, with additional information in the button, such as the
- type of the object, the name of the applied texture and the
- name of the bounding box.
-
- Objects can be selected by simply clicking on them. The
- Editing Menu at the bottom of the screen is active for the
- selected object.
-
-
-
- Manual MORAY V2.0 Page 42
- ----------------------------------------------------------------------
-
- Click on the ZOOM OUT button (or press '-') until it is
- greyed. This is the overview setting, now click on ZOOM IN (or
- press '+') to get to the middle setting. You can see the names
- of the objects on the buttons.
-
- Click on ZOOM IN (or press '+') again and you will notice that
- the buttons are a lot larger and some of them have more sub-
- buttons. On the left is the top-level object, called 'Robot'.
- It is a group object (green) and has two subobjects, ArmHolder
- (another group) and Base (a cube).
-
- Click on that region of the Robot button that reads GROUP. It
- becomes the selected object, the Editing Menu is updated
- accordingly and the names of all subobjects are now written in
- white. In this way it is easy to see which objects are
- subobjects of the selected object.
-
- There are two mistakes in this scene that we will now correct.
-
- The name of the second last object in the ArmHolder group (the
- cylinder) is not set correctly. Click on the Obj001 part of
- the button. A line editor pops up, allowing you to edit the
- name. The same can be done by selecting the object and
- pressing 'N'. Enter the name 'ArmPivot' and press Enter.
-
- Notice that ArmHoldBaseR2, the fourth object in the ArmHolder
- Group has the BodyTxtr assigned to it. This is not neccessary,
- since the ArmHolder parent object has the same texture. We
- will clear it. Click on the BodyTxtr part of the button. Now
- you will see a popup with a list of textures and a NO TEXTURE
- button. Click on the NO TEXTURE button. The texture is cleared
- and the ArmHoldBaseR2 button is a single line button.
-
- To assign a new texture to an object that does not have one
- currently assigned to it, make sure it's selected and press
- 'T'. This pops up the same Texture List Popup, where you can
- then choose a new texture for the object. Naturally the
- Editing Menu at the bottom of the screen can also be used.
-
- When you have big scenes with many hierarchy levels, you can
- collapse some of the tree and leave only that part expanded
- (visible) that you're working on.
-
- You can collapse individual objects or the whole tree. To
- collapse the whole tree click on COLLAPSE ALL. Try this. You
- will see that only top-level objects are visible.
-
- Select the Robot object by clicking on the GROUP part of the
- button. You can now expand this object in one of two ways.
-
- You can show one more level by clicking on the right arrow at
- the right side of the button. Try this. The next level of
- subobjects are shown. You can selectively expand the object
- tree in this manner to get to the object you are interested
- in. Click on this arrow (now a left arrow) again to collapse
- the object.
-
-
-
- Manual MORAY V2.0 Page 43
- ----------------------------------------------------------------------
-
- You can show all the subobjects (and their subobjects) by
- clicking on the EXPAND SUB. Try this. The whole subobject tree
- of the Robot becomes visible.
-
- EXPAND ALL can be used to expand all collapsed objects, in
- effect showing the entire scene hierarchy.
-
- In addition to this selective collapsing and expanding of
- hierarchies, you can also specify the maximum depth of
- displayed objects. The hotkeys Alt-1 to Alt-9 can be used to
- limit the depth of the display to a level between 1 and 9.
- Alt-0 shows the entire hierarchy. A button with a double left
- arrow is attached to any object that has subobjects that are
- at a deeper level than you requested be displayed.
-
- Try this now by pressing Alt-1. All objects that are not top-
- level objects are not displayed. Instead, there is a button
- attached to any top-level object to indicate that there are
- sub-objects attached to this object. Press Alt-1 and you will
- see that the next level of sub-objects are displayed, in this
- case it's the ArmHolder and Base objects of the Robot.
-
- You can use the LARGER FONT and SMALLER FONT buttons to switch
- between three different font sizes. Depending on you monitor
- (and eyes<g>) you may want to use a larger or smaller font.
-
- In a larger scene, only a portion of the hierarchy is visible.
- The rest can be brought into view by using the scrollbars on
- the right and bottom of the screen. You can either drag the
- scrollbars directly by clicking on them, or you can click in
- the scrollbar area below or above the slider to position the
- slider at a specific point. If you want to see the selected
- object in the Browser, press the TAB key. This centers the
- display around the selected object.
-
- 4.14 Copying Objects
-
-
-
- The Copy Submenu allows you to create one or more copies of an
- object. Each copy can be transformed as it is copied. The Copy
- Submenu is also the only way to create Reference Objects (see
- next Tutorial).
-
- Load TUTOR10.MDL. You will see a flat cube named Cube1 at the
- origin. Click on COPY or press Alt-C. You will see the Copy
- Submenu replace the Main Menu.
-
- There are four sets of transformation buttons.
-
- The first one influences the scaling of the copies. If you
- depress SCL FCT, each new copy's scale will be multiplied with
- the numbers that are entered here. If you leave SCL OFF
- depressed, then each new copy's scale will have these values
- added to their scaling values.
-
- The same goes for the second and third set of buttons. They
- influence the rotation and translation of the copies.
-
-
-
- Manual MORAY V2.0 Page 44
- ----------------------------------------------------------------------
-
- Click on the Y component of the translation set (leave XLAT
- OFF depressed) and set it to 3. Click on the button next to
- COPIES and enter 3. This will create 3 copies, thus we will
- end up with four cubes (the original and the 3 copies). Click
- on OK. You can now see that each new cube is placed 3 units
- further along the Y-axis than the previous cube. You are also
- returned to the main menu.
-
- Click on UNDO to undo the copy operation. Set the X-
- Translation of the cube to 10 and press Alt-C. The Copy
- Submenu remembers the last copy operation that you performed
- and leaves the buttons set at what the last copy operation
- used. Clear the 3 in the Y-Translation setting of the Copy
- Submenu.
-
- The fourth set of buttons on the Copy Submenu is a special set
- that also influences the translation of the copies, but not
- directly. It's best to demonstrate the concept.
-
- Click on the third button in the last set, under the ORBIT
- heading. This is the Z-component. The numbers that are entered
- here are degrees and determine by how many degrees around the
- origin the original is rotated to get the copies position.
- This will become clearer in a minute.
-
- Enter 30. This means that each copy should be placed in such a
- way that it seems to have orbited the origin by 30 degrees.
- Entering 30 has also automatically set the Z-component of the
- rotation set to 30 degrees. This must also be done if the
- object really should look like it's orbiting the origin, i.e.
- it needs to change its orientation as well. If you set this
- value to 0, the copies will still be placed in a circle around
- the origin, but will all be aligned along the X-axis. (You can
- try this and use UNDO later).
-
- If the number of copies is not set at 11 already, set it to
- 11. Since we will be rotating 30 degrees around the Z-axis, we
- need 12 objects to make a full circle. Since we already have
- one original, we make 11 copies.
-
- Click on OK. You will see a circle of 12 cubes. The first copy
- is selected.
-
- Click on UNDO, set the cubes X-Translation to 2.0. Now click
- on COPY again and you will see that the previous settings (30
- degress Z-Rotation and Z-orbit) are still set. Now click on
- the Z-component of the Translation set of buttons (third
- button under the XLAT OFF button) and enter 0.5.
-
- Click on OK. Again you see a circle of 12 cubes, except these
- also circle upwards, since each copy is 0.5 units higher (in
- Z) that the previous copy.
-
- Experiment with different settings.
-
- A tip: The results are reasonably predictable as long as you
- use only one component (X, Y or Z) in the translation and
- orbit sets.
-
-
-
- Manual MORAY V2.0 Page 45
- ----------------------------------------------------------------------
-
- 4.15 Reference Objects
-
-
-
- This Tutorial assumes that you are familiar with the Copy
- Submenu. If not, please do the previous Tutorial first.
-
- Start MORAY and load TUTOR11.MDL.
-
- This scene contains a single stair of a spiral staircase. You
- will probably be a bit confused by all the lines at first. The
- ring comes from a torus that is used to smoothen the side of
- the step. It is part of the selected CSG object StairBase.
- Double click on StairRim in the list of objects in the objects
- editing menu or select the StairRim object in the Object
- Browser.
-
- Now click on the EVALUATE button to make MORAY reduce the
- wireframe display. You should now get a much clearer idea of
- what the staircase looks like. Press Alt-P to reselect the
- StairBase object (or use the Object Browser).
-
- You can render the current scene to get an idea of what the
- stair looks like.
-
- We will now make a 16-stair spiraling staircase by making 15
- copies of this single stair, rotating each copy around the Z-
- axis and translating it along the Z-axis at the same time.
-
- Make sure that StairBase is selected and click on COPY. Enter
- 24 in the Z-component of the ORBIT buttons. This makes each
- copy rotate 24 degrees more around the Z-axis.
-
- The REPEAT factor will set itself to 14, since MORAY assumes
- you want to make a complete circle. We do want to make more
- than a complete circle, though since the top stair should be
- exactly over the bottom stair. Click on the REPEAT and set it
- to 15.
-
- Set the Z-component of the XLAT OFF buttons to 1.0. Each copy
- will now be translated 1.0 units higher in Z.
-
- OK, we're basically set to make the copy, but there is one
- more button in the Copy Submenu which is important and that is
- REFERENCE. When making copies we can make a shallow copy or a
- deep copy. If REFERENCE is set to YES it is a shallow copy, if
- REFERENCE is NO, it is a deep copy.
-
- A deep copy will recursively make copies of all subobjects in
- the object. In a reasonably complex object such as the
- StairBase, this would mean very many objects.
-
- A shallow copy will make a reference object that points to (or
- references) the original object, but adds its own
- transformations.
-
- The advantages of a deep copy are the disadvantages of a
- shallow copy and vice-versa. It will mostly depend on your
- situation which is better for your needs.
-
-
-
- Manual MORAY V2.0 Page 46
- ----------------------------------------------------------------------
-
- With a deep copy you can change parts of the copy or the
- original without changing the other object. With a shallow
- copy, you can only edit the original, but those changes are
- propagated to all copies, e.g. if you have copied a group and
- then add an object to the group, this new object will also
- appear in the copies.
-
- A deep copy requires a lot of memory and creates much larger
- output files. A shallow copy does not require as much memory
- and makes much smaller output files.
-
- For a reasonably complex object such as the StairBase you will
- usually use a shallow copy, especially since we will not be
- making changes to individual stairs. But we may want to change
- the look of all the stairs, which we can easily do by changing
- the original.
-
- Click on the REFERENCE button so that it is depressed and
- reads YES.
-
- Now click on OK and watch the staircase appear. Position the
- camera to your liking and press F9 to render the staircase.
-
- If you take a look at the Object Browser, you will see there
- is only a single button for every reference object. If we had
- made a deep copy, we'd see the same hierarchy for each stair
- as we do now for the StairBase object.
-
- You'll notice that the texture of the stair is a plain orange.
- I leave it as an exercise for the reader to create better
- textures for the stairs. All you need to do is make the
- original stair use other textures, all copies will
- automatically have that change.
-
- Load TUTOR11A.MDL and render it to see an example of a
- textured staircase. This file also looks very confusing at
- first, but if you select the StairBase CSG object and evaluate
- it, it will become a lot clearer.
-
- 4.16 Visibility Levels
-
-
-
- Start MORAY and load the TUTOR12.MDL.
-
- This is a scene containing a small cabinet with three drawers.
- You'll notice (in the lower right corner) that it only has
- about 350 edges and you can see it quite clearly. Now press
- Alt-0. This will make MORAY draw all edges of all objects. We
- now have over 3600 edges to draw and the redraw rate becomes a
- lot slower. When you loaded the file, the visibility level was
- set to 1, since that's how it was stored in the MDL. Press
- Alt-1 to see only the rough dimensions of the object.
-
-
-
- Manual MORAY V2.0 Page 47
- ----------------------------------------------------------------------
-
- This is accomplished by using visibility levels. It is of
- advantage to use this feature, especially on big scenes, to
- speed up redraws (by reducing the number of edges to draw).
- Say you were designing a room with furniture. Once the cabinet
- was done, it is not necessary to display the little knobs of
- the cabinet, you only need the rough shape. You could even
- make the drawers use one visibility level higher, leaving only
- a cube to represent the object.
-
- If you use relative visibility in this way, you can also
- completely hide an object while working on another, by
- increasing the root object's visibility level. Once you're
- done, bring it back down and the object reappears.
-
- Objects that are not needed to get a rough idea of what the
- overall object or scene looks like are assigned a visibility
- that is higher than its parent. This is repeated at each
- nesting level until the root object.
-
- Let's see how it works.
-
- Press Alt-1 and open the Object Browser to select the 'Drawer'
- object. Leave the Object Browser and note that the Drawer
- object is highlighted. The Editing Menu shows that three
- subobjects belong to the 'Drawer' object: DrawerInside,
- DrawerFront and Knob. Click on each of these and you will see
- different parts of the wireframe become highlighted except
- when you click on the Knob object. Now press Alt-3 and you
- will see the knob show up. Double click on the 'Knob' line in
- the CSG list of the 'Drawer' object (or otherwise select the
- 'Knob' object). As you can see on the editing menu, the knob
- has a relative visibility setting of +1, giving an overall
- visibility of 2. This has no direct effect on the display
- since 'Knob' is not a primitive. But it does propagate down to
- sub-objects.
-
- Right click over the SIDE view and select FIT TO OBJECT. You
- can see that the 'Knob' consists of two objects, a cylinder
- and a sphere. But now check out the Object Browser. The object
- 'Knob' consists of another CSG object named 'Knobby', which is
- a difference between a sphere and a torus. Click on the
- 'KnobbyBase' sphere object and you can see that it has a
- relative visibility of +0. This means its visibility stays at
- that of the parent object, at +3. Since we pressed Alt-3, it
- is now visible.
-
- Click on the 'KnobbyCut' torus object. You can see in its
- Editing Menu that it has a relative visibility of +1. Since it
- is a sub-object of 'Knobby', which also has a relative
- visibility of +1, this makes a visibility of 4 for the torus.
- Since Alt-3 is currently active, it is not displayed.
-
- Leave the Object Browser and press Alt-4 and you will see the
- torus now displayed as well.
-
- Study this scene file, to become acquainted with how the
- various visibility levels play together in a hierarchical
- sense, using relative visibility.
-
-
-
- Manual MORAY V2.0 Page 48
- ----------------------------------------------------------------------
-
-
-
- 5 Reference Section
-
-
- 5.1 Main Menu
-
-
-
- This is the menu on the right side of the screen. It gives
- access to all the major functions.
-
- 5.1.1 Object Name (Name)
-
- This button shows the name of the currently selected object.
-
- 5.1.2 Object Type (Type)
-
- This button shows the type of the currently selected object.
-
- 5.1.3 Scaling Mode (SCL)
-
- If this button is depressed, then MORAY is in non-uniform
- scaling mode. When you manipulate an object in one of the
- views, the currently active object will be scaled according to
- the mouse movements.
-
- Pressing 'S' also activates this mode.
-
- 5.1.4 Uniform Scaling mode (USCL)
-
- If this button is depressed, then MORAY is in uniform scaling
- mode. When you manipulate an object in one of the views, the
- currently active object will be scaled equally in all
- directions according to the mouse movements, using the
- smallest movement as the amount to scale the object by.
-
- Pressing 'U' also activates this mode.
-
- 5.1.5 Clear Scale (CLR)
-
- Use this button to reset the scaling of the currently selected
- object. All scaling values are set to 1.0.
-
- 5.1.6 X, Y and Z Scale
-
- These buttons show the current scaling values of the selected
- object. The top button shows the X-Scale, the one below shows
- the Y-Scale and the next one shows the Z-Scale.
- You can click on one of these buttons to enter the value
- directly.
- You can click on one of these buttons to enter the value
- directly and then the TAB key to advance the cursor to the
- next field.
-
-
-
- Manual MORAY V2.0 Page 49
- ----------------------------------------------------------------------
-
- 5.1.7 Rotation Mode (ROTAT)
-
- If this button is depressed, then MORAY is in rotation mode.
- When you manipulate an object in one of the views, the
- currently active object will be rotated around its origin
- according to the mouse movement. The axis of rotation is the
- axis that comes out of the screen in the view that you use.
-
- Pressing 'R' also activates this mode.
-
- 5.1.8 Clear Rotation (CLR)
-
- Use this button to reset the rotation of the currently
- selected object. All rotation values are set to 0.0.
-
- 5.1.9 X, Y and Z Rotation
-
- These buttons show the current scaling values of the selected
- object. The top button shows the rotation in degrees about the
- X-Axis, the one below shows the rotation about the Y-Axis and
- the next one shows the rotation about the Z-Axis.
- You can click on one of these buttons to enter the value
- directly and then the TAB key to advance the cursor to the
- next field.
-
- 5.1.10 Translation Mode (TRANS)
-
- If this button is depressed, then MORAY is in translation
- mode. When you manipulate an object in one of the views, the
- currently active object will be moved according to the mouse
- movement.
-
- Pressing 'T' also activates this mode.
-
- 5.1.11 Clear Translation (CLR)
-
- Use this button to reset the translation of the currently
- selected object. All translation values are set to 0.0, i.e.
- the object is moved back to the origin.
-
- 5.1.12 X, Y and Z Translation
-
- These buttons show the current translation values of the
- selected object. The top button shows the translation along
- the X-Axis, the one below shows the translation along the Y-
- Axis and the next one shows the translation along the Z-Axis.
- You can click on one of these buttons to enter the value
- directly and then the TAB key to advance the cursor to the
- next field.
-
- 5.1.13 Undo
-
- This button allows you to undo the major operations that MORAY
- handles. The number in parentheses shows the number of undo
- actions available.
-
- The following actions can be undone:
- o Object transformations (Scaling, rotation, translation)
- o Creating an Object
-
-
-
- Manual MORAY V2.0 Page 50
- ----------------------------------------------------------------------
-
- o Deleting an Object
- o Copying an Object
- o Adding an Object to a Group (or CSG)
- o Removing an Object from a Group (or CSG)
-
- The Backspace key can be used to activate this function.
-
- 5.1.14 Create
-
- This button brings up the Create Submenu in place of the Main
- Menu. The views stay active, so you can still pan, zoom and
- select while the Create Menu is visible. Note that some Main
- Menu hotkeys do not work while the Create Menu is visible. For
- example, you cannot change the transformation mode, since the
- hotkeys for this ('S', 'U', 'R' and 'T') are used to create a
- sphere, a user-defined object, a rotational sweep or a torus,
- respectively. See the Create Menu (page 53) for details.
-
- 5.1.15 Copy
-
- This button brings up the Copy Submenu. You can make copies of
- the selected object with the menu that is presented. See Copy
- Menu (page 62)for more details.
-
- 5.1.16 Delete
-
- This will delete the currently selected object without user
- verification.
-
- 5.1.17 Select
-
- This activates the Object Browser. The four views are replaced
- with a tree-like display of the scene in memory. See Object
- Browser (page 91) for details.
-
- 5.1.18 Textures
-
- This brings up the Texture Editor, where you can create and
- delete textures. See Texture Editor (page 76) for details.
-
- 5.1.19 Files
-
- This brings up the Files Submenu, where you can load, save and
- manage scene files. See Files Submenu (page 55) for more
- details.
-
- 5.1.20 Options
-
- This button brings up the Options Dialog, where you can set
- various options related to MORAY and the raytracers. See
- Options Submenu (page 59) for details.
-
- 5.1.21 Quit
-
- This button quits MORAY. If you have a scene in memory that
- has not been saved you will be prompted whether you wish to
- save the scene before exiting.
-
-
-
- Manual MORAY V2.0 Page 51
- ----------------------------------------------------------------------
-
- 5.2 View Popup
-
-
-
- The View Popup is a little menu that pops up when you right-
- click when your cursor is over one of the views. Note that
- view popups are disabled on disabled viewports.
-
- 5.2.1 Disable
-
- This button disables the viewport. It remains black until you
- re-activate it by typing the '+' key on the keyboard.
-
- Use this button if the redraws of your scene are becoming too
- slow and you are primarily working in other viewports.
-
- 5.2.2 Disable/Enable Snap
-
- Use this button to turn cursor snapping on and off. When it is
- on, any scaling, rotation or translation that you do will be
- rounded to the nearest multiple of the snap settings (see
- Options Menu, page 59).
-
- 5.2.3 Zoom To Obj
-
- This button is available if you have selected an object. It
- zooms and pans the viewport in such a way that the selected
- object fills it.
-
- 5.2.4 Zoom To Fit
-
- This button zooms and pans the viewport in such a way that the
- whole scene fits into the viewport.
-
- The equivalent Hotkey is Alt-Z.
-
- 5.2.5 Pan
-
- This button activates a one-time pan mode. Usually when you
- want to pan a viewport with the mouse, you will press Ctrl and
- drag it. If you click on this button, you do not need to press
- Ctrl the next time you drag the mouse. This only works
- immediately after you exit the view popup and only once.
-
- 5.2.6 Zoom
-
- This button activates a one-time zoom mode. Usually when you
- want to zoom a viewport with the mouse, you will press Alt and
- drag the viewport. If you click on this button, you do not
- need to press Alt the next time you drag the mouse. This only
- works immediately after you exit the view popup and only once.
-
- 5.2.7 Maximize/Minimize
-
- If this button reads Maximize it enlarges the current viewport
- to fill the area previously covered by all four viewports. If
- it reads Minimize it reverts back to displaying all four
- viewports.
-
-
-
- Manual MORAY V2.0 Page 52
- ----------------------------------------------------------------------
-
- 5.2.8 Select
-
- This button activates a one-time select mode. Usually when you
- want to select an object in a viewport with the mouse, you
- will press Shift and drag a rectangle over the object to
- select. If you click on this button, you do not need to press
- Shift the next time you drag the mouse. This only works
- immediately after you exit the view popup and only once.
-
- 5.2.9 Redraw
-
- This button redraws the current viewport. Pressing Ctrl-R has
- the same effect.
-
- 5.2.10 View:type
-
- This button displays the viewport type. Clicking on this
- button allows you to change the viewport type. You can make
- the viewport show either the FRONT, SIDE, or TOP view of the
- scene, or you can determine a camera, whose view into the
- scene you wish to see. This is useful for spotlight cameras.
-
- 5.2.11 Lock/Unlock Grid
-
- If this button reads LOCK GRID, clicking on it freezes the
- grid units at their current setting. Subsequent zooming in or
- out of the scene will not change the world distance between
- the grid lines.
-
- If the button reads UNLOCK GRID, the grid line spacing is
- automatically calculated, according to the zoom level.
-
- 5.2.12 Disable/Enable Grid
-
- This button can be used to toggle the display of the grid on
- and off.
-
- 5.2.13 Insert Node
-
- This button only appears in the Sweep Editor. It can be used
- to insert a new node in the sweep being edited. The cursor
- will change shape and a node will be inserted at the point you
- click on. You can right click again to cancel the insert
- operation.
-
- 5.2.14 Delete Node
-
- This button only appears in the Sweep Editor. It can be used
- to delete a node in the sweep being edited. The cursor will
- change shape and the node that you click nearest to will be
- deleted from the sweep. You can right click again to cancel
- the delete operation.
-
- 5.2.15 On/Off Curve
-
- This button only appears in the Sweep Editor in Glyph mode. It
- can be used to determine whether the spline should pass
- through a control point (On Curve) or go past it (Off Curve).
-
-
-
- Manual MORAY V2.0 Page 53
- ----------------------------------------------------------------------
-
- 5.2.16 Unmark/Mark All
-
- These buttons only appear in the Sweep Editor and the Bezier
- Editor. They can be used to either mark or unmark all control
- points.
-
- 5.3 Create Submenu
-
-
-
- This submenu replaces the Main Menu on the right side of the
- screen. The submenu will stay active until you click on DONE
- or until you press ESC or right click while the cursor is over
- the submenu.
-
- 5.3.1 Cube
-
- This creates a standard cube. It is centered at the origin and
- goes from -1 to +1 in all directions. It thus has a size of 2
- units in each direction.
-
- 5.3.2 Sphere
-
- This creates a standard sphere. It is centered at the origin
- and has a radius of 1.0.
-
- 5.3.3 Cylinder
-
- This creates a closed cylinder that has a radius of 1.0 and
- extends from the Z=0 plane to the Z=1 plane.
-
- 5.3.4 Cone
-
- This creates a closed cone. By default the cone has its apex
- at the origin and has a radius of 1.0 at Z=1. You can use the
- buttons in the object's Editing Menu (see Cone Menu on page
- 68) to change the cone size and orientation.
-
- 5.3.5 Torus
-
- This creates a torus with a major radius of 1.5 and a minor
- radius of 0.5, centered at the origin and lying in the Z=0
- plane. See Torus Menu (page 68) for details on how to change
- the size of the torus.
-
- 5.3.6 Plane
-
- This creates an infinite plane in the Z=0 plane. The wireframe
- representation is a square centered at the origin extending
- from -1 to +1 in both X and Y directions. It also has a line
- extending into the +Z direction to help you orient the plane.
-
- 5.3.7 Disc
-
- This creates a disc with a radius of 1.0 in the Z=0 plane,
- centered at the origin. The disc can have a hole in the
- middle, which can be set in the Disc Menu (see page 69).
-
-
-
- Manual MORAY V2.0 Page 54
- ----------------------------------------------------------------------
-
- 5.3.8 Translational Sweep (TRANS SWEEP)
-
- This creates a translational sweep that extends from the Z=0
- plane to the Z=1 plane. The shape of the sweep can be edited
- in the extended editor (see 88).
-
- 5.3.9 Rotational Sweep (ROTAT SWEEP)
-
- This creates a rotational sweep that consists of an outline
- that is swept around the Z-axis. The shape of the sweep can be
- edited in the extended editor (see 88).
-
- 5.3.10 Tapering Sweep (TAPER SWEEP)
-
- This creates a translational sweep that extends from the Z=0
- plane to the Z=1 plane. In contrast to the translational
- sweep, this sweep tapers towards the origin, where all sides
- meet. The shape of the sweep can be edited in the extended
- editor (see 88).
-
- 5.3.11 Bezier Patch
-
- This creates a bezier patch object. MORAY allows you to create
- more than just the single patch that POV-Ray understands.
- MORAY can handle objects consisting of multiple patches and
- handles the way they are glued together. See Bezier Editor
- (page 86) for details.
-
- 5.3.12 Heightfield
-
- This creates a heightfield object, centered at the origin and
- extending 1 unit in each direction. See the Heightfield Menu
- (page 69) for details.
-
- 5.3.13 Raw Triangles Object
-
- This creates a RAW triangle object. This can be used to
- directly read in small (<500KB) meshes of triangles. Since
- meshes can quickly fill up memory, it is recommended that you
- use the 3D converter (see page 109) to convert the mesh to a
- user-defined object (UDO) and create one of these with the
- mesh file instead.
-
- 5.3.14 User-defined Object
-
- This pops up the File Selector (see page 57), allowing you to
- select a UDO file to load. This creates a user-defined object.
- An UDO file contains information on how MORAY should export
- and display an object (see What's New, page 96 for details).
-
- 5.3.15 Blob (LOAD BLOB)
-
- This allows you to import a blob definition file. This file
- can be created by a separate program by Alfonso Hermida, Steve
- Anger and Truman Brown called Blob Sculptor (or its Windows
- counterpart WinBlob). See Blob Menu (page 71) for more
- details.
-
-
-
- Manual MORAY V2.0 Page 55
- ----------------------------------------------------------------------
-
- 5.3.16 Pointlight
-
- This button creates a point light at the origin. See
- Pointlight Menu (page 72) for details of changing the
- brightness.
-
- 5.3.17 Spotlight
-
- This button creates a spotlight at the origin. See Spotlight
- Menu (page 72) for details of changing the brightness and
- aperture of the spotlight.
-
- 5.3.18 Arealight
-
- This button creates an arealight at the origin. See Arealight
- Menu (page 73) for details of changing the brightness and
- size.
-
- 5.3.19 Group
-
- This button creates a group object. A group is exported as a
- union, but MORAY can handle cameras and lights in groups,
- whereas these are not allowed in a true union (CSG) object.
-
- See the Group Menu (page 74) for details.
-
- 5.3.20 CSG Object
-
- This creates a CSG object. See CSG Menu (page 75) for details.
-
- 5.3.21 Camera
-
- This creates a camera. See Camera Menu (page 75) for details.
-
- 5.3.22 Texture
-
- This brings up the Texture Editor, where you can create and
- delete textures. See Texture Editor (page 76) for details.
-
- 5.3.23 Done
-
- This exits the Create Submenu and returns to the Main Menu.
-
- 5.4 Files Submenu
-
-
-
- 5.4.1 Current File
-
- This field shows the current filename, without path, of the
- current scene in memory.
-
- 5.4.2 New
-
- This deletes the scene in memory and resets the views.
-
-
-
- Manual MORAY V2.0 Page 56
- ----------------------------------------------------------------------
-
- 5.4.3 Load
-
- This brings up the File Selector where you can choose a file
- to load into memory. See File Selector (page 57) for details
- on how it works.
- You can use F3 as a hotkey for this function. The hotkey is
- available from the Main Menu, too.
-
- 5.4.4 Save
-
- This button is used to save the current scene to disk. If you
- have previously loaded or saved this file, the scene will be
- saved to the same filename. The currently existing file is
- renamed with a BAK extension.
-
- If you have not loaded this scene and have previously not
- saved it, MORAY brings up a File Selector where you can choose
- a file to replace or enter a new name for the scene. See File
- Selector (page 57) for details on how the File Selector works.
- You can use F2 as a hotkey for this function. The hotkey is
- available from the Main Menu, too.
-
- 5.4.5 Save As
-
- This button is used to save the current scene to disk. MORAY
- will bring up a File Selector where you can choose a file to
- replace or enter a filename to store the scene in. See File
- Selector (page 57) for details on how the File Selector works.
-
- 5.4.6 Save Sel
-
- This button allows you to save the selected object and any
- textures that it is using to disk. MORAY will bring up a File
- Selector where you can choose a file to replace or enter a
- filename for the object. See File Selector (page 57) for
- details on how the File Selector works.
-
- 5.4.7 Merge
-
- This button will load the scene that you select in the File
- Selector without deleting the scene already in memory. See
- File Selector (page 57) for details on how the File Selector
- works.
-
- 5.4.8 Export
-
- This button makes MORAY export the scene to the selected
- raytracer (see Options Menu, page 59). MORAY will check
- whether all objects have textures first, notifying you of any
- objects that do not have a texture. MORAY also creates a batch
- file in the export directory called GO.BAT, which will call
- the raytracer to render the scene.
- You can use Ctrl-F9 to call this function directly from the
- Main Menu.
-
-
-
- Manual MORAY V2.0 Page 57
- ----------------------------------------------------------------------
-
- 5.4.9 Render
-
- This does the same as the Export button above, but then also
- calls the raytracer to render the image.
- You can use F9 to call this function directly from the Main
- Menu.
-
- 5.4.10 DOS Screen
-
- This button will switch to the DOS text screen, so that you
- can look at any error messages that the raytracer might have
- left on the screen. Press any key to return to the Main Menu.
- Use the Alt-F5 key from the Main Menu to invoke this function.
-
- 5.4.11 DOS Shell
-
- Use this button to call a DOS Shell. MORAY will switch to text
- mode and you will be placed in DOS. When you are done, type in
- EXIT to return to MORAY.
-
- 5.4.12 User1, User2 and User3
-
- These are user-definable functions. You can hookup any DOS
- programs to these buttons. For example, you could call an
- image viewer, passing in the image filename as an argument. Or
- you can all an editor to look at the generated POV file. Or a
- utility to convert RAW triangles to UDO files.
-
- See Configuration (page 101) for details on how to set up you
- own calls.
-
- 5.4.13 Options
-
- This brings up the Options Dialog where you can set many
- parameters associated with MORAY and the raytracers, such as
- snap settings, render resolution, antialiasing, etc.
-
- 5.4.14 Done
-
- This button can be used to leave the Files Submenu. You can
- also right click or press ESC while the cursor is over the
- menu to leave the Files Submenu.
-
- 5.5 File Selector
-
-
-
- The File Selector is a dialog that pops up whenever MORAY
- needs to know the name of a file. The Selector remembers where
- you usually get your files from, according to where in the
- program they are requested. For example, MORAY will remember
- where you last loaded a scene file from and will automatically
- pop up in this directory the next time it needs a scene.
-
- You can press Enter to accept the name or ESC to cancel.
-
-
-
- Manual MORAY V2.0 Page 58
- ----------------------------------------------------------------------
-
- 5.5.1 OK and Cancel
-
- Use OK to confirm the name that you chose. OK only becomes
- active once a valid name has been entered in the filename
- control immediately below the OK and Cancel buttons.
-
- Use Cancel if you change your mind about whatever file
- operation it was that you invoked.
-
- 5.5.2 Current directory
-
- This label shows you the name of the current directory (or as
- much of it as possible).
-
- 5.5.3 Frequent directories
-
- This listbox contains the last 6 directories that you used for
- quicker access. Just click on one of these to jump to the
- directory. This comes in handy if you have multiple
- directories for the same type of file.
-
- 5.5.4 Filename
-
- This is an edit control where you can enter the name of the
- file. Simply start typing to specify the name of the file.
- MORAY will append the extension if you leave it off.
-
- 5.5.5 Files
-
- This listbox contains the names of all the files found in the
- current directory that match the extension specified in the
- Extension combobox. If you double click on the name it's the
- same as clicking once on it and then pressing Enter or
- clicking on OK, i.e. it accepts that name.
-
- 5.5.6 Extensions
-
- This combobox contains all the extensions that MORAY knows
- about and can be used to filter the files displayed in the
- Files listbox.
-
- 5.5.7 Drives
-
- This listbox contains a list of all available drives in your
- system except those that you have disabled in the
- configuration file (see Configuration, page 101). Simply click
- once on the letter of a drive to change drives.
-
- 5.5.8 Directories
-
- This listbox contains a list of all subdirectories available
- in the current directory. Simply click once on a directory
- name to change directories.
-
-
-
- Manual MORAY V2.0 Page 59
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-
- 5.6 Options Submenu
-
-
-
- 5.6.1 Undo Buffer Size
-
- This determines the number of undo actions that MORAY will
- remember. No memory is specifically set aside when you set
- this number, but memory is set aside every time that an undo
- action is created.
-
- For example: When you delete an object, the memory it was
- using is not really returned to the system, since it is placed
- in the undo buffer. The memory is only returned to the system
- when as many further undo actions have been created as
- specified in this number (Undo Buffer Size).
-
- You can use the CLEAR button to immediately clear the Undo
- Buffer.
-
- 5.6.2 Clear Undo Buffer
-
- This throws away all undo actions currently available and
- releases the memory associated with them to the system.
-
- This is useful when you have just deleted a large RAW object
- for example, and want to return the memory that it was using
- to the system, so that you can have more memory available for
- new objects.
-
- 5.6.3 Visibility Level
-
- This setting is the global visibility setting for the scene.
- All objects that have a visibility less than this setting will
- be drawn. Use the minus and plus key to decrease and increase
- the level.
-
- 5.6.4 Grid Snap
-
- This set of buttons allows you to set the snap distance in the
- views. All the buttons are edit controls, so you can simply
- click on them and enter a new number.
-
- You can set snap values separately for scaling, rotation and
- translation, since these numbers are often in different
- ranges. While a snap of 0.1 for translation is common, a snap
- of 0.1 for rotation is probably too small.
-
- The DISABLED/ENABLED button toggles the state of the snap
- function. If the button reads ENABLED and is depressed, then
- grid snap is enabled in the main views.
-
- 5.6.5 Renderer
-
- Here you can choose the raytracer that will render your
- images. Currently supported are POV-Ray 2.2 and higher, as
- well as Polyray 1.8 and higher. Simply click on the one you
- wish to use.
-
-
-
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-
- 5.6.6 Render Options
-
- This group of buttons allow you to specify with what options
- the raytracer is to be called.
-
- 5.6.7 Display
-
- This is used to determine whether the raytracer should show a
- graphical display while rendering.
-
- 5.6.8 Verbose
-
- This is used to determine whether the raytracer should display
- statistics or progress indicators while rendering. This switch
- is mostly enabled in combination with a disabled DISPLAY
- button, so that the raytracer outputs the line number it is
- currently rendering.
-
- 5.6.9 Pause
-
- This button is used to determine whether the renderer should
- pause after it is done. This switch is mostly useful in
- combination with an enabled DISPLAY button to pause the
- raytracer after the trace is done so that you can look at it,
- since the preview will be gone once you return to MORAY. If
- DISPLAY is off you can always use Alt-F5 (or Files|DOS-Screen)
- to see what the final statistics were.
-
- 5.6.10 Continue
-
- This button determines whether the raytracer should attempt to
- continue an interrupted trace. For this to work you should not
- change any external parameters such as resolution of the
- image. Also if you attempt to continue a trace that has
- rendering subwindow, it will not work correctly, even if you
- leave the rendering window untouched.
-
- 5.6.11 Interruptible
-
- This switch can be used to disable the keyboard checking that
- the raytracers do. If you set this to NO, you cannot interrupt
- a trace from the keyboard. Use this with care, since only a
- reset will allow you to abort a trace. However, if you know
- your kids may be around to press a key to interrupt that trace
- you've had going for a week, this option can be used to
- prevent that.
-
- 5.6.12 Resolution
-
- This combobox allows you to choose the resolution of the image
- that the raytracer should create from a set of standard
- resolutions. If your desired resolution is not there, simply
- click on the two edit controls next to this combobox and enter
- the values for X (width) and Y (height) resolution manually.
-
- 5.6.13 Antialias
-
- Use this edit control to set the antialiasing threshold.
- Setting it to 0 disables antialiasing.
-
-
-
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-
- 5.6.14 Jitter
-
- This edit control can be used to set the amount of jitter to
- introduce into the antialiasing if your active renderer is
- POV-Ray. Polyray does not use jitter in the same way and
- therefore does not have this button.
-
- 5.6.15 Rays
-
- This combobox lets you choose how many rays are to be shot
- into the scene when antialiasing is triggered. This option is
- only supported by POV-Ray.
-
- 5.6.16 Method
-
- This combobox allows you choose the method that is to be used
- for antialiasing if your renderer is Polyray. Please read the
- Polyray documentation for details of what each setting means.
-
- 5.6.17 Max Level
-
- This edit control can be used to specify the maximum number of
- levels (recursions) that secondary rays will be spawned for.
- If you are raytracing glass and are getting black areas in
- unexplainable places it may be time to increase this number.
-
- 5.6.18 Register
-
- Use this button to turn the shareware version into a
- registered version once you have received the registration
- confirmation and information from me. You will receive a name
- and a number to enter at the prompts that appear after you
- press this button.
-
- NOTE: Attempting to register with an incorrect name and/or
- number will render the EXE unusable and you will have to
- re-install MORAY.
-
- 5.6.19 About
-
- This brings up the About box for MORAY. Apart from showing you
- the copyright notices and registration info, it also gives you
- interesting information about the graphics mode and hardware
- in use.
-
- The first line of the graphics info tells you which VESA
- specification is in use. Possible values are V1.2 and V2.0. If
- you are not seeing V2.0, it may be time to give your graphics
- card vendor a call or to obtain UniVBE V5.1 or higher. V2.0 is
- considerably faster than V1.2 and you will should see a
- dramatic boost in graphics performance if you install a V2.0
- VESA driver.
-
- The second line tells you the name of the driver providing
- VESA services. This could be the BIOS of your graphics card or
- a resident driver like UniVBE.
-
- The third line tells you the graphics mode that you are
- currently in. MORAY V2.0 only supports 256 color modes.
-
-
-
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-
- The fourth line tells you whether your VESA driver provides a
- linear framebuffer. If this feature is available and in use
- the graphics performance is increased even more. Only VESA 2.0
- drivers (like UniVBE V5.1 and higher) can support this
- feature.
-
- 5.6.20 Done
-
- Use this button to leave the Options Submenu. You can also
- press ESC or right-click to leave the submenu.
-
- 5.7 Copy Submenu
-
-
-
- The Copy Submenu can be used to make copies of objects. You
- can make single or multiple copies and the copies can be
- transformed according to certain rules you define in this
- menu.
-
- Note that the Copy command is one of the commands that can be
- undone in the Main Menu. The parameters entered in the Copy
- Menu are retained during a MORAY session.
-
- You can also create so-called reference objects with the Copy
- Menu. These are objects that are simply references to the
- object to be copied. They simply have their own
- transformations in addition to the original objects
- transformations, i.e. they are always transformed relative to
- their 'reference object'.
-
- 5.7.1 Scaling Factor Mode (SCL FCT)
-
- This button can be used to enable the Scaling Factor mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the scaling of copies will be determined by
- taking the scaling components of the previous copy and
- multiplying each component by the corresponding number in one
- of the three individual edit controls beneath this button.
-
- 5.7.2 Scaling Offset Mode (SCL OFF)
-
- This button can be used to enable the Scaling Offset mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the scaling of copies will be determined by
- taking the scaling component of the previous copy and adding
- the corresponding number in one of the three individual edit
- controls beneath this button.
-
- 5.7.3 X, Y and Z Scaling Values
-
- These buttons contain the actual numbers which will be applied
- to the scaling of successive copies of the object.
-
-
-
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-
- When in Scaling Factor mode, the X-Scale of the new copy is
- formed by taking the previous copy's X-Scale and multiplying
- it by the number in the first edit control (X value). The same
- procedure is repeated for the Y and Z components.
-
- When in Scaling Offset mode, the X-Scale of the new copy is
- formed by taking the previous copy's X-Scale and adding the
- number in the first edit control (X value). The same procedure
- is repeated for the Y and Z components.
-
- 5.7.4 Rotation Factor Mode (ROT FCT)
-
- This button can be used to enable the Rotation Factor mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the rotation of copies will be determined by
- taking the rotation components of the previous copy and
- multiplying each component by the corresponding number in one
- of the three individual edit controls beneath this button.
-
- 5.7.5 Rotation Offset Mode (ROT OFF)
-
- This button can be used to enable the Rotation Offset mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the rotation of copies will be determined by
- taking the rotation component of the previous copy and adding
- the corresponding number in one of the three individual edit
- controls beneath this button.
-
- 5.7.6 X, Y and Z Rotation Values
-
- These buttons contain the actual numbers which will be applied
- to the rotation of successive copies of the object.
-
- When in Rotation Factor mode, the X-Rotation of the new copy
- is formed by taking the previous copy's X-Rotation and
- multiplying it by the number in the first edit control (X
- value). The same procedure is repeated for the Y and Z
- components.
-
- When in Rotation Offset mode, the X-Rotation of the new copy
- is formed by taking the previous copy's X-Rotation and adding
- the number in the first edit control (X value). The same
- procedure is repeated for the Y and Z components.
-
- 5.7.7 Translation Factor Mode (XLAT FCT)
-
- This button can be used to enable the Translation Factor mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the translation of copies will be determined
- by taking the translation components of the previous copy and
- multiplying each component by the corresponding number in one
- of the three individual edit controls beneath this button.
-
-
-
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-
- 5.7.8 Translation Offset Mode (XLAT OFF)
-
- This button can be used to enable the Translation Offset mode.
-
- When making multiple copies of an object, certain
- transformations are applied to successive copies. This button
- determines that the translation of copies will be determined
- by taking the translation component of the previous copy and
- adding the corresponding number in one of the three individual
- edit controls beneath this button.
-
- 5.7.9 X, Y and Z Translation Values
-
- These buttons contain the actual numbers which will be applied
- to the translation of successive copies of the object.
-
- When in Translation Factor mode, the X-Translation of the new
- copy is formed by taking the previous copy's X-Translation and
- multiplying it by the number in the first edit control (X
- value). The same procedure is repeated for the Y and Z
- components.
-
- When in Translation Offset mode, the X-Translation of the new
- copy is formed by taking the previous copy's X-Translation and
- adding the number in the first edit control (X value). The
- same procedure is repeated for the Y and Z components.
-
- 5.7.10 Orbiting
-
- There is one more button in the Copy Menu with three
- associated controls that do not exist as Main Menu
- transformation controls. This is the Orbit button. When this
- button is depressed, the object copies are transformed in a
- way that is usually quite tedious to accomplish.
-
- The translation parameters of successive copies are updated in
- such a way that the object copies are placed in orbit (in a
- circle) around the original objects origin. The numbers in the
- edit controls specify how many degrees each copy should be
- rotated around the individual edit control's axis in degrees.
-
- Since orbiting merely changes the copy's translation values,
- it would not truly seem to orbit, since its orientation
- (rotation) would remain the same. For this reason, when you
- enter an orbiting value, the corresponding rotation value is
- automatically set to the same value, but only if the rotation
- value at that time is zero. If you don't want the copies
- rotated, you need to reset the rotation value to 0.
-
- Also, the number of copies to create is automatically set to
- the number of copies you would need to make a complete circle
- of copies.
-
- See the tutorial for copying objects for an example.
-
-
-
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- ----------------------------------------------------------------------
-
- 5.7.11 X, Y and Z Orbit Values
-
- These edit controls contain the number of degrees that each
- successive copy should be rotated around the original objects
- origin. Note that it does not produce sensible results when
- more than one of these controls contain a value.
-
- 5.7.12 Attach
-
- If the original object that you are copying has a parent (is
- part of a group), you have the option of attaching the copies
- to the same parent. If you want the copies to also be part of
- the original objects parent, then set this button to YES.
-
- 5.7.13 Copies
-
- Use this edit control to set the number of copies that you
- wish to create. When you enter an orbiting value, this number
- is automatically initialized to the number of copies that
- would be needed to create a complete circle of copies.
-
- 5.7.14 Reference
-
- This button can be used to create Reference Objects. Reference
- Objects are objects that have no definition themselves, but
- are pointers or links to existing objects. All they have for
- themselves are transformation parameters. Their geometric
- representation is defined by the object that they reference,
- in this case the original object.
-
- This is an extremely powerful tool and should be used whenever
- you have multiple copies of an object at symmetric places in
- the scene. A big advantage of this object type is that if you
- change the original object, all reference copies will also
- change. For example, if the original object is a group and you
- make 17 orbital copies with the reference button depressed,
- you get 17 reference objects. If you then go back to the Main
- Menu and add another object to the original group, the 17
- copies automagically also get this object.
-
- 5.7.15 OK
-
- Once all the parameters have been setup, use this button to
- execute the copy function.
-
- 5.7.16 Cancel
-
- If you change your mind about copying the object, click on
- Cancel.
-
- 5.8 Object Menus
-
-
-
- Whenever you select an object, the object's Editing Menu
- appears at the bottom of the screen. The Editing Menu consists
- of a number of common controls and a number of controls that
- depend on the type of the object.
-
-
-
- Manual MORAY V2.0 Page 66
- ----------------------------------------------------------------------
-
- 5.8.1 Common Editing Menu
-
- The menus for all objects contain controls for changing things
- like the name and the visibility levels of the object.
-
- 5.8.1.1 Clear Texture (CLR)
-
- Use this button to clear the texture assigned to the currently
- selected object.
-
- 5.8.1.2 Texture Space (LOCAL/GLOBAL)
-
- Use this button to determine in what coordinate space the
- texture is to be applied to the object.
-
- Local means that the texture is applied in the objects
- coordinate space. This means that when scaling, rotating and
- translating the object, the texture will follow the object.
- Technically this means that in the raytracer file the texture
- is exported before the objects transformations are exported.
-
- Global means that the texture is applied in objects parents'
- coordinate space, or in world space if the object has no
- parents. Any transformations applied to the object will not be
- applied to its texture. Technically this means that in the
- raytracer file, the texture is exported after the objects
- transformations are exported.
-
- 5.8.1.3 New Texture
-
- Use this button as a short cut to call the Texture Editor. You
- can then create a new texture. Note that the texture that is
- active when you leave the Texture Editor will automatically be
- attached to the object.
-
- 5.8.1.4 Texture Name
-
- This label shows the name of the texture currently assigned to
- the object. It is simply a label button, you cannot click on
- this button. Use the Texture Listbox (see below) to assign or
- change the texture to the currently selected object.
-
- If the object does not have a texture assigned to it, but one
- of its parents does, the texture name is preceded by an
- asterisk ('*'). This means that the texture is inherited from
- the parent.
-
- 5.8.1.5 Scene Textures Listbox
-
- This listbox contains the list of textures that are available
- in this scene. Click on any texture in this list to assign it
- to the object.
-
-
-
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-
- 5.8.1.6 Clear Bound (CLR BOUND)
-
- Use this button to get rid of the bounding box currently
- assigned to the object. The bounding box is deleted. Note that
- both POV-Ray and Polyray have automatic bounding schemes. If
- you create a bound for an object, this bound will disable the
- automatic bounding of the raytracer for that object.
-
- 5.8.1.7 New Bound
-
- Use this button to add a manual bound to the object. MORAY
- will create a bounding box that encloses all of the object,
- including any children. Note that it always treats groups and
- CSG objects as unions. You can select the bound and transform
- it, if the default bound is not to your liking.
-
- Both POV-Ray and Polyray have automatic bounding schemes,
- which you are overriding by specifying a bounding box.
- Generally the raytracers do a good job of bounding. But
- specifically with CSG differences and intersections it can be
- of advantage to manually bound these.
-
- 5.8.1.8 Bound Name
-
- This label button shows you the name of the bounding box
- currently assigned to this object.
-
- 5.8.1.9 Set Name (NAME)
-
- Use this button to change the name of the object. Pressing
- this button pops up a line editor, allowing you to edit the
- current name. You must enter a unique name.
-
- 5.8.1.10 Current Name
-
- This label shows the current name of the object.
-
- 5.8.1.11 Parent Name
-
- This label shows the name of the objects parent, if it has
- one.
-
- 5.8.1.12 No Shadow flag (NOSHADOW)
-
- Use this flag to set the no_shadow attribute of the object.
- This parameter indicates that the object will not cast a
- shadow.
-
- 5.8.1.13 Relative Visibility
-
- This switchbutton indicates whether the object's visibility is
- relative or absolute. If the button is depressed, the
- visibility is relative to the parent's visibility.
-
- 5.8.1.14 Decrease Visibility Level
-
- Use this button to decrease the visibility level by one.
-
-
-
- Manual MORAY V2.0 Page 68
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-
- 5.8.1.15 Objects Visibility Level
-
- This displays the objects visibility level. If the number is
- prefixed by a plus sign, the objects visibility is relative to
- the parents visibility. This is another indicator like the
- relative button.
-
- 5.8.1.16 Increase Visibility Level
-
- Use this button to increase the visibility level by one .
-
- 5.8.1.17 Resulting Visibility Level
-
- This button displays the resulting visibility of the object.
- If the objects visibility is relative to its parent object,
- this button displays the actual (accumulated) visibility of
- this object.
-
- 5.8.2 Cylinder Menu
-
- The cylinder adds one button to the Common Editing Menu (see
- above, page 66).
-
- 5.8.2.1 Open
-
- Use this button to make the cylinder open. This removes the
- cap planes of the cylinder.
-
- Note that using an open cylinder in a CSG difference or
- intersection will result in incorrect renderings.
-
- 5.8.3 Cone Menu
-
- The cone adds three buttons to the Common Editing Menu (see
- above, page 66).
-
- 5.8.3.1 Open
-
- Use this button to make the cone open. This removes the cap
- plane of the cone.
-
- Note that using an open cone in a CSG difference or
- intersection will result in incorrect renderings.
-
- 5.8.3.2 Lower Radius (LOWER RAD.)
-
- This button can be used to set the radius of the cone at the
- base (Z=0).
-
- 5.8.3.3 Upper Radius (UPPER RAD.)
-
- This button can be used to set the radius of the cone at the
- top (Z=1).
-
- 5.8.4 Torus Menu
-
- The torus adds four buttons to the Common Editing Menu (see
- above, page 66).
-
-
-
- Manual MORAY V2.0 Page 69
- ----------------------------------------------------------------------
-
- 5.8.4.1 Minor, Major Radius
-
- Use these buttons to define the torus via the minor and major
- radius. The values you enter are converted to the correct
- Inner and Outer radius.
-
- 5.8.4.2 Inner, Outer Radius
-
- Use these buttons to define the torus via the radius of the
- outer edge of the torus and the radius of the inner edge.
-
- 5.8.5 Disc Menu
-
- The disc adds one button to the Common Editing Menu (see
- above, page 66).
-
- 5.8.5.1 Inner Radius
-
- Use this button to make a hole in the disc. If you set this
- value to a value larger than 0.0, the disc will have a hole.
-
- 5.8.6 Sweep Menus
-
- The sweep adds one button to the Common Editing Menu (see
- above, page 66).
-
- 5.8.6.1 Extended Edit
-
- Use this button to call the sweep editor (see Sweep Editor,
- page 88).
-
- 5.8.7 Bezier Patch Menu
-
- The bezier patch adds three buttons to the Common Editing Menu
- (see above, page 66).
-
- 5.8.7.1 U Steps, V Steps and Flatness
-
- The values in the U- and V-Steps buttons determine the number
- of recursive subdivisions that the raytracer should at least
- do when converting the patch to smooth triangles internally,
- before rendering. The value in the Flatness button determines
- whether part of a patch should be divided into smaller parts,
- or not. See POVRAY.DOC, section Bicubic_Patch for a more
- detailed explanation.
-
- 5.8.8 Heightfield Menu
-
- The heightfield adds one button to the Common Editing Menu
- (see above, page 66).
-
- 5.8.8.1 Set Filename (FILE)
-
- Use this button to set the filename of the heightfield.
- Clicking on this button will pop up the File Selector (see
- File Selector, page 57) for you to choose an image file for
- the heightfield.
-
-
-
- Manual MORAY V2.0 Page 70
- ----------------------------------------------------------------------
-
- 5.8.8.2 Read file (READ)
-
- This button will become active when the type of the
- heightfield file is a TGA file. It will make MORAY read in the
- TGA file and display it in a wireframe representation.
-
- If your heightfield is a GIF (or other) file, this button will
- be grayed.
-
- 5.8.8.3 Set Waterlevel Slider (WATER)
-
- This slider allows you to set the waterlevel of the
- heightfield. Any part of the heightfield that is under the
- waterlevel is cut away. If you have previously read in the
- heightfield, you can see what parts will be cut away.
-
- 5.8.8.4 Smooth
-
- This tells the raytracer to smoothen the heightfield. Normally
- heightfields are rendered as triangle-meshes. Using this flag
- smoothes the normals between the triangles, so that it looks
- like the are no hard edges between individual triangles.
-
- 5.8.8.5 Adjusting Proportions (ADJ SCL)
-
- If you have used a TGA file as a heightfield and have read it
- in, this button allows you to adjust the scaling of the height
- field to reflect the aspect ratio of the image file. It does
- this by adjusting the Y-scale, according to the X-scale. For
- example, if the image file is 200x100 and the heightfield
- scaling is 1,1,1, the new scaling will be 1,0.5,1.
-
- 5.8.8.6 Display Steps (STEP)
-
- This allows you to adjust the resolution of the heightfield's
- wireframe display in MORAY. MORAY will take only every x
- number of pixels of the image (where x is the value in this
- button) and connect it to neighboring pixels. When you first
- read in a heightfield image, MORAY will set this value in such
- a way that you will get about 20 subdivisions in X and Y
- directions.
-
- Note that setting this button to low values, can dramatically
- increase the number of edges and vertices that are displayed,
- slowing down the program by a whole lot and using a lot of
- memory. It can also cause the edge and vertex list to
- overflow, causing incorrect wireframes to be displayed.
-
- 5.8.8.7 Image Resolution
-
- This label button shows you the resolution of the heightfield
- image file, if you have previously read it in.
-
- 5.8.9 RAW Triangles
-
- The RAW triangle adds four buttons to the Common Editing Menu
- (see above, page 66).
-
-
-
- Manual MORAY V2.0 Page 71
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-
- 5.8.9.1 Set Filename (FILE)
-
- Use this button to bring up a File Selector (see File
- Selector, page 57) that allows you to choose a RAW file. Once
- the name has been set you can actually read in the file with
- the READ button.
-
- 5.8.9.2 Read file (READ)
-
- This button will only be active if you have previously set the
- filename to an existing RAW file. MORAY will read in the RAW
- file, and perform a triangle reduction algorithm to determine
- what it should display. Displaying complete RAW files tends to
- clutter up the display, so MORAY calculates a set of lines to
- display, based on the Feature Angle. This is for the wireframe
- display inside MORAY only and has nothing to do with the
- accuracy of the rendered scene. The raytracer is fed all the
- triangles.
-
- MORAY only supports reading a mesh file of less than 500K
- directly. This is because a triangle mesh uses a lot of memory
- that is not really needed for modeling, only for exporting.
- For meshes bigger than 500K, you should use Thomas Baier's
- handy utility to convert the RAW mesh to a UDO/INC file pair.
- This utility supports smoothing and will generate an INC file
- containing all the triangles as well as an UDO file for
- creating a User-Defined object (see page 109).
-
- 5.8.9.3 Feature Angle
-
- This angle determines when MORAY considers two adjacent
- triangles to form a flat surface. This setting only affects
- the way the mesh is displayed in MORAY and does not affect the
- accuracy of the rendered scene.
-
- A setting of 0.1 degrees will make only really coplanar
- triangles disappear, whereas a setting of 15 degrees (a useful
- default) will remove reasonably planar triangles. You can go
- as high as 60 degrees and still be able to see the shape of
- the mesh in MORAY, while keeping the wireframe edges to a
- minimum. Since you are mostly only concerned with placing a
- RAW object, you will usually not need a full wireframe
- representation.
-
- 5.8.9.4 Write UDO file
-
- This function allows you to write a UDO file of this object.
- This function is only useful if you have an INC file of this
- mesh. See the reference under Read File for a discussion of a
- good UDO generator.
-
- 5.8.10 Blob Menu
-
- The blob adds three buttons to the Common Editing Menu (see
- above, page 66).
-
-
-
- Manual MORAY V2.0 Page 72
- ----------------------------------------------------------------------
-
- 5.8.10.1 Threshhold
-
- This is the threshold of the blob. Please see the raytracer
- documentation for a detailed explanation of blobs.
-
- 5.8.10.2 Import
-
- Use this button to import the Blob. MORAY currently supports
- importing BLB files from BlobSculptor and WinBlob.
-
- 5.8.10.3 Evaluate
-
- Use this button to evaluate the blobs into an approximation of
- the surface. You will be asked for a resolution between 10 and
- 40. The default of 20 is a good value to use. If the blob is
- complex, it may not be possible to evaluate at the resolution
- you requested. In this case try with a lower resolution.
-
- 5.8.11 Pointlight Menu
-
- The pointlight adds three buttons and four sliders to the
- Common Editing Menu (see above, page 66).
-
- 5.8.11.1 Light Color Display
-
- This button area simply displays the current color and
- intensity of the light.
-
- 5.8.11.2 Decrease Light Brightness
-
- This button decreases light intensity by 5% of its current
- setting.
-
- 5.8.11.3 Light Color Sliders
-
- Use these sliders to change the color of the light. The top
- three sliders change the red, green and blue channels
- respectively, while the bottom sets all three sliders to the
- same value (white lights).
-
- 5.8.11.4 Increase Light Brightness
-
- This button increases light intensity by 5% of its current
- setting.
-
- 5.8.12 Spotlight Menu
-
- The spotlight adds three sliders to the Pointlight Editing
- Menu (see above, page 72).
-
- 5.8.12.1 Falloff Angle(FALL.)
-
- This angle defines the outer cone of the spotlight. There will
- be no light cast from this spotlight outside the cone defined
- by this angle.
-
-
-
- Manual MORAY V2.0 Page 73
- ----------------------------------------------------------------------
-
- There is a gradual increase in light intensity from the
- falloff angle to the radius angle. Setting these two values
- close together results in a rapid transition from shadow to
- light (hard-edged spot). Leaving a gap between them causes a
- slower transition from dark to light (soft-edged spot).
-
- 5.8.12.2 Radius Angle (RAD.)
-
- This angle defines the inner cone of the spotlight. Objects
- inside this cone will be fully illuminated by the light. The
- radius angle is always smaller than or equal to the falloff
- angle.
-
- There is a gradual increase in light intensity from the
- falloff angle to the radius angle. Setting these two values
- close together results in a rapid transition from shadow to
- light (hard-edged spot). Leaving a gap between them causes a
- slower transition from dark to light (soft-edged spot).
-
- 5.8.12.3 Graphical Length (LEN)
-
- This slider can be used to lengthen the graphical display of
- the spotlight cone in MORAY. It has absolutely no effect on
- the rendering of the scene and is only an aid for you in
- placing the spotlight. See Tutorial Basic Interaction with
- MORAY, page 13 for more information about placing a spotlight
- in the scene.
-
- 5.8.13 Arealight Menu
-
- The arealight adds three buttons and a slider to the
- pointlight's Editing Menu (see above, page 72).
-
- Please see the POV-Ray documentation for a detailed
- explanation of arealights.
-
- 5.8.13.1 Light size (PSEUDO LIGHTS)
-
- This determines the number of pseudo light sources in the area
- light. POV-Ray calculates the shading of scenes with area
- lights by treating the area light as an array of point lights.
- These two values define the dimensions of the array.
-
- If you want to make a single row of lights (like a neon tube)
- enter a setting of 1 for the X value.
-
- The wireframe will show where individual point lights on the
- arealight grid are. Note that the arealight extends one unit
- in the X and Y direction and is positioned at Z=0. Use the
- normal scaling and translation techniques to change the
- geometric size and position of the area light.
-
- 5.8.13.2 Adaptive setting
-
- This parameter is used by POV-Ray to determine whether to
- always look at all pseudo lights or whether to do adaptive
- sampling. Please see the POV-Ray documentation for a detailed
- explanation of the area light.
-
-
-
- Manual MORAY V2.0 Page 74
- ----------------------------------------------------------------------
-
- 5.8.13.3 Jittering
-
- This button can be used to turn jittering on when rendering
- area lights. This results in less banding of the shadows cast
- by this area light.
-
- 5.8.14 Group Menu
-
- The group adds four buttons and a listbox to the Common
- Editing Menu (see above, page 66).
-
- 5.8.14.1 Objects in Group
-
- This listbox contains the list of objects that belong to this
- group. Clicking on one of the objects highlights this
- subobject in the views. You can double-click on a subobject to
- actually select the object.
-
- 5.8.14.2 Add Object (ADD IN PLACE, ADD FROM ORIGIN)
-
- Use these buttons to add an object to the group. Since adding
- an object to a group causes the transformations of the group
- to be applied to the object before the transformations of the
- object itself, simply placing the object in the group can
- result in the object moving or changing shape (provided the
- group has been transformed in some way).
-
- Objects can be added to groups in two ways.
-
- If your object is already positioned and sized at the correct
- place, use the ADD IN PLACE function to tell MORAY to
- calculate the object's new transformation values at its
- present position. With the ADD IN PLACE function, the object
- will remain where it is when added to the group. It would,
- however, still be affected by subsequent transformations of
- the group or object.
-
- Use the ADD FROM ORIGIN to not change the object's existing
- transformations and to apply any transformations that belong
- to the group. If the group has been transformed in some way,
- the added object will be influenced by the transformations of
- the group.
-
- 5.8.14.3 Ungroup Object (UNGROUP IN PLACE, UNGROUP TO ORIGIN)
-
- Use these buttons to remove an object from the group. First
- you need to select the object to remove by clicking on it in
- the listbox of objects.
-
- Since the transformations of the Group are applied to the
- transformations of the object you're ungrouping, simply
- removing the object from the group may make the object move to
- a different position (or change shape). This is what happens
- when you click on the UNGROUP TO ORIGIN button.
-
- Using the UNGROUP IN PLACE button adjusts the object's
- transformations, so that it will stay exactly where it was
- when it was still part of the group.
-
-
-
- Manual MORAY V2.0 Page 75
- ----------------------------------------------------------------------
-
- 5.8.15 CSG Menu
-
- The CSG object adds three buttons to the Group Editing Menu
- (see above, page 74).
-
- 5.8.15.1 Cycle Object Order (CYCLE OBJECTS)
-
- This button can be used to change the order of the objects in
- the CSG's object list. Since for CSG the object order is
- important, you may have added the object that should come
- first in the last position. In this case you can use this
- button until it's at the first position.
-
- 5.8.15.2 CSG Type (OPER)
-
- Use this combobox to determine the type of CSG. MORAY supports
- four CSG operations:
-
- - Union: The surfaces of all objects are visible.
-
- - Intersection: The surfaces that are inside all objects are
- visible.
-
- - Difference: The surfaces of the first object not inside the
- following objects and the surfaces of the following objects
- that are inside the first object are visible.
-
- - Merge: The surfaces of all objects that are not inside any
- of the other objects are visible. Externally this means the
- same as union, except that if the object is made
- transparent, there are no surfaces inside the object.
-
- 5.8.15.3 Evaluate/ Unevaluate
-
- This button evaluates the currently selected CSG and all
- objects below it (in its hierarchy). The evaluation will give
- you a rough indication of what the object looks like after the
- CSG operation.
-
- 5.8.16 Camera Menu
-
- The camera adds eight buttons to the Common Editing Menu (see
- above, page 66).
-
- 5.8.16.1 Translation Point (POSITION + LOOKAT)
-
- These buttons determine which part of the camera are moved in
- translation mode. If POSITION is depressed, moving will
- translate the position of the camera. If LOOKAT is depressed,
- moving will translate the look at point of the camera.
-
- 5.8.16.2 Viewing angle
-
- This button determines the horizontal viewing angle of the
- camera, i.e. how many degrees of the scene are spanned
- horizontally by the camera aperture. Click on the button to
- directly set the value. This value is also stored in the Z-
- component of the camera scale.
-
-
-
- Manual MORAY V2.0 Page 76
- ----------------------------------------------------------------------
-
- 5.8.16.3 Position Reference
-
- This button can be used to place the camera relative to
- another object. Clicking on this button brings up the Object
- Browser (see Object Browser, page 91) in which you need to
- select an object. The camera will then be placed relative to
- the origin of this object in the scene.
-
- Note that only the position of the objects origin is used to
- translate the position of the camera. Scaling or rotating the
- object that the camera references does not change the camera
- position. This also means that if you set both Position and
- Lookat Reference to the same object, rotating that object will
- not change camera orientation.
-
- 5.8.16.4 Lookat Reference
-
- This button can be used to place the lookat point of the
- camera relative to another object. Clicking on this button
- brings up the Object Browser (see Object Browser, page 91) in
- which you need to select an object. The camera lookat point
- will then be placed relative to the origin of this object in
- the scene.
-
- 5.9 Texture Editor
-
-
-
- 5.9.1 Create Texture (CREATE)
-
- Use this button to create a new texture. A line editor pops
- up, asking you to enter a name for the new texture. A unique
- default name is provided, which can be changed later. This
- texture is then added to the list of textures in the scene.
-
- 5.9.2 Import A Texture Definition (GET)
-
- This button also creates a new texture, but allows you to
- start the textures with a copy of one of the stock POV-Ray
- texture contained in the TEXTURES.INC file. A listbox will pop
- up with all available textures. Click on the one you want to
- import and it will be created and added to the list of
- textures in the scene.
-
- 5.9.3 Delete Texture (DELETE)
-
- Use this button to delete the currently selected texture in
- the list of textures in the scene. If the texture is being
- used by an object, you will not be able to delete the texture.
-
- 5.9.4 Delete Unused Textures (DEL UNUSED)
-
- This button deletes any textures in the list of texture in the
- scene that are not currently in use by any objects.
-
-
-
- Manual MORAY V2.0 Page 77
- ----------------------------------------------------------------------
-
- 5.9.5 Copy A Texture (COPY)
-
- This button creates a copy of the currently selected texture
- and adds it to the list of textures in the scene. It uses a
- new name, which is formed by either incrementing or adding a
- number at the end of the texture name.
-
- 5.9.6 Exit Texture Editor (DONE)
-
- Use this button to exit the texture editor. Nothing is lost by
- doing this, i.e. there is no need to save anything.
-
- 5.9.7 List Of Textures In Scene
-
- This listbox contains a list of all available textures in the
- scene. The one that is currently selected is the one that is
- loaded into the editor and can be changed by all the sliders
- and controls.
-
- 5.9.8 Preview Display
-
- This area is where MORAY displays a preview of the texture if
- you render it with the selected raytracer (see below). The
- preview is not saved, nor is it retained for when you re-enter
- the Texture Editor later.
-
- 5.9.9 Make Preview (PREVIEW)
-
- This button calls the currently selected raytracer to render a
- sample scene with the currently selected texture applied to a
- primitive. After the preview has been rendered, it is
- displayed in the Preview Display (see above).
-
- 5.9.10 Object For Preview (OBJECT)
-
- This combobox allows you to choose the object to which the
- current texture should be applied for the preview render. You
- can choose from a number of primitives, as well as adding your
- own (see Configuration, page 101).
-
- 5.9.11 Background For Preview (BACKGND)
-
- This combobox allows you to choose whether the preview should
- include a background or not. You can choose to render a floor
- and a wall, both or neither. By default the floor is checkered
- black and white, and the wall is horizontally striped black
- and white. To change the appearance of either wall or floor
- see Configuration, page 101.
-
- 5.9.12 Texture Type (TYPE)
-
- This combobox is used to determine what type of texture you
- are designing.
-
- The default 'NORMAL' is a normal single-layered texture.
-
- To make a layered texture, choose the 'LAYERED' option. This
- turns the current texture into the first layer.
-
-
-
- Manual MORAY V2.0 Page 78
- ----------------------------------------------------------------------
-
- To make a Tiled texture, choose the 'TILED' option. This turns
- the current texture into the first tile.
-
- To make a material map, choose the 'MATERIAL MAP' option. This
- turns the current texture into the first layer.
-
- You can turn a layered, tiled or material map texture back
- into a normal texture if you delete all layers except for one.
- You cannot convert directly from layered and material map to
- tiled.
-
- 5.9.13 Rename A Texture Layer (RENAME)
-
- Use this button to rename the highlighted texture or texture
- layer. A line editor pops up, allowing you to edit the name.
- You must enter a unique name for each texture and texture
- layer.
-
- 5.9.14 Add A Layer (ADD LAYER)
-
- Use this button to add a layer to the texture. This button is
- only available for tiled textures (provided only one tile has
- been defined), layered textures and material map textures.
-
- The new layer is a copy of the last layer currently in the
- list of layers.
-
- 5.9.15 Delete A Layer (DEL LAYER)
-
- Use this button to delete the currently selected layer of the
- texture.
-
- 5.9.16 Reorder Layers (MOVE UP)
-
- Use this button to re-order layers in a texture. The currently
- selected layer is moved up in the list by one.
-
- 5.9.17 List Of Layers (AVAILABLE LAYERS)
-
- This listbox contains the list of layers that a non-normal
- texture currently consists of.
-
- The currently selected layer is highlighted and its parameters
- are loaded into the sliders and buttons in the pigment, normal
- and finish sections.
-
- 5.9.18 Pigment Buttons
-
- 5.9.18.1 Type (TYPE)
-
- This combobox allows you to choose the type of pigment that
- the currently selected layer of the texture should use. You
- can choose from all available POV-Ray texture types. The
- display in the pigment block will change and adapt according
- to the pigment type.
-
-
-
- Manual MORAY V2.0 Page 79
- ----------------------------------------------------------------------
-
- 5.9.18.2 Turbulence (TURB), Octaves, Omega and Lambda
-
- These buttons are used to set the turbulence parameters of the
- pigment. They are not available for a solid-color pigments.
-
- Use these buttons to set the number of octaves, the omega and
- the lambda values that the turbulence function should use for
- this texture (see POV-Ray Manual, section 5.4.1.5.2 through
- 5.4.1.5.4).
-
- 5.9.18.3 Frequency and Phase
-
- Use these buttons to set the frequency and phase values for
- the texture (see POV-Ray Manual, section 5.4.1.5.6).
-
- 5.9.18.4 Color and Colormap Buttons
-
- The blocks immediately below the frequency and phase buttons
- are where MORAY displays the colors and colormaps that you
- define for a texture.
-
- This display consists of two areas; the upper and thicker area
- is where the color or colormap is displayed; the lower,
- thinner area is where a grayscale representation of the filter
- values is displayed. A black filter value means no light can
- get through, i.e. the texture is opaque. Where the filter is
- white, the texture becomes transparent.
-
- 5.9.18.5 Colormap Arrows
-
- Below the actual colormap display you will see lines with
- arrows that run up to the colormap. This is only for
- colormaps, not for solid, checker, hexagon or imagemapped
- textures.
-
- These arrows indicate where individual entries are located in
- the colormap. There are major tickmarks every 0.1 units and
- minor tickmarks every 0.05 units. To change the position of a
- colormap entry, move the cursor over the arrow tip of the
- entry you want to move, click, hold and drag the arrow from
- side to side.
-
- Note that you can only move the entry up to where the next
- entry is situated, i.e. you cannot overlap entries.
-
- You also cannot move the first and the last entry positions,
- since these are always at 0.0 and 1.0.
-
- 5.9.18.6 Red, Green and Blue Sliders
-
- These sliders change the actual color of the currently
- selected color entry. The color is shown in the big rectangle
- next to the sliders. If the current color entry is part of a
- colormap, then the colormap is also updated to reflect the
- change in color to this entry.
-
-
-
- Manual MORAY V2.0 Page 80
- ----------------------------------------------------------------------
-
- Any changes to the Red, Green and Blue sliders are
- automatically converted to HSL values and the HSL sliders
- automatically updated. You can thus use HSL and RGB input
- interchangeably.
-
- 5.9.18.7 Hue, Saturation and Luminance Sliders
-
- These sliders change the actual color of the currently
- selected color entry. The color is shown in the big rectangle
- next to the sliders. If the current color entry is part of a
- colormap, then the colormap is also updated to reflect the
- change in color to this entry.
-
- Any changes to the Hue, Saturation and Luminance sliders are
- automatically converted to RGB values and the RGB sliders
- automatically updated. You can thus use HSL and RGB input
- interchangeably.
-
- Hue is the color tone of the color. Saturation is how far the
- individual RGB colors are apart from each other. Luminance is
- how bright or dark the color is.
-
- 5.9.18.8 Filter Slider
-
- This sets the filter value of the currently selected color
- entry. A grayscale representation is shown in the smaller
- rectangle below the color display rectangle (white is
- transparent, black is opaque). If the color entry is part of a
- colormap, then the bar below the colormap will also be updated
- to show the filter values.
-
- 5.9.18.9 Add Colormap Entry (ADD)
-
- Use this button to add a colormap entry to the colormap.
-
- This button will add a new entry after (to the right of) the
- one currently selected. The new entry will be placed halfway
- between the currently selected entry and the next entry and
- will have the color that was previously at that point, which
- means that adding an entry does not change the colormap until
- you move the entry or the color. You cannot add an entry after
- the rightmost entry at 1.0.
-
- 5.9.18.10 Delete Colormap Entry (DEL)
-
- This button will delete the currently selected entry. Entries
- around this entry will not be changed or moved. You cannot
- delete the first and last entries.
-
- 5.9.18.11 Copy Color Entry (COPY)
-
- You can use this button to copy the color of one colormap
- entry to another entry.
-
-
-
- Manual MORAY V2.0 Page 81
- ----------------------------------------------------------------------
-
- After clicking on this button, the cursor will turn into an
- arrow with the letters FRM attached. Click the mouse over the
- color entry you want to copy from. The cursor will now have
- the letters TO attached to it. Click on the color entry you
- wish to copy the color to. The two entries now have identical
- color and filter settings.
-
- 5.9.18.12 Set Colormap Entry Position
-
- The button with the number in it shows you the position of the
- colormap entry in the colormap. If you want to place a
- colormap entry at some specific value, but are finding it hard
- to do so graphically, you can enter it here by clicking into
- the button and typing the value.
-
- 5.9.18.13 Import Color (GET)
-
- This button can be used to import a color into the currently
- selected color entry from the list of colors defined in
- COLORS.INC (actually in MRYTXTR.LST, but this contains the
- list from COLORS.INC. See Configuration, page 101).
-
- You will be presented with a listbox of colors to choose from.
- Click on the color you want and it will be loaded in the
- currently selected color entry.
-
- 5.9.18.14 Reverse The Colormap (FLIP)
-
- You can use this button to reverse the colormap. The position
- of the entries are flipped around the center of the colormap.
-
- 5.9.18.15 Scaling, Rotation and Translation
-
- These buttons allow you to apply a set of transformations to
- the pigment block of your texture.
-
- The transformations apply to all instances of this texture in
- your scene. Every time you apply this texture to an object a
- new 'instance' of this texture is created. This means that
- even though you can attach this one texture to many objects,
- each one can be individually transformed.
-
- Using these settings is useful for an imagemap, to transform
- it so that it is 2 units wide and centered at the origin. This
- makes it easier to use once assigned to an object. To do this
- you would set X and Y scale to 2.0 and X and Y translation to
- -1.0.
-
- 5.9.18.16 Mandelbrot Pigment Maximum Iteration
-
- This button appears when you have selected the Mandel pigment.
- It specifies the maximum number of iterations to calculate for
- the fractal pattern.
-
-
-
- Manual MORAY V2.0 Page 82
- ----------------------------------------------------------------------
-
- 5.9.18.17 Imagemap Filename (FILE)
-
- This button is used to specify the name of the file to use for
- imagemap textures. It pops up a File Selector. You can also
- click into the field with the filename and enter a filename
- directly.
-
- 5.9.18.18 Mapping
-
- Use this button to choose what type of mapping you wish to
- use. Currently supported are:
-
- - planar: the image is projected along the Z-axis.
-
- - spherical: the image is projected onto a sphere. The top
- edge of the image is merged at the top pole of the sphere,
- the bottom edge at the bottom pole. The middle of the image
- spans the equator of the sphere. The left edge of the image
- starts at -x and goes counterclockwise around the sphere.
-
- - cylindrical: the image is projected onto a cylinder. The
- left edge of the image starts at -X and goes
- counterclockwise around the cylinder.
-
- - toroidal: the image is projected onto a torus.
-
- 5.9.18.19 Tiling
-
- Use this button to determine whether the imagemap should
- appear only once on the object, or should be tiled across the
- object.
-
- 5.9.18.20 Interpolation (INTERPOL)
-
- This button determines the method use to interpolate between
- pixels of the imagemap. See section 5.4.1.4.5 of the POV-Ray
- manual for details.
-
- 5.9.18.21 Filter Type
-
- This button determines if any and what type of filtering is to
- take place with the imagemap.
-
- - None: No filtering takes place, the imagemap is opaque.
-
- - Single List: Certain indexes in the imagemap are to have
- filter values defined.
-
- - All: The whole imagemap is to have a filter value.
-
- 5.9.18.22 Filter All Value
-
- This value is available when the Filter Type is set to All. It
- determines the filter value to be applied to all of the
- imagemap.
-
-
-
- Manual MORAY V2.0 Page 83
- ----------------------------------------------------------------------
-
- 5.9.18.23 Filter Entries List
-
- This listbox is available when the Filter Type is set to
- Single List and contains a list of indexes and filter values
- that are to be applied to the imagemap.
-
- 5.9.18.24 Add A Filter Index
-
- This button is available when the Filter Type is set to Single
- List. It allows you to add an entry to the list of filter
- values.
-
- You will first be prompted for the colormap index that you
- wish to apply a filter value to and then the actual filter
- value.
-
- 5.9.18.25 Delete A Filter Index
-
- This button is available when the Filter Type is set to Single
- List. It deletes the currently selected filter entry that is
- highlighted in the Filter Entries List.
-
- 5.9.18.26 Delete All Filter Indexes
-
- This button is available when the Filter Type is set to Single
- List. It deletes all the filter entries in the Filter Entries
- List. You will be asked to verify this choice.
-
- 5.9.18.27 Change A Filter Index
-
- This button is available when the Filter Type is set to Single
- List. It is used to change the filter value of the currently
- selected Filter Entry.
-
- 5.9.19 Normal Buttons
-
- 5.9.19.1 Normal Type (TYPE)
-
- This combobox allows you to choose the type of normal that the
- currently selected layer of the texture should use. You can
- choose from all available POV-Ray normal types. The display in
- the normal block will change and adapt according to the normal
- type.
-
- 5.9.19.2 Bump Amount (AMNT)
-
- This determines the amount of bumpiness to use. You can think
- of this as specifying the amplitude of any normal perturbation
- you add. Good values are around 0.1 to 0.2.
-
- 5.9.19.3 Turbulence, Octaves, Omega and Lambda
-
- These buttons are used to set the turbulence parameters of the
- normal. They are not available for a smooth normals.
-
- Use these buttons to set the number of octaves, the omega and
- the lambda values that the turbulence function should use for
- this texture (see POV-Ray Manual, section 5.4.2.7).
-
-
-
- Manual MORAY V2.0 Page 84
- ----------------------------------------------------------------------
-
- 5.9.19.4 Frequency and Phase
-
- Use these buttons to set the frequency and phase values for
- the texture (see POV-Ray Manual, section 5.4.2.7.2).
-
- 5.9.19.5 Bumpmap Filename (FILE)
-
- This button is available when you select Bumpmap as the normal
- type. It allows you to determine the filename to be used as a
- bumpmap.
-
- 5.9.19.6 Color Usage (USE)
-
- This button determines how to interpret the data in the
- bumpmap.
-
- If it is set to Color Index, the bumps are rendered in such a
- way that the highest index (255) is the peak of the bumps and
- the lowest index (0) the valley of the bumps. Color Index only
- makes sense with 8-bit indexed image files (like GIF).
-
- If it is set to Actual Color, POV-Ray converts the color to a
- grayscale value and uses that as an indication of the height
- of the bump. White would be the highest peak and black the
- lowest valley.
-
- 5.9.19.7 Mapping
-
- Use this button to determine how the normal perturbations are
- applied onto the object that this texture is attached to.
- Currently supported are:
-
- - planar: the bumps are applied along the Z-axis.
-
- - spherical: the bumpmap is projected onto a sphere. The top
- edge of the image is merged at the top pole of the sphere,
- the bottom edge at the bottom pole. The middle of the image
- spans the equator of the sphere. The left edge of the image
- starts at -x and goes counterclockwise around the sphere.
- This leads to a distortion of the bumps (they will be
- crowded at the poles).
-
- - cylindrical: the bumpmap is projected onto a cylinder. The
- left edge of the image starts at -X and goes
- counterclockwise around the cylinder.
-
- - toroidal: the bumpmap is projected onto a torus.
-
- 5.9.19.8 Tiling
-
- Use this button to determine whether the bumpmap should appear
- only once on the object, or should be tiled across the object.
-
- 5.9.19.9 Interpolation (INTERPOL)
-
- This button determines the method use to interpolate between
- pixels of the bumpmap. See section 5.4.2.6.6 of the POV-Ray
- manual for details.
-
-
-
- Manual MORAY V2.0 Page 85
- ----------------------------------------------------------------------
-
- 5.9.19.10 Scaling, Rotation and Translation
-
- These buttons allow you to apply a set of transformations to
- the normal block of your texture.
-
- The transformations apply to all instances of this texture in
- your scene. Everytime you apply this texture to an object a
- new 'instance' of this texture is created. This means that
- even though you can attach this one texture to many objects,
- each one can be individually transformed.
-
- Using these settings is useful to transform a bumpmap so that
- it is 2 units wide and centered at the origin. This makes it
- easier to use once assigned to an object. To do this you would
- set X and Y scale to 2.0 and X and Y translation to -1.0.
-
- 5.9.20 Finish Buttons
-
- 5.9.20.1 Diffuse, Ambient
-
- These sliders can be used to set their corresponding values
- for the raytracer.
-
- 5.9.20.2 Phong, Phong Size (PHNG SZ)
-
- Use these sliders to set the raytracer's corresponding values.
- Phong and Phongsize are normally used together to determine
- the highlights on objects. An alternative lighting model for
- highlights can be used by leaving Phong set to 0 and
- specifying specular and roughness (see below) instead.
-
- 5.9.20.3 Specular (SPECLR), Roughness (ROUGHN)
-
- These values determine where and how highlights appear on the
- objects. These can be used instead of the Phong and Phongsize
- pair (see above).
-
- 5.9.20.4 Reflection (REFLECT)
-
- This slider determines how much the surface should reflect its
- surroundings. A value of 1.0 would be a perfect mirror, a
- value of 0.1 is shiny plastic. Note that setting this slider
- to something other than zero can double the time it takes to
- trace rays that hit this object.
-
- 5.9.20.5 Brilliance (BRILLNC)
-
- This slider determines the brilliance of the surface. It is
- similar to the Phongsize parameter, but works with the Diffuse
- component (see the POV-Ray manual, section 5.4.3.1.2).
-
- 5.9.20.6 Refraction (REFRACT)
-
- This button determines whether the object refracts light.
-
-
-
- Manual MORAY V2.0 Page 86
- ----------------------------------------------------------------------
-
- 5.9.20.7 Index Of Refraction (IOR)
-
- This slider determines the index of refraction of this
- texture. It is only used when refraction (see above) is on.
- You can use the GET button to load a value from an list of
- common IOR values (see Configuration, page 101).
-
- 5.9.20.8 Crand
-
- This button can be used to make the texture look a little (or
- a lot) grainy. It does this by making the texture a random
- amount darker. Since the amount applied is totally random and
- not dependent on position, do not use this variable in
- animations.
-
- 5.9.20.9 Metallic (TYPE)
-
- Use this button to specify whether the object is metallic or
- not.
-
- The highlight on a normal (non-metallic) object is always the
- color of the light source that is being 'reflected'.
-
- On a metallic object the color of the specular highlight
- (phong) is determined by the color of the object itself and
- not by the light source.
-
- 5.10 Bezier Patch Editor
-
-
-
- 5.10.1 X-, Y- and Z-Mirror
-
- These buttons mirror the entire patch in the specified
- direction.
-
- 5.10.2 Snapping Points (SNAP POINTS)
-
- This button will snap the coordinates of the selected points
- to the nearest multiple of the number that you enter in the
- line editor that pops up.
-
- The settings of the arrestor buttons (activated by pressing
- 'X', 'Y' or 'Z') determine which coordinates will be snapped.
- When you click on this button the title of the line editor
- shows which coordinates will be snapped.
-
- 5.10.3 Marked Point Number (MARKED)
-
- This label button displays the number of currently selected
- (marked) points on the control mesh.
-
- 5.10.4 Mark All
-
- This button selects (marks) all points of the control mesh.
-
-
-
- Manual MORAY V2.0 Page 87
- ----------------------------------------------------------------------
-
- 5.10.5 Unmark All
-
- This button deselects (unmarks) all points on the control
- mesh.
-
- 5.10.6 Toggle Marked
-
- This button toggles the selection state of the points of the
- control mesh. Selected points are deselected, deselected
- points are selected.
-
- 5.10.7 Scaling Mode (SCL)
-
- This button sets the transformation mode to Scaling mode,
- similar to the Main Menu. When dragging in the views, the
- selected points will be scaled, relative to the origin
- according to mouse movement.
-
- 5.10.8 Uniform Scaling Mode (USCL)
-
- This does the same as Scaling mode, except that it treats all
- three dimensions the same. In effect this actually moves all
- selected points away from or towards the origin.
-
- 5.10.9 Local Scaling Modes (LOCAL)
-
- This is a modifier of the scaling modes. You first select the
- scaling mode you need (uniform or non-uniform) and then select
- the Local next to the scaling buttons.
-
- When this button is depressed, the scaling that takes place is
- not relative to the origin, but rather to the 'center of
- gravity' of the selected points.
-
- 5.10.10 Rotation Mode (ROTATE)
-
- This button selects rotation mode as the transformation mode.
- Dragging in the views will cause all selected points to rotate
- about the origin.
-
- 5.10.11 Local Rotation Mode (LCOAL)
-
- This modifier allows you to rotate the selected points about
- the 'center of gravity' of the selected points.
-
- 5.10.12 Translation Mode (TRANSLATE)
-
- This button sets the transformation mode to translation.
- Dragging in the views translates all selected points.
-
- 5.10.13 Divisions Slider
-
- This slider can be used to set the amount of detail that you
- can see of the patch. This is purely a MORAY-internal control
- and has absolutely no effect on what is exported to the
- raytracer.
-
-
-
- Manual MORAY V2.0 Page 88
- ----------------------------------------------------------------------
-
- If the display is not updated fast enough and you can do with
- less detail, lower the slider setting. If you cannot see
- enough detail on that curve you're designing, increase the
- slider setting.
-
- It is recommended that you set the slider to a low a setting
- as possible once you leave the Bezier Editor, since that will
- save memory and redraw time.
-
- 5.10.14 Show Mesh
-
- This button can be used to hide and show the actual mesh
- (bezier patch). If you want to just see the control mesh you
- can deactivate this button and activate the SHOW CTRL MESH
- button.
-
- You can still work with the mesh in the normal way, i.e.
- selecting and moving points, regardless of whether this button
- is activated or not.
-
- 5.10.15 Show Control Mesh (SHOW CTRL MESH)
-
- This button can be used to hide and show the control mesh of
- the bezier patch. If you want to just see the actual bezier
- patch you can deactivate this button and activate the SHOW
- MESH button.
-
- You can still work with the mesh in the normal way, i.e.
- selecting and moving points, regardless of whether this button
- is activated or not. This means that activating the SHOW MESH
- and deactivation the SHOW CTRL MESH button allows you to see
- the mesh only as you move the control points about.
-
- 5.10.16 Continuous updates (CONT. UPDATE)
-
- Normally only the viewport that you work in is updated while
- you move points about. Only when you release the mouse button
- are the other views updated.
-
- If this button is activated all the views are updated during
- these transformations. This is only recommended for really
- fast machines.
-
- 5.10.17 Done
-
- Use this button to leave the Bezier Editor.
-
- 5.11 Sweep Editor
-
-
-
- 5.11.1 X- and Y-Mirror
-
- These buttons mirror the entire sweep in the specified
- direction.
-
-
-
- Manual MORAY V2.0 Page 89
- ----------------------------------------------------------------------
-
- 5.11.2 Insert Node
-
- This button allows you to insert nodes in the sweep. After
- clicking on this button, the letters 'INS' are attached to the
- cursor. Move the cursor to the point on an existing line where
- you want the new node to be added and then click.
-
- 5.11.3 Delete Node
-
- This button allows you to delete nodes from the sweep. After
- clicking on this button, the letters 'DEL' are attached to the
- cursor. Move the cursor to the node that you want to delete
- and then click.
-
- 5.11.4 Snap Nodes
-
- This button will snap the coordinates of the selected nodes to
- the nearest multiple of the number that you enter in the line
- editor that pops up.
-
- The settings of the arrestor buttons (activated by pressing
- 'X', 'Y' or 'Z') determine which coordinates will be snapped.
- When you click on this button the title of the line editor
- shows which coordinates will be snapped.
-
- 5.11.5 Marked Node Number
-
- This label button displays the number of nodes that are
- currently selected. If the sweep type is glyph it also shows
- whether you have selected points that are only on the curve or
- only off the curve or whether you've selected both on- and
- off-curve points.
-
- 5.11.6 Mark All
-
- This button selects all the nodes of the sweep.
-
- 5.11.7 Unmark All
-
- This button deselects all the nodes of the sweep.
-
- 5.11.8 Toggle Marked
-
- This button toggles the selection state of the points of the
- control mesh. Selected points are deselected, deselected
- points are selected.
-
- 5.11.9 On/Off Curve
-
- This button allows you to determine whether the selected nodes
- should be on or off a glyph. This is only active if the
- selected sweep type is GLYPH (see Sweep Type below).
-
- 5.11.10 Scaling Mode (SCL)
-
- This button sets the transformation mode to Scaling mode,
- similar to the Main Menu. When dragging in the view, the
- selected nodes will be scaled, relative to the origin
- according to mouse movement.
-
-
-
- Manual MORAY V2.0 Page 90
- ----------------------------------------------------------------------
-
- 5.11.11 Uniform Scaling Mode (USCL)
-
- This does the same as Scaling mode, except that it treats both
- dimensions the same. In effect this actually moves all
- selected nodes away from or towards the origin.
-
- 5.11.12 Local Scaling Modes (LOCAL)
-
- This is a modifier of the scaling modes. You first select the
- scaling mode you need (uniform or non-uniform) and then select
- the Local next to the scaling buttons.
-
- When this button is depressed, the scaling that takes place is
- not relative to the origin, but rather to the 'center of
- gravity' of the selected nodes.
-
- 5.11.13 Rotation Mode (ROTATE)
-
- This button selects rotation mode as the transformation mode.
- Dragging in the view will cause all selected nodes to rotate
- about the origin.
-
- 5.11.14 Local Rotation Mode (LOCAL)
-
- This modifier allows you to rotate the selected nodes about
- the 'center of gravity' of the selected nodes.
-
- 5.11.15 Translation Mode (TRANSLATE)
-
- This button sets the transformation mode to translation.
- Dragging in the view translates all selected nodes.
-
- 5.11.16 Divisions Slider
-
- This slider can be used to set the amount of detail that you
- can see of the patch and that is exported to the raytracer.
-
- 5.11.17 Top Z Coordinate (TOP Z)
-
- This button allows you to set the Z-value of the top cap plane
- of a translational (and tapering) sweep. This value may not be
- less than the Lower Z Coordinate.
-
- 5.11.18 Bottom Z Coordinate (BOTTOM Z)
-
- This button allows you to set the Z-value of the bottom cap
- plane of a translational (and tapering) sweep. This value may
- not be higher than the Lower Z Coordinate.
-
- 5.11.19 Sweep Type
-
- This combobox determines what kind of spline is used to
- connect two nodes of the spline.
-
- - Linear: This connects two nodes by means of a straight line.
-
- - Quadratic: This connects two nodes by calculating a
- quadratic spline between the previous node and the two
- nodes.
-
-
-
- Manual MORAY V2.0 Page 91
- ----------------------------------------------------------------------
-
- - Cubic: This connects two nodes by calculating a cubic spline
- that goes through the previous node, the two nodes to
- connect and the next node.
-
- - Glyph: This connects two nodes either by a straight line or
- a bezier curve, depending on which points are on and which
- are off the line.
-
- Note that the sweeps are exported as triangles to the
- raytracers that do not support the corresponding format.
-
- The linear, quadratic and cubic are exported as triangles to
- POV-Ray 2.2 and Polyray. Once POV-Ray 3.0 is released, an
- update of MORAY will export these three as POV-Ray primitives.
-
- The Glyph sweep type is exported as triangles to POV-Ray and
- as a primitive to Polyray.
-
- 5.11.20 Importing a Glyph (IMPORT)
-
- This button lets you import a glyph definition from a file.
- The format of the file is very simple. It is a text file with
- one 2D coordinate on each line (similar to RAW files) and a
- flag. MORAY first searches for a line starting with the string
- '[GLYPH]'. It then proceeds to read two floating point numbers
- for the X and Y coordinates and an integer that indicates
- whether the point is to be on (the integer is zero) or off
- (the integer is non-zero) the curve. MORAY stops reading when
- it encounters a line starting with '[END]'. Characters after a
- semicolon are ignored on every line (this is a comment
- character).
-
- 5.11.21 Done
-
- This button leaves the Sweep Editor and returns you to the
- Main Menu.
-
- 5.12 Object Browser
-
-
-
- The Object Browser gives you a graphical view into the
- hierarchy of your scene. See the Tutorial on the Object
- Browser on page 41 for instructions on how to use it.
-
- 5.12.1 Main View
-
- This view replaces the four scene views. It shows the objects
- in your scene with top-level (or root) objects at the left
- edge of the screen. These are displayed as buttons containing
- the names of the objects or more information. Subobjects are
- attached to their parent objects by lines.
-
- 5.12.2 Collapse All
-
- If your scene has many hierarchy levels (extends
- horizontally), this button will collapse all subobjects in the
- hierarchy, leaving only the root (or top-level) objects
- displayed.
-
-
-
- Manual MORAY V2.0 Page 92
- ----------------------------------------------------------------------
-
- 5.12.3 Expand All
-
- If you have previously collapsed all objects, pressing this
- button will expand them all, displaying all objects (up to the
- visibility level you set using Alt-1 to Alt-9).
-
- 5.12.4 Collapse Sub
-
- This button only collapses the current object. In the highest
- zoomed state, this corresponds to click on the '<' symbol in a
- group object's button.
-
- 5.12.5 Expand Sub
-
- This button only expands the current object. In the highest
- zoomed state, this corresponds to click on the '>' symbol in a
- group object's button.
-
- 5.12.6 Larger Font
-
- This increases the size of the font. Three fonts are available
- for displaying the names of the objects.
-
- 5.12.7 Smaller Font
-
- This decreases the size of the font. Three fonts are available
- for displaying the names of the objects.
-
- 5.12.8 Zoom In
-
- This zooms into the Browser. It increases the size of the
- buttons in three steps.
-
- In the lowest zoom setting only a little button is displayed
- for the object. In the middle state the name of the object is
- displayed in the button. In the highest zoom state the button
- also shows the texture that is assigned to the object, the
- name of the bounding box and the type of the object.
-
- 5.12.9 Zoom Out
-
- This zooms out of the Browser. It decreases the size of the
- buttons in three steps.
-
- In the lowest zoom setting only a little button is displayed
- for the object. In the middle state the name of the object is
- displayed in the button. In the highest zoom state the button
- also shows the texture that is assigned to the object, the
- name of the bounding box and the type of the object.
-
- 5.13 Command-line options
-
-
-
- MORAY support the following command-line options:
-
- file Specify the name of a file to load.
-
-
-
- Manual MORAY V2.0 Page 93
- ----------------------------------------------------------------------
-
- -Gn Specify the graphics mode to use, where n is an even
- number between 4 and 10. The following table shows the
- values for n and the corresponding graphics modes:
- 4 640x480
- 6 800x600
- 8 1024x768
- 10 1280x1024
- 12 1600x1200
-
- Think of the number representing the first digit (or
- two) of the vertical resolution.
-
- This parameter overrides the setting in the INI file.
- Set the INI file parameter GraphicsMode to te graphics
- mode that you want to use as default.
-
- -GMxnnn Specify the VESA mode number to use. This is not
- recommended for VESA 2.0 drivers, as the numbers may
- have changed. For example, it is no longer compulsory
- for mode 0x0103 to mean 800x600x256.
-
- -L If your graphics card is having problems using this
- switch will make it write the VESA query protocol to
- the ERR file. Only useful for debugging.
-
- -B This tells MORAY that it is running from a batch file.
- This parameter is needed when you want to use a batch
- file to do the render-edit cycle (on lower memory
- machines or bigger scenes this may become necessary).
-
- -F If you specify this switch, MORAY will not use the
- linear framebuffer, even if it is available.
-
- 5.14 User-defined objects
-
-
-
- These objects allow MORAY to work with any objects that it can
- currently not support directly. This includes the mathematical
- objects, such as Polynomials, or huge triangle meshes.
-
- The idea behind the user-defined object is that you provide
- MORAY with enough information that it knows how to display it
- and how to export it. To allow this MORAY uses a UDO file that
- contains this information.
-
- The UDO file allows more than one object to be present, MORAY
- will import such an UDO as a group. This allows you to use
- different textures on different parts of the object, provided
- the utility that created the UDO handled this correctly.
-
- 5.14.1 UDO File Format
-
- The file is a text file and can be freely formatted. Comments
- start with a semicolon (;) and extend to the end of the line.
-
- MORAY first expects two keywords followed by a value. These
- are 'IncludeFile' and 'Name'.
-
-
-
- Manual MORAY V2.0 Page 94
- ----------------------------------------------------------------------
-
- Following the 'IncludeFile' keyword, MORAY expects the
- filename of include file that the raytracer needs to read in
- order to be able to render the object.
-
- Following the 'Name' keyword, MORAY expects the name of the
- object as it will be available in MORAY.
-
- After these two keywords MORAY needs to find sections that
- define the wireframe. A section is started by square brackets.
- Inside the square brackets, MORAY must find a name, followed
- by a colon and a keyword.
-
- MORAY first needs to find the 'Vertices' keyword. Following
- this on the next line is the number of vertices in the
- wireframe. After this follow that many lines, each containing
- the X, Y, Z position of the vertex.
-
- MORAY then needs to find the 'Edges' keyword, followed, on the
- next line, by the number of edges. After that follow that many
- lines, each line containing two indexes into the list of
- vertices. The index is zero-based.
-
- When MORAY encounters a '[END]' section or the end of file it
- will stop reading the file.
-
- The names in the 'Vertices' and 'Edges' sections determine the
- name of the user-defined object that is imported. If a UDO
- file has more than one 'Vertices' section, MORAY attempts to
- import more than one object, creating a group that holds the
- objects.
-
- 5.14.2 Example UDO file
-
- This is an example of a UDO file. It defines a pyramid, named
- 'Pyramid'. The raytracer will attempt to include the file
- 'PYRAMID.INC' for the actual definition of the pyramid. The
- object has 4 vertices and 6 edges.
-
-
- ;
- ; Example of a user-defined object
- ;
- Name 'Pyramid'
-
- ; Specify the file that should be included to
- ; access this object
- IncludeFile 'PYRAMID.INC'
-
-
- [Pyramid:Vertices]
- 4
- 0.00000, 0.000000, 1.73205
- 0.00000, 1.632990, -0.57735
- -1.41421, -0.816496, -0.57735
- 1.41421, -0.816496, -0.57735
-
-
- [Pyramid:Edges]
- 6
-
-
-
- Manual MORAY V2.0 Page 95
- ----------------------------------------------------------------------
-
- 0 1
- 1 2
- 2 0
- 0 3
- 1 3
- 2 3
-
- [End]
-
- 5.14.3 Converting RAW to UDO with the 3Dto3D Utility
-
- Thomas Baier has allowed me to include two of his shareware
- utilities with this release of MORAY.
-
- One of these is a converter that can read RAW triangle mesh
- files, 3D-Studio 3DS binary mesh files and Imagine V2.x and
- V3.x OBJ files and write (amongst other formats) UDO/INC file
- pairs for POV-Ray or Polyray. See the Tutorial on page 38 for
- examples of how to use this utility.
-
-
-
- Manual MORAY V2.0 Page 96
- ----------------------------------------------------------------------
-
-
-
- 6 New Features in V2.0
-
-
- 6.1 Interface
-
-
-
- â– When scaling a rotated object, the cursor would not behave
- correctly, the axes would be swapped. For example if a
- object was rotated about Z by 90 degrees and you then tried
- to scale it in X, the cursor would need to be moved in the Y
- direction. This is fixed, the directions now correspond to
- mouse movements.
-
- â– Added an option to scramble the drawing order of the
- wireframe display. Normally, Moray will draw object by
- object which is not nice when the object you're interested
- in comes last. If the option is enabled in the INI, the
- lines will be scrambled and it will seem as if the scene
- 'fades' in (for lack of a better term).
-
- â– Added support for tracking the view out of a spotlight
- through a 3D viewport. All you do is assign the spotcam to
- the viewport.
-
- â– Incorporated my own VESA Library that supports the new VESA
- 2.0 specification (V1.2 VESA is still supported) including
- the linear framebuffer. This library has assembler
- implementations for most important routines. Runs up to 10x
- faster with UniVBE/V5.1 or other VESA 2.0 driver installed
- than the old V1.53 code. V1.54 used this same graphics
- library.
-
- â– Rewrote the wireframe interface code. The redraws are now
- interruptible, or rather it looks like the redraws are
- taking place in the background.
-
- â– Removed a lot of the unnecessary redraws that the old
- version had.
-
- â– Added a proper (nicer) status bar for loading, saving,
- exporting and some other things that take a bit of time.
-
- â– Improved the look of the interface. Sliders have nicer
- scroll bars and support paging and have arrows. Comboboxes
- have been created. The Line Editor has been enlarged.
-
- â– Object editing menu is always visible and active. It changes
- immediately when a new object type is selected.
-
- â– The right mouse button pops up a small menu if over one of
- the views. Most view-relevant things (such as grid, snap and
- view type) can be set from this menu.
-
- â– The auto-grid of each view can be locked and subsequent
- zooms will not change the spacing of the lines.
-
-
-
- Manual MORAY V2.0 Page 97
- ----------------------------------------------------------------------
-
- â– All of the views can be changed at runtime to show one of
- the 2D views or the view out of a camera. This can be used
- to create a stereo display for viewing cross-eyed assigning
- one camera to a viewport on the left and another one to the
- viewport on the right.
-
- â– You can now work in the 3D window. The currently supported
- operations are:
- - pan (rotates the camera lookat about the camera origin)
- - zoom (increases or decreases the aperture of the camera)
- - selection (just like in a 2D view)
- - translation (moves an object in the XY plane only,
- perspectively following the cursor).
-
- â– Changed the OPTIONS menu to a dialog.
-
- â– Changed SNAP function to round coordinates to nearest
- multiple of the snap distance. Previously, the snap had
- rounded only the increment that it was changing the
- transformation by.
-
- â– Added the ability to snap scaling and rotation as well.
- Scaling, rotation and translation have separate SNAP
- settings that can be set from the OPTIONS dialog.
-
- â– Added a Shell to DOS function, a Show DOS Screen function
- and three User-defined functions to the Files Menu.
-
- â– Added the Alt-R and Alt-Shift-R hotkeys to redraw and
- reinitialize the graphics mode. This is useful when running
- under Windows for those graphics cards that cannot properly
- restore the MORAY screen when returning from Windows.
-
- 6.2 Objects
-
-
-
- â– Added Reference Objects. These are shallow copies of objects
- and thus change their wireframe along with the referenced
- object. Very neat for modifying objects that have many
- copies (that also need to change if the original changes)
-
- â– Added User-Defined Objects. These are defined in a textfile.
- You define the name of an INC file that contains the object
- description and the wireframe representation that Moray
- should use to display the object.
-
- â– Added support for Blobs. Blobs can be imported from Blob
- Sculptor.
-
- â– Added support for RAW files (triangle meshes). These can be
- read in directly or converted to a UDO object by a utility
- that comes with it.
-
- â– Added Open keyword to cone and cylinder.
-
- â– Added support for the cone to have both radii defined. It
- now has an edit menu similar to that of the torus.
-
-
-
- Manual MORAY V2.0 Page 98
- ----------------------------------------------------------------------
-
- â– Rewrote the sweep editors. The old-style sweeps are no
- longer supported. Old sweeps are converted to Polyray-style
- sweeps (glyph and lathe). These are much easier to work with
- and quite intuitive. They also allow straight and curved
- line segments to be mixed in the same sweep.
- You get to choose from 4 types of sweeps: the Polyray-style
- sweeps (as described above), linear sweeps (where the
- control points are connected by straight lines), quadratic
- sweeps (where a quadratic function is used to interpolate
- the curve) and cubic (where a cubic function is used to
- interpolate the curve).
-
- â– Added CSG Preview code. This is the first version, which is
- not very accurate, in that it does not add new lines, which
- is neccessary where two solids intersect. I'll be working on
- this for the next version.
-
- â– Added support for an unlimited number of top-level objects,
- instead of the current limit of 100.
-
- â– Objects can now be added to and removed from groups and CSG
- objects in place (i.e. where they are).
-
- â– Added a button to display the color of pointlights,
- spotlights and arealights.
-
- â– Heightfields can now read in TGA files and display the
- wireframe mesh. This also takes water level into account and
- only displays that part of the heightfield that is above
- waterlevel. GIF files will not be read, due to the Unisys
- patent on LZW de/encoding. Once PNG is supported by POV,
- Moray will support it too (maybe sooner).
-
- â– Each object can now have it's own link to a texture. This
- link allows you to transform a texture for each object that
- it's assigned to, separately. So, for example, the same
- imagemap texture can be applied to various objects with
- various different transformations.
-
- 6.3 Textures
-
-
-
- â– Added Texture Editor. Clicking on TEXTURE now brings up a
- complete texture editor for POV-Ray 2.2.
-
- â– Many textures now have a wireframe representation. Textures
- that use colormaps also have an arrow that show you where
- the colormap starts and ends. This makes it a snap to
- position textures.
-
- â– Added the ability to export textures before or after the
- object transformations. The Object Editing menus have a
- button above the listbox of textures that allow you to
- toggle the mode. 'Local' means that the texture is applied
- in the objects local coordinate space, which is the way that
- it's been up to now. 'Global' means the texture is applied
- after the transformations.
-
-
-
- Manual MORAY V2.0 Page 99
- ----------------------------------------------------------------------
-
- 6.4 Browser
-
-
-
- â– Here, too when you click on an object, its editing menu is
- immediately displayed and active.
-
- â– The browser now has three zoom 'levels' (use '+' and '-' to
- switch between them or use the ZOOM IN and ZOOM OUT menu
- buttons).
- - At the outermost level, there are no labels on the
- buttons, to give you a rough overview of the layout of the
- scene.
- - At the middle level, you are presented with the same
- display that the old Moray had.
- - At the innermost level, each object is shown with it's
- type, name, bounding box and texture. You can change the
- texture by clicking on the texture in the objects box,
- just like you can do with the name. Each object is
- separately collapsible.
-
- â– The browser also has a menu that allows you to select
- different fonts and to collapse and expand all or individual
- objects.
-
- 6.5 Miscellaneous
-
-
-
- â– Added UNDO function for major scene manipulations.
- - Transformation of objects.
- - Deleting objects.
- - Creating objects.
- - Copying objects.
- - Adding an object to a Group.
- - Removing an object from a Group.
-
- â– Improved the COPY function
- - Separated the TRANS OFFSET and TRANS ORBIT functions.
- You can now orbit an object and translate it at the same
- time. This allows you to make things like a winding
- staircase.
- - Made two buttons out of the OFFSET/FACTOR mode buttons
- for scaling and rotation.
- - The values you enter are persistent, so that next time
- you copy an object the settings that you used last time
- are still there.
- - When you use ORBIT, the value is automatically copied to
- the corresponding rotation entry.
- - Added a status bar to show how the copying is
- progressing.
-
-
-
- Manual MORAY V2.0 Page 100
- ----------------------------------------------------------------------
-
- 6.6 Rendering
-
-
-
- â– Added support for setting the resolution of the render from
- the OPTIONS dialog. Also various other parameters for the
- raytracer, such as antialiasing, display, continue, verbose
- and interruptible.
-
- â– The RENDER function in the FILES menu can be made to call
- POV-Ray and Polyray directly, instead of quitting back to a
- batch file (for machines with enough memory).
-
- â– Completely changed the file handling. The old Files Menu no
- longer has any drives or files visible, only buttons.
- Pressing LOAD or SAVE then pops up a File Selector, which
- has a couple of neat features.
-
- â– Added F2 Hotkey for saving a file and F3 for loading a file.
-
- 6.7 Exporting
-
-
-
- â– Completely changed the exporting of objects. Primitives are
- exported directly to groups (and CSGs), the others are
- declared/defined.
-
- â– Added Polyray support. All primitives and textures are
- exported to Polyray.
-
- â– Sweeps and triangle meshes are written to their own include
- files.
-
-
-
- Manual MORAY V2.0 Page 101
- ----------------------------------------------------------------------
-
-
-
- 7 Configuration
-
-
- 7.1 MORAY.INI Settings
-
-
-
- 7.1.1 The [CONFIG] section
-
- 7.1.1.1 MemoryUse
-
- The two numbers behind this variable determine how much memory
- in KB MORAY should set aside for the Vertex and Edge list.
- These two lists are needed to display the wireframe in the
- views.
-
- To determine how much you need to set this to, keep a watch on
- the the two buttons in the lower right corner of the screen.
- One contains an 'V:' and the other a 'E:'. Neither of these
- numbers should exceed 95%. If they do, the wireframe will
- start dropping lines and it will no longer be an accurate
- representation of your scene. You need to increase these
- numbers if your lists are approaching 90%.
-
- If you have little memory in your machine and your the two
- buttons never show more than 30% or 40% you can safely
- decrease these two numbers in the INI and thus free more
- memory for actual objects.
-
- 7.1.1.2 ModelPath
-
- This specifies the path where MORAY should save its MDL files.
- The name must be enclosed in single quotes. By default this is
- the MDL subdirectory.
-
- 7.1.1.3 PrintPathPOV
-
- This specifies the path where MORAY should export POV-Ray
- files to. The name must be enclosed in single quotes. By
- default this is the POVSCN subdirectory. It is from this
- directory that POV-Ray will be called.
-
- 7.1.1.4 PrintPathPolyray
-
- This specifies the path where MORAY should export Polyray
- files to. The name must be enclosed in single quotes. By
- default this is the POLYSCN subdirectory. It is from this
- directory that Polyray will be called.
-
- 7.1.1.5 IncludeFilePOV
-
- This specifies the name of the include file that MORAY exports
- to every scene that is written for POV-Ray. The name must be
- enclosed in single quotes. You can include objects in this
- file you want every scene to have.
-
-
-
- Manual MORAY V2.0 Page 102
- ----------------------------------------------------------------------
-
- 7.1.1.6 IncludeFilePolyray
-
- This specifies the name of the include file that MORAY exports
- to every scene that is written for POV-Ray. The name must be
- enclosed in single quotes. You can include objects in this
- file you want every scene to have.
-
- 7.1.1.7 TextureList
-
- This specifies the name of the file that contains color
- definitions that the Texture Editor knows about, defaults for
- new textures and IOR values. The name must be enclosed in
- single quotes.
-
- When you use the GET button in the pigment area of the Texture
- Editor, MORAY will search the file specified here for a
- [COLORS] section and will then read the definitions of colors
- and will display these in a list for you to choose from.
-
- When you create a new texture, MORAY will read the default
- settings from the [DEFAULTS] section from this file. All new
- textures use these settings.
-
- When you click on the GET button next to the IOR slider, MORAY
- will search for a [IOR Values] section and will read the IOR
- values it finds and display these in a list for you to choose
- from.
-
- The sections [POVDEFAULTS] and [POLYRAYDEFAULTS] contain the
- defaults that the raytracers use for certain variables. You
- should NOT change the values here, since this may lead to
- MORAY not exporting certain variables since it thinks that
- they are the default setting.
-
- 7.1.1.8 PreDefTextures
-
- This specifies the name of the file that contains the
- definitions of predefined textures that the Texture Editor
- knows about. The name must be enclosed in single quotes.
-
- When you use the GET TEXTURE button in the Texture Editor, you
- are presented with a list of textures that come from this
- file. Choosing one, copies its definition into the current
- scene and you can then further enhance or change the texture.
-
- 7.1.1.9 StartupScene
-
- This specifies the name of the MDL file that MORAY should load
- on startup if no file is given on the command-line. The name
- must be enclosed in single quotes.
-
- 7.1.1.10 ColorDefinition
-
- This file specifies the name of the file containing the
- definition of the colors that MORAY uses for its interface.
- The name must be enclosed in single quotes.
-
-
-
- Manual MORAY V2.0 Page 103
- ----------------------------------------------------------------------
-
- 7.1.1.11 CheckTextures
-
- This setting specifies whether MORAY should check the scene
- for objects have no textures assigned to them before
- exporting the scene.
-
- If this is set to NO, MORAY will simply export the scene when
- asked to do so.
-
- If set to YES, MORAY will not export the scene until all
- objects have textures.
-
- 7.1.1.12 AskOnExport
-
- This setting determines whether MORAY should ask your
- permission when exporting to a file that already exists in the
- scene directory. If you are editing the exported POV or PI
- files, you may want to set this variable to YES.
-
- If set to NO, MORAY will simply overwrite any existing POV or
- PI file with the current scene name.
-
- If set to YES, MORAY will ask you whether it is OK to
- overwrite an existing POV or PI scene file with this scene.
-
- 7.1.1.13 RenderWithShell
-
- This setting determines how MORAY calls the raytracer.
-
- If set to YES, MORAY will call the raytracer directly and will
- not exit. This means that MORAY and the scene stays in memory
- while the raytracer is running, and can be immediately
- restored when the raytracer is done. This setting is
- recommended for systems with 16MB or more. With less memory,
- the raytracer may not be able to run.
-
- If set to NO, MORAY will exit with an exit code of 17 if
- POV-Ray is the current raytracer and 16 if Polyray is the
- current raytracer. This setting should be used in conjunction
- with the CALLMRAY.BAT file and if you have 8MB or less in your
- machine.
-
- 7.1.1.14 GraphicsMode
-
- This specifies the resolution that MORAY should run in. Valid
- modes are 640x480x256, 800x600x256, 1024x768x256,
- 1280x1024x256, 1600x1200x256 or a VESA mode number in
- hexadecimal format, for example 0x0103. The command-line
- parameter -G (see page 92) overrides this setting. Note that
- MORAY V2.0 cannot use 16-color modes.
-
- 7.1.1.15 UseLinearFrameBuffer
-
- This setting specifies whether MORAY should ignore a linear
- framebuffer even if available.
-
- If set to NO, MORAY will not use a linear framebuffer.
-
-
-
- Manual MORAY V2.0 Page 104
- ----------------------------------------------------------------------
-
- If set to YES, MORAY will use a linear framebuffer if
- available.
-
- 7.1.1.16 WireFrameDivs
-
- These settings specify how many subdivisions the primitives
- sphere, cylinder, cone, torus, spotlight and disc should have,
- respectively. This number must be even and larger or equal to
- 8.
-
- The higher the number, the finer (and more exact) the
- wireframe will be, but also the more memory it will use and
- the longer it will take to redraw. A setting of 12 is
- recommended for most primitives.
-
- 7.1.1.17 KeyboardDelay
-
- If a keypress occurs within the number of seconds specified by
- this variable, MORAY increases the distance that the cursor
- moves.
-
- 7.1.1.18 ViewLines
-
- This variable defines the number of lines to draw for each
- time slice that a view gets for drawing lines.
-
- If your redraw response is sluggish, lower this number, if
- it's snappy and could take a bit more, increase it.
-
- 1000 should be fine for 486 systems, Pentiums can probably
- increase to 1500 or 2000. This also very much depends on the
- performance of the graphics card.
-
- 7.1.1.19 SkipDrives
-
- This variable defines the drive letters of drives to skip
- processing. Place the drive letters behind each other (no
- spaces) and do not surround them with quotes. MORAY will not
- attempt to read the drives specified. You should place the
- letter of your CD-ROM drive here.
-
- 7.1.1.20 Use3DText
-
- This switch determines whether MORAY should use an embossed
- look for text displayed on its interface. Using an embossed
- look slows down text drawing, so if your screen response is
- slow, set this to NO.
-
- 7.1.1.21 UserCommandX
-
- Up to three user commands can be added here. MORAY will call
- these when you press Alt-F1 to Alt-F3 and replace the
- following strings:
- %f is replaced by the current filename without extension, no
- path
- %r is replaced by the exported filename with extension, with
- path
- %q is replaced by the exported filename without extension,
- with path
-
-
-
- Manual MORAY V2.0 Page 105
- ----------------------------------------------------------------------
-
- %pn is replaced by a filename that the user can select at
- runtime. The n is the extension to use (see the ExtX
- settings below). A fully qualified filename is returned.
-
-
- Note that you will need to edit the MORAY.MNU file to change
- the text on the buttons in the Files Submenu. In the section
- [FILES MENU], look for the lines starting with 'Text 71'. At
- the end of the line you will see single quotes that contain
- the text that is displayed in MORAY. You can change this text
- to suit your needs.
-
- For example, to setup Thomas Baier shareware RAW to UDO
- conversion as the third utility, you could use the following
- command:
-
- UserCommand3 'utils\3Dto3D.EXE -e20 -v -s60 %p8'
-
- Then change the line in the [FILES MENU] section in MORAY.MNU
- to read:
-
- Text 73 +(0,6) '3DTO3D Alt-F3'
-
- Whenever you press Alt-F3, MORAY will request the name of a
- RAW file while expanding the '%p8' and will then call the
- utility with the specified parameters.
-
- The third user button in the Files Submenu will also show the
- correct text.
-
- 7.1.1.22 IgnoreErrorLevel No
-
- If your POV-Ray compile does not return the correct errorlevel
- to DOS, you can set this flag to Yes to make MORAY ignore the
- return value of POV-Ray.
-
- The official ICB compile of POV-Ray 2.2 works correctly and if
- you're using this compile you should set this flag to No.
-
- If Polyray is your main raytracer this flag should be set to
- No, since Polyray functions as expected.
-
- 7.1.2 The [FILEOPEN] section
-
- This section stores information about the File Selector, such
- as extensions, directories you last visited and associations
- between extensions and directories.
-
- You do NOT need to edit this section, it is maintained
- automatically by MORAY.
-
- 7.1.2.1 The ExtN List
-
- The ExtN settings determine what MORAY will display in the
- file type dropdown combobox. The variable is followed by the
- extension (maximum 3 letters) and the plain text that MORAY
- displays in the listbox.
-
-
-
- Manual MORAY V2.0 Page 106
- ----------------------------------------------------------------------
-
- 7.1.2.2 The HistN List
-
- The HistN settings contain the names of the last 6 directories
- that you loaded something from. These are displayed in the
- Frequent directories listbox of the File Selector.
-
- 7.1.2.3 The ClassN List
-
- The ClassN settings associate a class of file (imagemap,
- bumpmap, RAW file, etc) with an extension (from the ExtN list)
- and a directory.
-
- When MORAY needs the name of a file, for example an imagemap,
- it remembers the extension of the file you retrieved and the
- directory you retrieved it from. The next time MORAY needs to
- ask you for this same type of file (an imagemap in the
- example), it knows what extension to use and what directory
- you got the last one from and automatically places you there
- to begin with.
-
- 7.1.3 The [TEXTURE EDITOR] section
-
- 7.1.3.1 POVTraceCall and PolyrayTraceCall
-
- This variable defines the command-line to use when calling
- POV-Ray or Polyray to create a preview image of the texture
- being created in the Texture Editor.
-
- The command-line must be placed in single quotes and contain
- three special character sequences, one '%s' and two '%d'
- sequences. The '%s' sequence must come before the '%d'
- sequences. The '%s' sequence is replaced with the filename to
- render (no extension). The first '%d' is replaced with the
- width of the image to create and the second with the height.
-
- 7.1.3.2 ColMapGrey, ColMapColors and ColDisplayColors
-
- These settings determine how many and which palette indexes
- the Texture Editor can use for various things.
-
- 7.1.3.3 PreviewObject
-
- This setting determines which object to use as a preview
- object. It is the position in the list of objects in the
- Texture Editor.
-
- 7.1.3.4 PreviewBackGnd
-
- This setting determines what background objects to use in the
- preview render.
-
- 7.1.4 The [OPTIONS] section
-
- This section is maintained by MORAY. Most of these settings
- come from the Options Submenu.
-
- 7.1.4.1 RayTracer
-
- This setting determines the active raytracer.
-
-
-
- Manual MORAY V2.0 Page 107
- ----------------------------------------------------------------------
-
- 7.1.4.2 Resolution
-
- This setting determines at what resolution to raytrace at.
-
- 7.1.4.3 Antialias
-
- This setting determines the antialiasing threshold. A value of
- 0.0 turns off antialiasing.
-
- 7.1.4.4 AntialiasMethod
-
- This setting is used by Polyray only and determines the method
- that should be used when antialiasing. See the Polyray
- documentation for details.
-
- 7.1.4.5 JitterRays
-
- This setting determines the amount of jitter and how many rays
- to fire into the scene when antialiasing.
-
- 7.1.4.6 PauseAfter
-
- This setting determines whether the raytracer should pause
- when it is done before exiting.
-
- 7.1.4.7 Display
-
- This setting determines whether the raytracer should display
- the image on the screen as it is being raytraced.
-
- 7.1.4.8 Verbose
-
- This settings determines whether (and how much) the raytracer
- should output status messages while raytracing.
-
- 7.1.4.9 Continue
-
- This setting determines whether the raytracer should continue
- an already started trace.
-
- 7.1.4.10 Interruptable
-
- This setting determines whether the raytracer can be
- interrupted or not.
-
- 7.1.4.11 MaxTraceLevel
-
- This setting determines the maximum level of recursion that a
- ray can reach. If you are experiencing black areas while
- tracing glass or other refractive materials, increase this
- value.
-
- 7.1.4.12 Snap
-
- This setting determines whether snap is on or off.
-
-
-
- Manual MORAY V2.0 Page 108
- ----------------------------------------------------------------------
-
- 7.1.4.13 SnapScale
-
- The three numbers determine the resolution that the snap works
- at for scaling.
-
- 7.1.4.14 SnapRot
-
- The three numbers determine the resolution that the snap works
- at for rotation.
-
- 7.1.4.15 SnapTrans
-
- The three numbers determine the resolution that the snap works
- at for translation.
-
- 7.1.4.16 UndoBufferSize
-
- This setting determines the number of Undo operations to to
- buffer.
-
- 7.1.4.17 ScrambleViews
-
- This setting determines whether the order in which the
- wireframes are to be drawn in the views should be scrambled
- (random) or ordered.
-
- If you have a VESA 1.2 driver, and the redraws seems slow, it
- is recommended that you set this to NO.
-
- If you have a VESA 2.0 driver, you can set this to YES.
-
- Although the version of the VESA driver will determine the
- redraw rate of a scrambled view, you can enable it in either
- mode.
-
- 7.1.4.18 PolyBias
-
- This is a value that Polyray textures use to modify the
- noise() function.
-
- 7.1.5 The [POV DEFFILE] section
-
- This section contains those settings that should always be
- passed to POV-Ray when tracing a scene.
-
- You should specify things like the graphics mode for POV-Ray
- and the path to include files here, if needed. MORAY does not
- require any of the include files by default, since it exports
- complete scenes.
-
- 7.1.6 The [POLYRAY INIFILE] section
-
- This section contains those settings that should always be
- passed to Polyray when tracing a scene.
-
- You should specify things like the graphics mode for Polyray.
-
-
-
- Manual MORAY V2.0 Page 109
- ----------------------------------------------------------------------
-
- 7.2 Objects in the Texture Editor Preview
-
-
-
- The Texture Editor shells out to POV-Ray or Polyray to
- raytrace a sample scene of an object with the texture that
- you're currently editing applied to it.
-
- This object can be any number of different objects and you can
- adapt this list and add your own objects to use as preview
- objects.
-
- To do this follow the following steps:
-
- 1.
- Use a text editor to edit the file MORAY.INI in your MORAY
- directory. Find the section [PreviewObjects]. Here you will
- find the list of objects that MORAY can use in the Texture
- Editor. Add the name of the object you want to use to this
- list, after the last entry (or at any other position).
-
- 2.
- Use a text editor to edit the file PREVUSCN.POV in the
- POVSCN directory. At the end of the file add a #declare'd
- version of your object named 'Previewxxxxx' where the xxxxx
- is the name of your object. Make sure that the declared
- object uses a texture called 'PreviewTexture'.
-
- 3.
- Repeat the above step with PREVUSCN.PI in the POLYSCN
- directory.
-
- The next time the Texture Editor is started you can set the
- Preview object to your object.
-
- 7.3 The POV2MDL Utility
-
-
-
- Thomas Baier has allowed me to include a shareware utility
- with MORAY, the POV2MRY converter. This utility can read in an
- existing POV V2.0 file and output an MDL file for MORAY to
- read. This utility makes it possible to read in your old POV
- files.
-
- Please see the documentation in the UTILS directory for this
- program.
-
- 7.4 VESA Drivers
-
-
-
- The VESA specification is a protocol for software to
- communicate with the graphics hardware through a uniform
- interface.
-
- The first VESA specification, V1.2 was targeted at real-mode
- programs and had no special provisions for protected-mode
- programs. Since MORAY is a protected-mode program, this
- imposes some serious performance problems.
-
-
-
- Manual MORAY V2.0 Page 110
- ----------------------------------------------------------------------
-
- The newest VESA specification, V2.0 improved on the V1.2
- specification while staying downward compatible (meaning
- applications can be written to use V2.0, but still run on V1.2
- VESA drivers). It offers a protected-mode interface and thus
- MORAY runs much faster.
-
- Furthermore VESA 2.0 offers a linear framebuffer on some
- graphics cards. The framebuffer is the memory that contains
- the screen image. This memory is on the graphics card and is
- divided up into banks. Usually banks can be 'mapped' into a
- small 64K window of the processors memory, so that an
- application can write to the framebuffer. Each time a pixel
- needs to be written to another 64K region, a bank switch needs
- to be executed. This is also a performance brake. With a
- linear framebuffer, the graphics memory is not mapped onto a
- small 64K window, but rather is completely mapped into the
- processors memory. Thus no bank switches are necessary and the
- graphics are much faster.
-
- See the About box in the Options menu (see page 61) for
- current VESA status.
-
-
-
- Manual MORAY V2.0 Page 111
- ----------------------------------------------------------------------
-
-
-
- 8 Appendix A: Hotkeys
-
-
- The Files Submenu contain menu items (buttons) that, apart
- from their descriptive text also have an associated hotkey
- (e.g. F3 for LOAD). These menu items are available not only
- from the Files Submenu but also from the Main Menu.
-
- Many menu items have underscored letters in their text.
- Pressing the underscored letter has the same effect as
- clicking on it with the mouse. These keys are not listed here.
- Only special non-obvious hotkeys are listed here.
-
- 8.1 Main Menu
-
-
- ALT-n n=1-9, sets the global Visibility Level to n.
- ALT-0 sets the global Visibility level to 10.
- ALT-B selects the bounding box of the currently selected
- object.
- ALT-C Activates the Copy Submenu (see page 62).
- ALT-D Deletes the currently selected object without
- verification. Textures cannot be deleted in this
- way, use the Texture Editor instead.
- ALT-F Activates the Files Submenu (see page 55).
- ALT-G Toggles the display of the grid lines in the view
- that the cursor is over.
- ALT-N Activates the Create Submenu (see page 53).
- ALT-O Activates the Options Submenu (see page 59).
- ALT-P Selects the parent object of the currently selected
- object.
- ALT-R Refreshes the screen.
- SHIFT-ALT-R Reinitializes the graphics system. Switches to
- text mode and then back to graphics mode.
- ALT-S Activates the Object Browser (see page 91).
- ALT-T selects the texture of the currently selected
- object.
- ALT-U deselects the currently selected object. No object
- is selected after this hotkey is pressed.
- ALT-V checks whether all objects have a texture assigned
- to them. Selects the first object found that has no
- texture.
- ALT-X quits MORAY.
- ALT-Z Zooms the current view in such a way that the
- complete scene is visible.
- '-' disables the view under the mouse cursor.
- '+' enables the view under the mouse cursor.
- 'L' activates the transformation of the lookat point if
- a camera is the currently selected object. No
- effect otherwise.
- 'P' activates the transformation of the position of a
- camera if the selected object is a camera. No
- effect otherwise.
- 'X' Locks the X-axis. No transformations occur in the
- X-axis.
- 'Y' Locks the Y-axis. No transformations occur in the
- Y-axis.
-
-
-
- Manual MORAY V2.0 Page 112
- ----------------------------------------------------------------------
-
- 'Z' Locks the Z-axis. No transformations occur in the
- Z-axis.
- Backspace Undo the last major scene operation (see page 49).
- DEL Deletes the currently selected object.
- ESC Leaves the currently active menu.
-
- 8.2 Files Submenu
-
-
-
- All ALT-Hotkeys of the Main Menu are available here.
-
- F2 Saves the current scene to disk.
- F3 Opens the File Selector to load a new scene from
- disk.
- F9 Calls the raytracer to render the current scene, or
- exits (see page 103, RenderWithShell).
- F10 Quits MORAY.
- CTRL-F9 Exports the current scene to the currently active
- raytracer (see page 59).
- ALT-F1 User command 1 (see page 57).
- ALT-F2 User command 2 (see page 57).
- ALT-F3 User command 3 (see page 57).
- ALT-F5 Switch to the DOS-screen. Press any other key to
- return.
- ESC Leave the Files Submenu (cursor must be over Files
- Submenu).
-
- 8.3 Object Browser
-
-
- ALT-1 displays only top-level (root) objects.
- ALT-n displays all objects up to a nesting level of n.
- ALT-0 displays all objects.
- TAB centers the display about the currently selected
- object.
- ALT-B selects the bounding box of the currently selected
- object.
- ALT-D deletes the currently selected object without
- verification.
- DEL deletes the currently selected object without
- verification.
- 'D' deletes the currently selected object with
- verification.
- ALT-L allows you to enter the visibility level of the
- currently selected object.
- 'L' allows you to enter the visibility level of the
- currently selected object.
- ALT-P selects the parent object of the currently selected
- object.
- ALT-T selected the texture of the currently selected
- object.
- 'N' allows you to edit the name of the currently
- selected object.
- 'T' pops up a list of textures and assigns the one you
- click on to the currently selected object.
- '-' makes the display of the objects smaller (see page
- 91).
- '+' enlarges the display of the objects (see page 91).
-
-
-
- Manual MORAY V2.0 Page 113
- ----------------------------------------------------------------------
-
- ESC Leaves the Object Browser.
-
- 8.4 Edit Menu for Bezier Patches
-
-
- 'X' freezes the X-axis.
- 'Y' freezes the Y-axis.
- 'Z' freezes the Z-axis.
- '-' disables the view under the mouse cursor.
- '+' enables the view under the mouse cursor.
-
- 8.5 Texture Editor
-
-
- F9 calls the currently active raytracer to render a
- preview of the texture being edited.
- ESC quits the Texture Editor.
- ALT-R Redraws the screen and reloads the last preview.
- SHIFT-ALT-R Reinitializes the graphics system, redraws the
- screen and reloads the last preview.
-
-
-
- Manual MORAY V2.0 Page 114
- ----------------------------------------------------------------------
-
-
-
- 9 Appendix B: Polyray
-
-
- MORAY was written with POV-Ray in mind and there are a couple
- of things that are different when using Polyray.
-
- 9.1 Texturing
-
-
-
- Polyray does not use POV-Ray's Pigment/Normal/Finish model of
- textures. Polyray has variables available in a texture that
- allows you to handle these parameters in one texture
- statement. This has consequences for MORAY when exporting
- textures.
-
- The way a texture is exported to Polyray is that the
- transformation block of the pigment is applied to the whole
- texture. This is fine until you start using a non-smooth
- normal, for example Bumps. In POV-Ray the pigment and normal
- transformations are independent of each other. However, since
- the pigment transformation is applied to the whole texture
- when exporting to Polyray, the pigment transformations also
- apply to the normal specifications.
-
- While designing a texture, it is best you set the pigment
- transformations first and then once they are in place, work on
- the normal specification.
-
- Only Bumps and Bumpmaps are exported as normal modifiers. All
- other normal types are exported as Bumps.
-
- Only the scaling of the normal transformation block is
- exported, so you cannot rotate or translate bumps.
-
- The Mandel pigment is not available in Polyray, it is exported
- as an onion texture.
-
- Toroidal mapping modes are not supported for imagemaps and
- bumpmaps.
-
- 9.2 Render Region
-
-
-
- Polyray does not support a complete rendering window like POV-
- Ray. Polyray allows the specification of the first line to
- render. When you define a rendering window, the top edge is
- passed to Polyray as the first line to render. Polyray will
- always render the complete width of the image and will render
- to the end of the image height.
-
-
-
- Manual MORAY V2.0 Page 115
- ----------------------------------------------------------------------
-
-
-
- 10 Appendix C: Frequently Asked Questions
-
-
-
- Q: Why is the just created texture not visible in the view, even
- though the pigment type has a wireframe representation?
- A: You need to assign the texture to an object first. There is no
- reason to display the texture if it is not used by an object. Click
- on the name of the texture in the listbox of textures in the
- objects Editing Menu.
-
- Q: I disabled a view in the View Popup using the DISABLE. Now I cannot
- re-enable it with a right click.
- A: Right-clicking does not work over disabled views. Use the '+'
- hotkey instead.
-
- Q: I cannot get a heightfield object to display the wireframe of the
- image file. Why?
- A: MORAY can only read TGA files, so using anything else (like GIF)
- will not allow you to display the heightfield directly.
-
- Q: MORAY exits to DOS after some time and writes the following message
- to the file MORAY.ERR.
- [INTEGRITY CHECK FAILED ... ABORTING]
- A: This is usually caused by attempting to turn the program into a
- registered version using an incorrect name/number pair. Only
- name/number pairs that you receive from Lutz+Kretzschmar are valid.
- To correct this situation, re-extract the MORAY.EXE file from the
- ZIP archive. In rare cases, this can also be caused by compressed
- harddrives (e.g. Stacker, DoubleSpace). Please install MORAY to a
- uncompressed drive.
-
- Q: When I render Bezier Patches, I get holes/gaps. My Bezier patches
- look very coarse/faceted. Why?
- A: This can occur with patches that are convoluted and complex. It can
- usually be corrected by giving U_STEPS and V_STEPS a larger value,
- and/or by making the value for FLATNESS smaller in the Editing Menu
- for Bezier Patches.
-
- Q: When I click on the TEXTURE menu item in the main menu to assign a
- texture to an object, and create a texture in the Texture Editor,
- MORAY still complains that the object does not have a texture.
- A: The Texture Editor is there to edit existing or to create new
- textures for use in your scene. It does not assign the texture to
- any objects. This is done by clicking on the texture name in the
- objects Editing Menu.
-
- Q: I can't change the lookat/position of the camera.
- A: You need to tell MORAY which coordinates of the camera you wish to
- change. The camera has two positions and you can only translate one
- at a time. To change the position of the lookat point press 'L' or
- click on LOOKAT in the camera's Editing Menu. To change the
- position of the camera itself, press 'P' or click on POSITION in
- the Editing Menu.
-
-
-
- Manual MORAY V2.0 Page 116
- ----------------------------------------------------------------------
-
- Q: The image generated by the raytracer is completely different to
- what was displayed in my 3D-view. Why?
- A: MORAY uses the first camera in the global object list (the top most
- one in the Object Browser) when exporting a scene, unless a camera
- is the currently selected object. In this case the selected camera
- is used.
-
- Q: I created a texture with an ImageMap/BumpMap and the raytraced
- image shows nothing/only parts of it. Why?
- A: Provided the imagemap is not black, it has probably been
- transformed incorrectly. If you're using the texture in GLOBAL mode
- then check the TILING setting of the imagemap/bumpmap in the
- Texture Editor and make sure it is set to TILED. You should be able
- to see the wireframe proxy over your object.
-
- Q: I create a blob using Blob Sculptor for DOS, saved it in BLB
- format, but MORAY cannot read it. Why?
- A: Please use a newer version of Blob Sculptor. The authors of Blob
- Sculptor changed the file format between different versions.
-
-
-
- Manual MORAY V2.0 Page 117
- ----------------------------------------------------------------------
-
-
-
- 11 Appendix D: Shareware
-
-
- Shareware distribution gives users a chance to try software
- before buying it. If you try a Shareware program and continue
- using it, you are expected to register.
-
- Copyright laws apply to both Shareware and commercial
- software, and the copyright holder retains all rights, with a
- few specific exceptions as stated below. Shareware authors are
- accomplished programmers, just like commercial authors, and
- the programs are of comparable quality. (In both cases, there
- are good programs and bad ones!) The main difference is in the
- method of distribution. The author specifically grants the
- right to copy and distribute the software, either to all and
- sundry or to a specific group. For example, some authors
- require written permission before a commercial disk vendor may
- copy their Shareware.
-
- Shareware is a distribution method, not a type of software.
- You should find software that suits your needs and pocketbook,
- whether it's commercial or Shareware. The Shareware system
- makes fitting your needs easier, because you can try before
- you buy. And because the overhead is low, prices are low also.
- Shareware has the ultimate money-back guarantee -- if you
- don't use the product, you don't pay for it.
-
-
-
- Manual MORAY V2.0 Page 118
- ----------------------------------------------------------------------
-
-
-
- 12 Appendix E: Index
-
-
- A _______________________________ D _______________________________
- About Box 61 Difference 75
- Antialias 60 Directories 101
- method 61 Disc 53,69
- Arealight 55 Display Render 60
- menu 73 DOS
- Authors screen 57
- contacting 3 shell 57
- user programs 57
- B _______________________________
- Bezier Editor E _______________________________
- Hotkeys 113 Evaluate
- mark/unmark all 53 Blob 72
- reference 86 CSG 75
- Bezier patches Example scene
- creating 54 tutorial 24
- menu 69 Exit codes 105
- tutorial 35
- Blobs F _______________________________
- importing 54 FAQ 115
- menu 71 Feature Angle 71
- tutorial 39 Features
- Bounding new in V2.0 96
- clear 67 File Selector 57
- objects 67 INI settings 105
- Files Submenu 55
- C _______________________________ Frame buffer 103
- Camera
- creating 55 G _______________________________
- menu 75 Graphics mode
- spotlight 26 command line 93
- CD-ROM drives 104 INI setting 103
- Command-line options 92 VESA drivers 109
- Compuserve 3 Grid
- Cone 53,68 enabling 52
- Configuration 101 locking 52
- Continue Render 60 settings 59
- Copying Objects 62 Grouping objects 31
- tutorial 43 Groups
- Creating Objects add object 31,74
- menu 53 creating 55
- CSG Menu 74
- creating objects 55 remove object 74
- grouping objects 31 tutorial 31
- menu 75
- tutorial 31 H _______________________________
- Cube 53 Heightfields 34,54
- Cylinder 53,68 menu 69
- tutorial 34
-
-
-
-
-
- Manual MORAY V2.0 Page 119
- ----------------------------------------------------------------------
- Hotkeys 111 R _______________________________
- RAW files 54
- I _______________________________ converting to UDO 95
- Imagemaps 23 importing 33
- Import tutorial 33
- Blob 72 Rays 61
- RAW file 71 Raytracer 59
- Internet 3 Reference Objects 65
- Interruptable 60 tutorial 45
- Intersection 75 Registering
- instructions 3
- J _______________________________ program 61
- Jitter Rendering 57
- antialiasing 61 configuration 103
- arealights 74 display 60
- setting options 60
- L _______________________________ setting raytracer 59
- Lights window 35,114
- setting color 72 Resolution 60
- Rotation mode 49
- M _______________________________
- Main Menu 48 S _______________________________
- Max Level 61 Scaling mode 48
- Memory Usage 101 Scenes
- Merge 75 loading 14
- rendering 28,57
- O _______________________________ saving 17,56
- Object Browser Shareware 117
- Hotkeys 112 Snap
- reference 91 enabling/disabling 51
- tutorial 41 Sphere 53
- Objects Spotlight 25,55
- bounding 67 cameras 26
- copying 62 menu 72
- copying tutorial 43 tutorial 40
- creating 19,53 Starting MORAY
- editing 15 Tutorial 13
- editing menu 65 Sweep Editor
- no_shadow 67 delete node 52
- reference 45,65 insert node 52
- renaming 16 mark/unmark all 53
- selecting 15 reference 88
- transforming 16 Sweeps
- tutorial 19 creating 54
- visibility 67 editing 28
- Options Submenu 57,59 menu 69
- INI settings 106 spline types 29
- Orbit copies 64 tutorial 28
-
- P _______________________________ T _______________________________
- Panning Texture
- views 14 assign to object 26,66
- Pause Render 60 creating 19,55
- Plane 53 Polyray 114
- Pointlight 55 predefined 102
- menu 72 selecting 111
- Polyray compatibility 114 space 66
- POV-Ray tutorial 19
- to MDL converter 109
-
-
-
-
- Manual MORAY V2.0 Page 120
- ----------------------------------------------------------------------
- Texture Editor tutorial 38
- finishes 23
- INI settings 106 V _______________________________
- normals 23 Verbose Render 60
- own preview objects 109 VESA Drivers 109
- pigment 20 Views
- preview 22 basics 13
- reference 76 disabling/enabling 51
- tutorial 19,23 grid 18,52
- Torus 53,68 maximizing 18,51
- Transformation mode panning 14,51
- rotation 49 popup dialog 18,51
- scaling 48 redrawing 52
- translation 49 selecting objects 15,52
- Translation mode 49 type 18,52
- Triangles zooming 15,51
- menu 70 Visibility
- RAW files 33,54 setting global 59
- tutorial 33 setting object 67
- Tutorials
- general 13 W _______________________________
- Views 13 Waterlevel
- setting heightfield 70
- U _______________________________ Wireframe
- Undo 49 detail 104
- clear buffer 59
- Union 75 Z _______________________________
- User commands 104 Zooming
- User-Defined Objects to Object 51
- creating 54 to Scene 51
- file format 93 views 15
- importing RAW files 95
-