@database "real" Copyright (c) 1993-1995 Realsoft Oy, Vilppula, Finland All Rights Reserved @master "real.guide" @index "r3d3:help/index.guide/main" @Remark $VER: real.guide 2.40 (20.1.94) @Remark AmigaGuide database for the Real 3D @Node Main "real.guide" @title "REAL 3D ON-LINE HELP" REAL 3D ON-LINE HELP Readme @{" Information not included in the manual " Link "r3d3:help/readme.guide/main"} New features, changes Real 3D On-Line Help @{" Default Key Bindings " Link "KEYBINDINGS"} RPL startup definitions @{" Tags " Link "TAGS"} Object Tag Descriptions @{" Materials " Link "MATERIALS"} Real 3D Material Editor @{" Rendering Settings " Link "RENDERING"} Rendering Window Options @{" Animation System " Link "ANIMATION SYSTEM"} Built-in and Custom Methods @{" Real 3D Programming Language " Link "r3d3:help/rpl.guide/Main"} RPL detailed Information @{" Custom Tools " Link "r3d3:help/tools.guide/Main"} Special Tools using RPL Developer Information @{" Real 3D Binary File Format Description " Link "r3d3:help/developers.guide/Binary Format"} 3rd Party Programmer Support @{" Real 3D Display Driver Interface " Link "r3d3:help/developers.guide/Display Driver"} 3rd Party Programmer Support Real 3D Index @{ " Index " Link "r3d3:help/index.guide/main"} A-Z all subject reference @EndNode @Node "KEYBINDINGS" DEFAULT KEYBINDINGS - by category ALSO SEE @{" by key " link "KEYBINDINGS2"} Animation ------------------------------------------------------------------------ < < = Play animation backward > > = Play animation forward ? ? = Go to [ [ = Go to the beginning ] ] = Go to the end b b = Step Backward 1 frame f f = Step Forward one frame u u = Refresh = Update @{"Animation System" Link "ANIMATION SYSTEM"} Boolean Operations ------------------------------------------------------------------------ & & = Boolean AND % % = Boolean AND NOT A SHIFT A = Boolean AND With Paint B SHIFT B = Boolean OR N SHIFT N = Boolean AND NOT With Paint w w = Rethink Wireframe W SHIFT W = Rethink Wireframe all sublevels Creation ------------------------------------------------------------------------ g g = Create subGroup object h h = Create metHod level = @{"Animation" Link "ANIMATION SYSTEM"} Hierarchy k k = Create symbolic linK K SHIFT K = create Knotpoint B-spl. l l = Create Level object l CTRL l = Create Line light source p p = Create Point light source v v = Create camera from View Frame Buffer ------------------------------------------------------------------------ F SHIFT F = Open external screen = Framebuffer Q SHIFT Q = Close external screen = Quit framebuffer Grids ------------------------------------------------------------------------ ^c CTRL c = Create Grid ^d CTRL d = Delete Grid ^g CTRL g = Grid Snap On/Off ^m CTRL m = Modify grid ^r CTRL r = Reposition grid ^s CTRL s = Select grid ^v CTRL v = Grid Visible on/off Macros ------------------------------------------------------------------------ x x = EXecute current macro y y = Repeat current macro z z = Execute named macro M SHIFT M = Record Macro On/Off Modify Hierarchy ------------------------------------------------------------------------ º ALT b = Cut ç ALT c = Copy ð ALT d = Duplicate © ALT e = Swap = Exchange selected ¶ ALT p = Paste selected × ALT x = delete = eXterminate selected Modify Properties ------------------------------------------------------------------------ a a = Modify @{"Animation" Link "ANIMATION SYSTEM"} c c = Modify Color i i = Modify attribute Information n n = Modify Name t t = Modify @{"Tags" Link "TAGS"} Modify Shape ------------------------------------------------------------------------ d d = Deform object e e = ShEar object j j = Move cog = Jump m m = Move object o o = MirrOr object = Opposite position p p = Project to Object q q = Rotate and extend = looks like a Q r r = Rotate object s s = Stretch object 1 1 = Size 1d = extend 2 2 = Size 2d 3 3 = Size 3d I SHIFT I = Inverse kinematic j CTRL J = Bend circular in 2D k CTRL K = Twist Modify Freeform ------------------------------------------------------------------------ C SHIFT C = Freeform surface to Curves D SHIFT D = Freeform Distribute E SHIFT E = Freeform Exchange u & v G SHIFT G = Freeform assiGn J SHIFT J = Freeform concatenate = Join O SHIFT O = Freeform Open/close P SHIFT P = Freeform reParametrize R SHIFT R = Freeform Remap S SHIFT S = Freeform Swap directions T SHIFT T = Freeform modify Type V SHIFT V = Freeform inVert X SHIFT X = Freeform Delete Point or Isoparam. Curve Y SHIFT Y = Freeform Insert Point or Isoparam. Curve Z SHIFT Z = Freeform Break Curve or Mesh Object Loading/Saving ------------------------------------------------------------------------ ¡ ALT i = Insert object ® ALT r = Replace object ß ALT s = Save object Rendering Boxes ------------------------------------------------------------------------ ^a CTRL a = Delete All boxes ^b CTRL b = Define Box ^e CTRL e = DElete box = Erase ^w CTRL w = shoW all boxes View Settings ------------------------------------------------------------------------ + + = Zoom in - - = Zoom out * * = Toggle parallel/perspective projection / / = Toggle accurate/bounding box wire . . = Display Position ^f CTRL f = Auto Focus ^h CTRL h = Render Hierarchy ^i CTRL i = Separate Io on/off ^x CTRL x = Define X axis ^y CTRL y = Define Y axis ^z CTRL z = Custom Zoom scale ^o CTRL o = Object space to view ^n CTRL n = No gadgets Vector Stack ------------------------------------------------------------------------ L SHIFT L = Lasso selector Windows ------------------------------------------------------------------------ F1 F1 = View window to front, if not open open it F2 F2 = Select window to front F3 F3 = Tool window to front F4 F4 = @{"Material" Link "MATERIALS"} window to front F5 F5 = Palette window to front F6 F6 = Screen window to front F7 F7 = Animation window to front F8 F8 = @{"RPL" Link "r3d3:help/rpl.guide/Main"} Shell window to front F9 F9 = Measuring System to front F10 F10= Close active window F10 SHIFT F1 = Close View windows F11 SHIFT F2 = Close Select windows F12 SHIFT F3 = Close Tool windows F13 SHIFT F4 = Close @{"Material" Link "MATERIALS"} windows F14 SHIFT F5 = Close Palette windows F15 SHIFT F6 = Close Screen windows F16 SHIFT F7 = Close Animation windows F17 SHIFT F8 = Close @{"RPL" Link "r3d3:help/rpl.guide/Main"} Shell windows F18 SHIFT F9 = Close Measuring window F19 SHIFT F10= Close active window Miscellaneous ------------------------------------------------------------------------ ­ ALT n = Project New å ALT q = Quit program @endnode @node "KEYBINDINGS2" DEFAULT KEYBINDINGS - by key ALSO SEE @{" by category " link "KEYBINDINGS"} KEYPAD ------------------------------------------------------------------------ * toggle parallel/perspective projection / toggle accurate/bounding box wire + Zoom in - Zoom out . Display Position ( unused ) unused 0 show selected objects 1 extend 1Dimensions modify/linear/extend 2 size2D 2Dimensions modify/linear/size2D 3 size3D 3Dimensions modify/linear/size3D 4 unused 5 repeat last function extras/repeat last 6 unused 7 unused 8 unused 9 unused NORMAL KEYS `a`...`z` ------------------------------------------------------------------------ a change animation modify/properties/animation b step backwards animate/control/step_backwards c change colour modify/properties/colour d deform object modify/linear/deform e shEar object modify/linear/shear f step forward animate/control/step_forwards g create group create/structure/group h create metHod level create/structure/method i Info about attributes modify/properties/attributes j move cog = Jump modify/linear/move COG k create linK create/structure/link l create Level object create/structure/level m move modify/linear/move n change name modify/properties/name o Opposite position modify/linear/mirrOr p create point lightsource create/light/point q rotate and extend modify/linear/rot&ext r rotate modify/linear/rotate s stretch modify/linear/strech t change tags modify/properties/tags u Update anim. system animate/control/refresh v Create camera from View view/camera/create w unthink and rethink Wireframe one level x eXecute current macro project/macros/execute current y repeat current macro project/macros/repeat current z execute named macro project/macros/execute named SHIFT KEYS `A`...`Z` ------------------------------------------------------------------------ A boolean And with paint create/boolean/And with paint B Boolean or create/boolean/or C surface to Curves modify/Freeform/surf.to curves D Distribute points modify/freeform/distribute E Exchange u & v modify/freeforn/exchange_u&v F open Framebuffer project/external screen/open G freeform assiGn modify/freeform/assign H edit anim. metHod animate/edit I Inv. kinematics modify/special/inv.kinem J Join freeforms modify/freeform/concatenate K create Knotpoint B-spl. create/controls/B-Spline_Knot L Lasso selector extras/vectors/lasso select M record Macro on/off project/macros/record N boolean AndNot with paint create/boolean/and not with paint O freeform Open/close modify/freeform/open close P freeform reParametrize modify/freeform/reparametrize Q Quit framebuffer project/external screen/close R freeform Remap modify/freeform/remap S freeform Swap directions modify/freeform/swap direction T Type of freeform modify/freeform/type U unthink all Wireframe create/boolean/unthink V freeform inVert modify/freeform/invert W unthink and rethink Wireframe in all sublevels X Delete point/curve modify/freeform/delete [ go to beginning animate/control/go_to_beginning ] go to end animate/control/go_to_end > play forward animate/control/play_forward < play backwards animate/control/play_backwards & boolean and create/boolean/and % boolean and not create/boolean/and_not . display Position view/camera/display_pos ? go to ? animate/control/go_to_? FUNCTION KEYS `F1`...`F10` ------------------------------------------------------------------------ F0 project Window to front, if not open it F1 select F2 tool F3 Material F4 Color F5 Screen F6 Animation F7 Shell F8 Measuring F9 close active window SHIFT FUNCTION KEYS `F1`...`F10` ------------------------------------------------------------------------ F10 view view window close F11 select window close F12 tool window close F13 material window close F14 color window close F15 screen window close F16 animation window close F17 rpl shell window close F18 measuring window close F19 close active screen CTRL KEYS: Codes 0...31, `^A`=1...`^Z`=26 ------------------------------------------------------------------------ CTRL A delete All boxes view/boxes/delete all CTRL B define Box view/boxes/define CTRL C Create grid view/grid/create CTRL D Delete grid view/grid/delete CTRL E dElete box = Erase view/boxes/delete CTRL F auto Focus view/viewcam/autofocus CTRL G Grid snap on/off view/grid/snap to grid CTRL H render Hierarchy view/render/render hierarchy CTRL I separate Io on/off view/type/separate io CTRL J Bend circular in 2D modify/bend circular/move 2d CTRL K Twist modify/non-linear/twist CTRL L Create Lightline create/light-sources/line CTRL M Modify grid view/grid/modify CTRL N No gadgets project/window/no gadgets CTRL O Object space to view view/input plane/object->iplane CTRL P Reset Hot-Point view/input plane/reset hot point CTRL Q General Settings settings/general CTRL R Reposition grid view/grid/reposition CTRL S Select grid view/grid/select CTRL T change objtype modify/freeform/type CTRL U clear Undobuffer settings/undo/clear CTRL V grid Visible on/off view/grid/visible CTRL W shoW all boxes view/boxes/show all CTRL X define X axis view/viewcam/define x CTRL Y define Y axis view/viewcam/define y CTRL Z custom Zoom scale view/viewcam/set custom ALT KEYS `a`...`z` ------------------------------------------------------------------------ ALT A unused ALT B cut = delete & Backup selected modify/structure/cut ALT C Copy selected modify/structure/copy ALT D Duplicate selected modify/structure/duplicate ALT E swap = Exchange selected modify/structure/swap ALT F can`t be used! ALT G can`t be used! ALT H can`t be used! ALT I Insert object project/objects/insert ALT J can`t be used! ALT K can`t be used! ALT L unused ALT M unused ALT N project New project/project/new ALT P Paste selected modify/structure/paste ALT Q Quit program project/exit real ALT R Replace object project/objects/replace ALT S Save object project/objects/save ALT T unused ALT U unused ALT V unused ALT W unused ALT X delete = eXterminate selected modify/structure/delete ALT Y unused ALT Z unused @EndNode @Node "TAGS" TAGS Type Characters: Type Explanation ------------------------------------------------------------ C - Control tag, used only internally. F - Floating-point tag. I - Integer tag. S - String tag V - Vector tag M - Modifiable vector tag. Treated as an absolute 3D point. D - Modifiable vector tag. Treated as a vector. Reserved Tag Indentifiers ID Explanation -------------------------------------------------------------------------- CEND - This ends the tag data structure. DDIR - Primary direction vector for object. DDIV - Secondary direction vector for object. FDIS - Shrink wrapping displacement. FFRI - Surface friction between particles involved in @{"Collision" Link "COLLISION"}s. FKNO - The time value of a key object in morphing. FLIF - Life time of particles created by a creation method in seconds. FLRD - The radius for the local fading of light sources. FLRN - Random factor for life time of particles created by a creation method. FLSF - The light "spot/beam edge smoothing" percentage. FMAS - Mass for object. FORC - The strength of the force. FREB - Rebound energy for @{"Collision" Link "COLLISION"} detection system. The default value is 1.0 (fully elastic); the value 0 results to fully non-elastic behaviour. FSIZ - Size for particle. This tag can be used for overriding the default object size. FSKF - Fidelity attribute for a skeleton target object. FSRN - Random factor for spin of particles created by a creation method. FVRN - Random factor for velocity of particles created by a creation method. ICNT - Maximum amount of copies generated by a Creation method ICSM - Accuracy for @{"Collision" Link "COLLISION"} detection system. Possible values 0 ... 2. IFAD - Fade attribute (0-255) IFLG - Method evaluation specifier IICN - Initial number of particles created by a creation method. IIND - Inv. Kinematic joint specifier IINH - Animation method time inheritance (0 = no inheritance) ILBR - Light source brightness ILMP - Light source intensity distribution: 0 default, 1 locally linear, 2 constant IMIT - Morphing evaluation type. 0 = linear, 1 = B-Spline, 2 = Discrete IOCT - Octaves in fractal noise method ISKE - Some animation methods like @{"PATH" Link "PATH"} @{"DIRECTION" Link "DIRECTION"} and @{"SKELETON" Link "SKELETON"} add attributes (VPHS and VDIR/VDIV tags) to their target objects when the animation system is refreshed for the first time. This tag is used for indicating that all required data is defined. ISWS - Shrink wrapping accuracy. Typical range is from 1 to 5. ITRA - Force type of a force method ITRF - Selects periodic (=1) or non-periodic (=0) evaluation MCOG - Center of Gravity. SCRE - Formula producing logical result to control target creation by @{"CREATION" Link "CREATION"} method. The result should be assigned to the 'l' variable. SDEL - Logical @{"formula" Link "r3d3:help/rpl.guide/EVAL"} to control target deletion by @{"CREATION" Link "CREATION"} method. The result should be assigned to the 'l' variable. SFOR - String tag used for defining evaluable @{"formulas" Link "r3d3:help/rpl.guide/EVAL"}. SIDE - Unique identifier used for linking group and link primitives with their targets. SMAT - This tag is used for defining @{"materials" Link "MATERIALS"} associated with mapping objects. The tag value contains the name of the material. SMTH - The name of the method associated with method objects. SOBJ - Reference to another object. Links and groups refer to other objects using this tag. SPRV - Specifies an object to be used for material previewing. SRPL - The contents of this tag can be any @{"RPL" Link "r3d3:help/rpl.guide/Main"} program. When associated with method or parameter object, the tag can be used for customizing methods and evaluable parameter objects. SWND - Window name. Can be added to viewpoint and aimpoint. VFRQ - Defines how much faster (or slower) a method's time runs compared to its parent time. VMOV - Key object translation specifier VOFF - Offset vector used by several methods. VPHS - General usage phase tag. The tag is used for modifying a method's local time. When associated with target objects, the purpose of the tag depends on the method in question. VROT - Key object rotation specifier VSCA - Key object scaling specifier VSHE - Key object skew specifier VTIE - Time end tag. When the time reaches this value, the method stops. VTIM - Method's current time. VTIS - When the current time reaches this value, the method is activated. VSPI - Spin for particles. VVEL - Velocity of particles. @EndNode @Node "MATERIALS" REAL 3D MATERIAL EDITOR @{"Common Material Properties " LINK "MATERIAL PROPERTIES"} @{"Material Handlers " LINK "MATERIAL HANDLERS"} @{"Material Variables " LINK "MATERIAL VARIABLES"} @{"Procedural Materials " LINK "PROCMAT"} @EndNode @Node "MATERIAL PROPERTIES" COMMON MATERIAL PROPERTIES Field Description ------------------------------------------------------------------------- Name Name of material in the Material library. Texture The path and name of an image file to use for defining various material properties like color or transparency. Spline B-spline meshes itself are used for the mapping definition. S-map uvwh The position and size of the image file when it is mapped onto a spline. The u and v values determine the position of the top left corner of the image and w and h control what proportion of the spline is covered. Each of these can be between 0.0 and 1.0. Color map Texture is to be used for material color definition. Bump map Red component of texture is used for bump map evaluation. The brighter the red component, the higher the bump. Transparency map Green component is used for transparency evaluation. The brighter the green component, the more transparent the material. Brilliance map Blue component is used for evaluating brilliance. The brighter the blue component, the more mirrorlike the material. Shadow map The RGB values of each pixel of the texture file are used to modify the current color values for the corresponding point of the objects surface. Clip map The surface of the object is clipped by the texture file. The object surface is removed wherever it is not covered by the texture file. This includes any areas not covered by the mapping or tiling, or any areas selected as transparent. Scope mask The material effect is modified by using the texture as a mask, which defines where the material is applied. Only the points which are affected by the texture, included in the material, get non-zero scope. The application test is equivalent to the one used for clip mapping. Anti-alias Improves rendering quality of densely textured surfaces. Transparent Color (Transp. col) The color to use as the transparent color.This affects the application of an texture for clip mapping and scope mask. Values vary between 0 and 255. Unshaded Light sources and shadows do not affect the shading of this material. Smooth Removes specular reflections on the boundaries of transparent materials. Exclusive Causes other material definitions to be ignored for any points on the surfaces covered by that specific material. Tile Selects whether texture file is to be tiled in X, Y or both directions. Flip If set, then every second tile is flipped, making texture map edges match better. Grade Selects whether color gradients are calculated for X, Y or both directions. Edge If set, the gradient selected by 'Grade' is computed inside the texture map, but the edge appears sharp. X-Freq. & Y-Freq. Specify the number of tiling repetitions over the surface of the texture. If negative, infinite tiling is applied. Positive values produce only the given, finite amount of texture tiles. Specularity Controls how sharply defined are the high-lights reflected from the surface of the material by light sources. The higher the specularity, the smaller the high-light and the harder its edges. Specular brightness (Spec. bright.) This affects how intense the specular high-lights are. Brilliance The degree to which light is reflected directly from the material surface ('mirror-like' property). Transparency The degree to which light passes through the material surface. Turbidity Controls the degree to which light is affected as it passes through the material. The higher the setting the denser the 'fog'. Turbidity saturation (Turbid. sat.) Defines how the distance which light travels in a turbid material affects the light. The default value 25 gives a linear result; so if the distance is doubled, then the effect is doubled. If this value is zero, then the distance has no effect at all. Refraction This determines the degree to which light is bent as it passes through the material. It represents the speed of light in the material as a percentage of its maximum speed through empty space. The higher this value the less the light is bent. Glow size Controls the width of the glowing area around the edge of the material. Glow brightness Defines the intensity of the glow. Bump height Relative scale of bumps produced by bump-mapping texture file. Effect Controls how strongly the properties of the current material will affect the objects to which it is applied. @EndNode @Node "MATERIAL HANDLERS" MATERIAL HANDLERS @{" Mapping " Link "MAPPING"} @{" Scope " Link "SCOPE"} @{" Bump " Link "BUMP"} @{" Color " Link "COLOR"} @{" Index " Link "INDEXH"} @EndNode @Node "MAPPING MAPPING VARIABLES x, y, z. DESCRIPTION Using an equation to modify one of these @{" variables " Link "MATERIAL VARIABLES"} changes the way in which a texture file is mapped onto the surface. BUILT-IN PROCEDURES Tilt y = y + x*a*h/w Waves y = y + sin(x*a*PI/w)*b*h SwapXY tmp = x, x = y, y = tmp Noise Fractal noise with amplitude b and density factor a @EndNode @Node "SCOPE" SCOPE VARIABLES s, sp, sb, br, tr, tu, ts, ro, ri DESCRIPTION The primary variable for the scope handler is 's' which, along with Effect level, determines how much of the material properties are mixed with the material properties already applied to the objects. BUILT-IN PROCEDURES Sphere if r < a s=100, else s=0 InvLin s = 100/(1 + r^2/a) InvExp s = 100*exp(-r/a) Local s = max(100*a/(a-r),0) Temporal s = s*(a*(1 - T) + b*T) Noise Fractal noise with amplitude b and density factor a Depth if aPhong is set, how much each face is subdivided. B-spline->Phong B-spline surfaces are converted internally to phong type freeforms before rendering. Autoexp The effect of this is the same as that of automatic exposure by a camera, which is to produce the most balanced image possible under the available lighting conditions. Field rendering Every odd frame is rendered half a pixel lower. No bgr. antial. Prevents anti-aliasing between the edges of objects and the background. Alpha output Rendering calculations will be carried out using Alpha Information from visibles. HL-shading Uses additive instead of proportional method to calculate consecutive shades of a color. Auto Box Rendering (Menu option) Renders the image in sub-squares. This saves memory, especially when rendering complex scenes, and may speed up rendering. Interlace fields (Menu option) Automatically interlaces every two fields into a frame when using field rendering. Super sampling (Menu option) When this option is selected, the X- and Y-resolution fields define sampling density on sub-pixel level. Improves rendering quality, but slows the rendering. @EndNode