@database "AORM.Toaster.Lightwave.guide"


@node Main "Lightwave 3D - Layout"
@$VER: 2.209 VTORM ©1993 Area52. All Rights Reserved.
@toc VTORM/Main
@prev VTORM.CG/Main
@next VTORM.Modeler/Main
@Index AORM.Index/Index

    Lightwave 3D - Layout

        @{"     " link Layout.Scene       } Scene
        @{"     " link Layout.Objects     } Objects
        @{"     " link Layout.Surfaces    } Surfaces
        @{"     " link Layout.Images      } Images
        @{"     " link Layout.Lights      } Lights
        @{"     " link Layout.Camera      } Camera
        @{"     " link Layout.Effects     } Effects
        @{"     " link Layout.Record      } Record
        @{"     " link Layout.Options     } Options

        @{"     " link Layout.Envelopes2             } @{I}Envelope Editor         @{ui}
        @{"     " link Layout.Motion_Control_Editor2 } @{I}Motion Control Editor   @{ui}
        @{"     " link Layout.Texture_Maps2          } @{I}Texture Maps            @{ui}

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Scene "Lightwave 3D - Layout"
@toc Main
@next Layout.Objects
@prev Layout.Scene

    Layout - Scene

        @{"     " link Scene.About          } About Lightwave 3D
        @{"     " link Scene.Clear          } Clear Scene
        @{"     " link Scene.Load           } Load Scene
        @{"     " link Scene.Save           } Save Scene
        @{"     " link Scene.First          } First Frame
        @{"     " link Scene.Last           } Last Frame
        @{"     " link Scene.Frame          } Frame Step
        @{"     " link Scene.Shift          } Shift All Keys
        @{"     " link Scene.Scale          } Scale All Keys
        @{"     " link Scene.Beep           } Frame End Beep
        @{"     " link Scene.Overview       } Scene Overview
        @{"     " link Scene.Continue       } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Scene.About "Lightwave 3D - Layout"
@toc Layout.Scene
@prev Scene.About

    Scene - About Lightwave 3D


            This opens a small window which reports which version of
        the Lightwave software you are using.

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Clear "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Clear Scene


            This will remove all objects, graphics images, brushmaps,
        textures, lights, and other items from memory. This is the
        same as setting the Layout to the default stage as found when
        the Layout program is first entered.

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Load "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Load Scene


            This will open a file requester allowing you to load in a
        new scene, containing its objects, lights, images, and other
        elements. This will automatically clear from memory any scene
        currently in the Layout.

            @{"     " link AORM.Glossary/Glossary.L} Load

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Save "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Save Scene


            This will open a file requester allowing you to save all of
        the conditions in the present Layout, such as the location of
        the objects, the use of the images, and the location and types
        of lights. This allows the scene to be reloaded at a later date,
        provided that the objects and images are still contained in their
        original paths.

@endnode
+-----------------------------------------------------------------------------+


@node Scene.First "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - First Frame


            This delimits the first frame to be viewed or rendered by
        the Layout. This number must be less than the last frame, and
        is generally either 0 or 1. The total number of frames is equal
        to the last frame minus the first frame. The animation will
        consist of all of the frames in between in increments specified
        by the Frame Step. A total of 32768 frames may be specified.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Last "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Last Frame


            This delimits the last frame to be viewed or rendered by the
        Layout. This number must be greater than the first frame, and
        may be as large as 32767. The number of frames is equal to the
        last frame minus the first frame. The animation will consist of
        all of the frames in between in increments specified by the
        Frame Step.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Frame "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Frame Step


            This specifies how often a frame should be rendered in the
        range delimited by the First and Last frames. To render every
        frame, a value of 1 is specified. To skip a frame during rendering,
        a valur of 2 is used. To skip 2 frames, a value of 3 is entered,
        and so on. The following chart shows some sample frame steps.

            First  Last  Step       Frames Rendered
              1     20     1    1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
                                12, 13, 14, 15, 16, 17, 18 ,19 ,20

              1     20     2    1, 3, 5, 7, 9, 11, 13, 15, 17, 19

              1     20     3    1, 4, 7, 10, 13, 16, 19

              1     20     4    1, 5, 9, 13, 17

              1     20     5    1, 6, 11, 17

              1    100    10    1, 11, 21, 31, 41, 51, 61, 71, 81, 91

              1    100    30    1, 31, 61, 91


            In effect, as the Frame Step increases, the number of frames
        rendered decreases. The number of frames rendered is calculated
        by subtracting the first frame value from the last frame value
        and dividing it by the frame step rate. If a frame step higher
        than 1 is used, the animation will also play back faster since
        it is in effect dropping frames.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Shift "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Shift All Keys


            This is used to move a range of frames from one position
        of the animation a specified number of frames forward or
        backward. In the evtn that the frames pass a delimiter such as
        the first or last frame, these frames are in fact moved either
        before the first frame or after the last frame.
            For example, to move a given number of frames, you must
        first specify the lower frame number and the high frame number.
        Then, you must specify the number of frames that they will be
        shifted. The following table shows the effect of the Shift All
        Keys command upon a given set of frames.

                Low  High  Shift                    Low  High
                 1    20      1     CHANGES TO       2    21

                 1    20     10     CHANGES TO      11    30

                 1    20     30     CHANGES TO      31    50

                 1    30     10     CHANGES TO      11    40

                 1    30    -10     CHANGES TO     -11    20

                50    90    -40     CHANGES TO      10    50

                50    90    -90     CHANGES TO     -40     0


            These shift operations affect all objects in the given
        frames, yet do not change the First frame or the Last frame.
        This allows a motion to begin before an animation starts,
        and allows a motion to end after the animation ends, which is
        very useful when objects are trailing each other along the
        same path or in other cases.
            The following table shows how frames may be modifed using
        the scaling routines.

                Low  High  Scale                    Low  High
                 1    20      1     CHANGES TO       1    20

                 1    20      2     CHANGES TO       1    40

                 1    20      3     CHANGES TO       1    60

                 1    30      2     CHANGES TO       1    60

                 1    30     .5     CHANGES TO       1    15

                50    90      2     CHANGES TO      50   130

                50    90    .25     CHANGES TO      50    60

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Scale "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Scale All Keys


            This is used to alter the number of frames required for
        events to occur. For example, if a particular animation
        contains 100 frames, and a particular event occurs during
        frames 40 to 70, the time amount of frames devouted to this
        range may be increased or decreased such that the actions
        still begin together and end together yet occupy more frames.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Beep "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Frame End Beep


            This causes Lightwave to produce an audible beep through the
        audio output of the Amiga's audio system. This is performed at
        the end of rendering any given frame of an animation, notifying
        the user that the frame is ready to be viewed, manipulated, or
        added to an animation.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Overview "Lightwave 3D - Layout"
@toc Layout.Scene

    Scene - Scene Overview


            This provides an overview of the actions and events that
        occur in the current layout over a given period of time.
        This time is a portion of frames, in increments of 1, from
        the first to the last frame. All objects, lights, cameras,
        and bones will be listed along with the frames where they
        are present.
            The vertical slider to the right of the action area is
        used to scroll through the elements in the layout. The
        horizontal slider above the area is used to advance through
        the frames available in the current scene.
            Objects are denoted by their names and a special code.
        In the event that numerous objects are in the current scene,
        they may be selected by name from this window. Upon closing
        this window, the currently selected item will become the
        selected item in the Layout. Items are identified by the
        following codes:

                O       Represents an object. Numerous objects
                        may be used in the Layout editor.

                B       Represents the bone of an object. Numerous
                        bones may be used in objects or in the
                        Layout editor.

                L       Represents a light source. Numerous light
                        sources may be used in the Layout editor,
                        although they tend to occur in small
                        numbers due to the increased rendering time
                        required in some cases.

                C       Represents the camera. Currently, Lightwave
                        only supports one camera in the Layout at
                        any given time.

@endnode
+-----------------------------------------------------------------------------+


@node Scene.Continue "Lightwave 3D - Layout"
@toc Layout.Scene
@next Scene.Continue

    Scene - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Objects "Lightwave 3D - Layout"
@toc Main
@prev Layout.Scene
@next Layout.Surfaces

    Layout - Objects

        @{"     " link Objects.Clear_All_Objects    } Clear All Objects
        @{"     " link Objects.Load_Object          } Load Object
        @{"     " link Objects.Load_From_Scene      } Load From Scene
        @{"     " link Objects.Save_All_Objects     } Save All Objects
        @{"     " link Objects.Clear_Object         } Clear Object
        @{"     " link Objects.Replace_Object       } Replace Object
        @{"     " link Objects.Save_Object          } Save Object
        @{"     " link Objects.Save_Transformed     } Save Transformed
        @{"     " link Objects.Clone_Object         } Clone Object
        @{"     " link Objects.Object_Motion        } Object Motion
        @{"     " link Objects.Object_Skeleton      } Object Skeleton
        @{"     " link Objects.Displacement_Map     } Displacement Map
        @{"     " link Objects.Metamorph_Level      } Metamorph Level
        @{"     " link Objects.Metamorph_Target     } Metamorph Target
        @{"     " link Objects.Object_Dissolve      } Object Dissolve
        @{"     " link Objects.Clip_Map             } Clip Map
        @{"     " link Objects.Distance_Dissolve    } Distance Dissolve
        @{"     " link Objects.Maximum_Distance     } Maximum Distance
        @{"     " link Objects.Polygon_Size         } Polygon Size
        @{"     " link Objects.Polygon_Edges        } Polygon Edges
        @{"     " link Objects.Edge_Color           } Edge Color
        @{"     " link Objects.Self_Shadow          } Self Shadow
        @{"     " link Objects.Cast_Shadow          } Cast Shadow
        @{"     " link Objects.Receive_Shadow       } Receive Shadow
        @{"     " link Objects.Continue             } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Clear_All_Objects "Lightwave 3D - Layout"
@toc Layout.Objects
@prev Objects.Clear_All_Objects

    Objects - Clear All Objects


            This will remove all objects from memory that have been
        loaded in. This will not affect lights or images, but merely
        user created objects.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Load_Object "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Load Object


            This option is used to load objects into the Layout editor.
        If an object of the same name has already been loaded into the
        current scene, the newly loaded object will be assigned a unique
        ID number. If surfaces are loaded into the scene, their settings
        will be accessible by any other surfaces in the current scene by
        the same name. These surfaces will become the settings used by
        any surfaces previously loaded into the current scene by the same
        name. If the user wishes to preserve the characteristics of
        objects of the same name, the surface names must be changed to
        a unique name.

            @{"     " link AORM.Glossary/Glossary.L} Load

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Load_From_Scene "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Load From Scene


            This allows objects from a previously loaded scene to be
        loaded into the current scene. A file requestor will open in
        the current directory. All of the objects in the selected scene
        will be loaded. Optionally, the lights from the scene may also
        be loaded into the Layout editor.

            @{"     " link AORM.Glossary/Glossary.L} Load

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Save_All_Objects "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Save All Objects


            This will save all the objects in the Layout editor to their
        original positions on the hard disk. If there are multiple objects
        loaded from the same file, only one object will be saved. To ensure
        that all objects are saved properly, each must be given a unique
        storage file on the hard disk. This may be done by using the Save
        Object button.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Clear_Object "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Clear Object


            This will remove the currently selected object from the current
        scene in memory. The object may be reloaded and used in the current
        or future scene if necessary. If you do not wish to use the object
        in the scene, you may save the scene using the Save Scene command
        in the Scene menu of the Layout.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Replace_Object "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Replace Object

            Although similar to loading a new object, this will load an
        object and copy it over an existing object. Normally when loading
        an object, the new object appears as a second file with either a
        different name or a specified ID number after its name if it has
        already been used. This will not create an additional object but
        will instead take the place of the currently selected object.
            This is useful when an object has been changed by a program
        other than Lightwave and you wish to update its characteristics,
        if you want to test the conditions of another object in the
        current scene, or if you wish to temporarily replace an object
        while doing previsualization or storyboarding.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Save_Object "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Save Object


            This option is used to store an object as a file on the hard
        disk. This will record the name of the object, the surfaces and
        their settings, and the actual object. If a file by the same name
        already exists in the current directory, it will be erased and
        the new object will be stored.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Save_Transformed "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Save Transformed


            This option will save the object, much similar to the Save
        Object option, yet after the object has been modified by the
        Layout. This includes new location, size, and shape as altered
        by displacement maps or Layout functions. If a file exists on
        the current directory by the same name, it will be erased and the
        new object will be stored.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Clone_Object "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Clone Object


            This will create a copy of the currently selected object. The
        object may be copied any number of times. Along with the object
        itself, the characteristics will also be duplicated. A window
        will open requesting the number of copies to be made of the object.
        The new clone objects will be given ID numbers in addition to the
        name of the object.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Object_Motion "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Object Motion


            The activity of an object may be modified by giving it a motion
        characteristic. The motions available are listed in a popup
        requester, of which any listed motion may be used to affect the
        way the object behaves during that instant of time. Motions of an
        object may occur over a range of continuous frames.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Object_Skeleton2 "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Object Skeleton




@endnode
+-----------------------------------------------------------------------------+


@node Objects.Displacement_Map "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Displacement Map


            This is used to specify the texture used on a given object.
        The actual object will be modified in shape in response to the
        displacement map applied to it. In most cases, displacement
        mapping works best when the object has a large number of polygons.
        Otherwise, displacements will not appear smooth and may become
        indistinguishable from the original object.
            This will open the Texture editor, permitting either Bump Maps
        or Projection Maps to be applied to any given object. Custom
        bitmap images may be applied to object do distort their surfaces.
        To use a custom butmap, it must have been loaded into the Layout
        editor.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Metamorph_Level "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Metamorph Level


            This specifies the percentage of metamorphing that has occured
        between the source and target objects at the given frame. This
        may be entered in the field as the percentage, or it may be devised
        using the Envelope created using the Envelope editor.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Metamorph_Target "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Metamorph Target


            This selects which object another object is going to morph
        into. The target object may be selected from any of the objects
        currently in the Layout. The target object should be as close
        as possible to the source object, having the same number of points
        and the same size polygons.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Object_Dissolve "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Object Dissolve


            This specifies the amount of transparency that an object has.
        If an object were completely transparent, it would have a Dissolve
        value of 100% and would not be visible when rendered. A fully
        visible object will have a Dissolve value of 0%. Changing this
        value allows objects to be partially visible, or permits fading
        in and out during an animated sequence.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Clip_Map "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Clip Map


@endnode
+-----------------------------------------------------------------------------+


@node Objects.Distance_Dissolve "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Distance Dissolve


            This sets the amount of transparency of an object based upon the
        distance of the object from the camera. And object near the camera
        will be 100% visible, while an object near the distance specified
        will be nearly invisible. This allows for a smooth transition of
        transparency as an object moves towards to away from the camera,
        such as might occur during fog or under water. The distance at which
        the object is 100% transparent is specified in the Maximum Distance
        field.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Maximum_Distance "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Maximum Distance


            This field is used to specify the distance for which a Distance
        Disolve object becomes 100% transparent. If an object is within a
        radius equal to or less than this distance, then the object will be
        partially or completely visible depending on its distance to the
        camera. As the object approaches the camera, it will become more
        visible. As it approaches the Maximum Distance from the camera, it
        will become less visible.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Polygon_Size "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Polygon Size


            This specifies the amount of surface area that each polygon
        will occupy when it is rendered. If the amount of surface area
        in the field is 100%, then the entire polygon will be rendered.
        If a lesser value is entered, then the polygon will be rendered
        at an area equal to that percentage from the center of the
        polygon towards the edge of the polygon.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Polygon_Edges "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Polygon Edges


            This is used to draw edges around each polygon rendered in
        a scene. This is in very many ways similar to a wireframe image
        with the exception that the surfaces of the polygons may also be
        rendered. The color of the polygon edges may be specified in the
        Edge Color field.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Edge_Color "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Edge Color


            This field is used to specify the color of the edges used
        in the Polygon Edges function. These edges will only be visible
        when the Polygon Edges are being used. To change the edge color,
        click the Edge Color gadget to open the color gun window. Then
        slide the gadgets until the required color value for the Red,
        Green, and Blue bits matches the desired color. The color defined
        by these settings is shown in a bar across the bottom of the screen.

            @{"     " link AORM.Index/Color_Table  } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Self_Shadow "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Self Shadow


            This specifies that an object is to cast a shadow upon itself.
        While not all objects are capable of casting shadows upon
        themselves, some objects are made up of subgroups that are capable
        of casting shadows upon other parts of the group. This does not
        necessarily mean that shadows will be cast on other objects, unless
        the Cast Shadow option is used.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Cast_Shadow "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Cast Shadow


            This specifies that the object is capable of casting a shadow
        onto another separate object in the scene. This will not cast a
        shadow upon itself or parts of itself unless the Self Shadow option
        is used.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Receive_Shadow "Lightwave 3D - Layout"
@toc Layout.Objects

    Objects - Receive Shadow


            This specifies that the object is capable of receiving a shadow
        from other objects in the room. All objects that are capable of
        casting shadows may potentially cast shadows upon this object,
        while those that do not cast shadows will not have shadows cast
        upon this object.

@endnode
+-----------------------------------------------------------------------------+


@node Objects.Continue "Lightwave 3D - Layout"
@toc Layout.Objects
@next Objects.Continue

    Objects - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Surfaces "Lightwave 3D - Layout"
@toc Main
@prev Layout.Objects
@next Layout.Images

    Layout - Surfaces

        @{"     " link Surfaces.Current_Surface         } Current Surface
        @{"     " link Surfaces.Load_Surface            } Load Surface
        @{"     " link Surfaces.Save_Surface            } Save Surface
        @{"     " link Surfaces.Rename_Surface          } Rename Surface
        @{"     " link Surfaces.Surface_Color           } Surface Color
        @{"     " link Surfaces.Luminosity              } Luminosity
        @{"     " link Surfaces.Diffuse_Level           } Diffuse Level
        @{"     " link Surfaces.Outline_Only            } Outline Only
        @{"     " link Surfaces.Additive                } Additive
        @{"     " link Surfaces.Sharp_Terminator        } Sharp Terminator
        @{"     " link Surfaces.Specular_Level          } Specular Level
        @{"     " link Surfaces.Color_Highlights        } Color Highlights
        @{"     " link Surfaces.Glossiness              } Glossiness
        @{"     " link Surfaces.Reflectivity            } Reflectivity
        @{"     " link Surfaces.Reflected_Image         } Reflected Image
        @{"     " link Surfaces.Transparancy            } Transparancy
        @{"     " link Surfaces.Color_Filter            } Color Filter
        @{"     " link Surfaces.Refractive_Index        } Refractive Index
        @{"     " link Surfaces.Edge_Transparancy       } Edge Transparancy
        @{"     " link Surfaces.Edge_Threshold          } Edge Threshold
        @{"     " link Surfaces.Smoothing               } Smoothing
        @{"     " link Surfaces.Maximum_Smoothing_Angle } Maximum Smoothing Angle
        @{"     " link Surfaces.Double_Sided            } Double Sided
        @{"     " link Surfaces.Continue                } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Current_Surface "Lightwave 3D - Layout"
@toc Layout.Surfaces
@prev Surfaces.Current_Surface

    Surfaces - Current Surface


            This specifies which surface is the current one to be operated
        on or modified using the Surface menu options. The surface shown
        must be loaded into the Layout editor, and will be accessible by
        pressing the gadget. The list of all surfaces currently in memory
        will be provided, from which the current surface may be selected.
        If a desired surface is not listed in the list of available
        surfaces, it must be loaded from disk using the Load Surface
        command.

            @{"     " link Surfaces.Load_Surface            } Surfaces - Load Surface
            @{"     " link AORM.Glossary/Glossary.L         } Load

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Load_Surface "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Load Surface


            This allows a new surface to be loaded from the disk drive,
        including all of its surface characteristics. The Load Surface
        command uses the standard file requester. The surface will then
        be available and may be selected as the current surface by using
        the Current Surface command.

            @{"     " link Surfaces.Current_Surface         } Surfaces - Current Surface
            @{"     " link AORM.Glossary/Glossary.L         } Load

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Save_Surface "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Save Surface


            This allows a new surface to be saved to the disk drive,
        including all of its surface characteristics. The Save Surface
        command uses the standard file requester. If a surface is changed
        but is not saved, it will not be stored to disk for future use.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Rename_Surface "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Rename Surface


            This option is used to rename a surface. When loading multiple
        objects with the same name, each individual object is identified
        by an ID number. Surfaces within these objects with common surface
        names will not have unique ID numbers, but will instead share
        characteristics. This allows a surface to share its own individual
        characteristics as compared to other surfaces of the same name.
        The name of the new surface is not recorded on disk unless the
        surface is saved.

                @{"     " link AORM.Glossary/Glossary.R} Rename

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Surface_Color "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Surface Color


            This is used to modify the color of a surface of an object.
        This will open the palette requester, allowing the Red, Green,
        and Blue color settings to be altered. The resulting color will
        be displayed in the bottom portion of the screen. A list of
        colors and their RGB values may be found in the Index.

            @{"     " link AORM.Index/Color_Table  } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Luminosity "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Luminosity


            This specifies the amount that an object glows. The surface
        will glow using an increasing intensity as the luminosity is
        increased.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Diffuse_Level "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Diffuse Level


            This allows an object's surface to diffuse light in various
        directions, making it appear as though it is either brighter or
        darker depending on its position in relation to the light. A
        higher percentage will cause more light to diffuse.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Outline_Only "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Outline Only


            This will render the polygons as an outline only, and will
        leave the internal area unrendered. The outlines will be rendered
        in the colors specified by their surface colors. This rendering
        technique is useful in creating CAD style renderings or mechanical
        presentations.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Additive "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Additive


            This specifies that the color of a surface is to have the
        surface colors of all objects behind it added to it. Since adding
        together various color values will increase the amount of Red,
        Green, and Blue, the colors can be added to a maximum of White,
        which is the most amount of color any given can be visible as.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Sharp_Terminator "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Sharp Terminator


            This causes shadows on objects to have sharp edges as opposed
        to gradiated edges. A gradiated edge would be readily apparant
        on an object that has light aimed towards it from various angles,
        while a sharp edge is created when light rays are near parallel.
        This type of sharp edge occurs when the light source is a large
        distance from the object receiving the shadow.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Specular_Level "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Specular Level


            This specifies the amount of specular highlights that a
        surface may have. This is evident as a small highlight may appear
        to shine across the surface or edges of an object, often as light
        passes across it or as it moves and rotates. The color of the
        specular highlight will match the color of the light cast upon
        it unless Color Highlights are specified.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Color_Highlights "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Color Highlights


            This specifies that specular highlights from the surface of
        an object will combine the color of the light source with the
        color of the surface it is reflected off of. This option can only
        be used if the Specular Level is greater than 0%.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Glossiness "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Glossiness


            Glossiness specifies the amount of space occupied by a
        specular highlight. A surface that has high glossiness will have
        larger highlights, while a surface with low glossiness will have
        smaller highlights. Glossiness may be specified as either Low,
        Medium, High, or Maximum.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Reflectivity "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Reflectivity


            This field specifies the percentage of reflection that the
        surface will have. A reflection level of 0% will cause no
        reflection, while a value of 100% will cause the surface to
        appear as a complete reflection of other surfaces. If a surface
        is set to reflect 100%, the surface color, image maps, and its
        textures may not be shown.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Reflected_Image "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Reflected Image


            This specifies that the surface is to have the specified
        image reflected off of it. This is used to create mirrored
        surfaces. The amount of reflection can be specified using the
        Reflectivity field.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Transparency "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Transparency


            This specifies the amount of transparency of an object. An
        object with 0% transparency will appear solid, while an object
        with 100% transparency will appear invisible.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Color_Filter "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Color Filter


            If the object is somehwat transparent using the Transparency
        setting, this will allow the object to alter the color of any
        light that passes through it. Objects behind the transparent object
        will also appear tinted in the color of the transparent object.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Refractive_Index "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Refractive Index


            The specifies the amount of bending that will occur as a light
        source passes through the surface. Light that passes through air
        generally does not refract, and therefor has a refractive index
        of 1.0. All other transparent surfaces will have a refractive index
        of 1.0 or greater depending on the type of surface. This option is
        only usable when the object has a transparency greater than 0%,
        and the image must be rendered in Realistic mode. When Realistic
        Mode is selected, Trace Refraction must also be specified from the
        same menu in order to allow raytracing of refractive surfaces.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Edge_Transparency "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Edge Transparency


            Specifies the type of edge a surface may have, which may be
        either Opaque, Normal, or Transparent. An Opaque edge creates an
        edge whose threshold of thickness may be modified using the Edge
        Threshold. A Normal edge creates a solid edge about the surface.
        A Transparent edge blends the edge into the ackground images or
        objects based upon the Edge Threshold.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Edge_Threshold "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Edge Threshold


            Specifies the amount of transparency to exist at the edge of
        a surface. This edge may exist over the entire surface of the
        object or it may be limited to the extreme edge, depending on the
        threshold values. This will affect Opaque and Transparent edges
        but not Normal edges. Low thresholds cause sharp gradients, while
        high thresholds cause soft gradients.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Smoothing "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Smoothing


            This option turns on Phong shading. With this option off, all
        edges in an object will be visible as sharp edges. With smoothing
        on, all edges within the threshold that also share common vertices
        will be Phong shaded. This type of shading will cause the edges of
        the adjoining polygons to appear soft and smooth as opposed to
        sharp. In order for smoothing to work properly, the adjacent edges
        must share the same vertices.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Maximum_Smoothing_Angle "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Maximum Smoothing Angle


            This field specifies the threshold in degrees for which Phong
        shading will be performed on two adjoining edges. Any two edges
        that intersect or join at an angle less than this threshold will
        be Phong shaded when the Smoothing option is specified. Any angle
        above this threshold will not be Phong shaded.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Double_Sided "Lightwave 3D - Layout"
@toc Layout.Surfaces

    Surfaces - Double Sided


            This causes the entire surface to become double sided. These
        polygons will have the same surface characteristics, such as color
        or texture maps, applied to each side of the polygon. This is
        used when polygons are meant to be viewed from either side, or to
        assure that some objects have all polygons viewable when imported
        from another program that is based upon double sided polygons.

@endnode
+-----------------------------------------------------------------------------+


@node Surfaces.Continue "Lightwave 3D - Layout"
@toc Layout.Surfaces
@next Surfaces.Continue

    Surfaces - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Images "Lightwave 3D - Layout"
@toc Main
@prev Layout.Surfaces
@next Layout.Lights

    Layout - Images

        @{"     " link Images.Clear_All_Images      } Clear All Images
        @{"     " link Images.Load_Image            } Load Image
        @{"     " link Images.Load_Sequence         } Load Sequence
        @{"     " link Images.Current_Image         } Current Image
        @{"     " link Images.Clear_Image           } Clear Image
        @{"     " link Images.Frame_Offset          } Frame Offset
        @{"     " link Images.Loop_Sequence         } Loop Sequence
        @{"     " link Images.Sequence_Loop_Length  } Sequence Loop Length
        @{"     " link Images.Color_Cycling         } Color Cycling
        @{"     " link Images.Low_Cycle_Index       } Low Cycle Index
        @{"     " link Images.High_Cycle_Index      } High Cycle Index
        @{"     " link Images.Continue              } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Images.Clear_All_Images "Lightwave 3D - Layout"
@toc Layout.Images
@prev Images.Clear_All_Images

    Images - Clear All Images


            This will remove any images in the Layout editor. If you
        require new images to be used in the Layout editor, they must
        be loaded from the hard drive. To load images or sequences of
        images into the Layout editor, you must use the Load Image or
        Load Sequence commands. After selecting this command, the
        current image will be set to (none).

            @{"     " link Images.Load_Image            } Images - Load Image
            @{"     " link Images.Load_Sequence         } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.L     } Load

@endnode
+-----------------------------------------------------------------------------+


@node Images.Load_Image "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Load Image


            This is used to load an image into the Layout editor, so that
        it may be reflected or wrapped around objects. The loaded image
        will be listed in the table of images, which may be viewed by using
        the cycle gadget for the current image. The Layout can load IFF
        and Framestore images.

            @{"     " link Images.Load_Sequence         } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.F     } Frame
            @{"     " link AORM.Glossary/Glossary.L     } Load

@endnode
+-----------------------------------------------------------------------------+


@node Images.Load_Sequence "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Load Sequence


            @{"     " link Images.Load_Image            } Images - Load Image
            @{"     " link AORM.Glossary/Glossary.F     } Frame
            @{"     " link AORM.Glossary/Glossary.L     } Load

@endnode
+-----------------------------------------------------------------------------+


@node Images.Current_Image "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Current Image


            This cycle gadget is used to select the current image which
        may be operated on by the Images menu. Clicking on the cycle
        gadget will open a list of all images loaded into the Layout
        editor. The current image may be selected from this list, and
        its name will appear in the cycle gadget.

            @{"     " link Images.Load_Image            } Images - Load Image
            @{"     " link Images.Load_Sequence         } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.L     } Load

@endnode
+-----------------------------------------------------------------------------+


@node Images.Clear_Image "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Clear Image


            This is used to delete from memory the current image. If the
        current image is the only image in the Layout editor, there will
        be no current image. A new current image can be selected from
        that cycle gadget if more are loaded into memory. All images may
        be cleared simultaneously using the Clear All Images command.

            @{"     " link Images.Clear_All_Images  } Images - Clear All Images

@endnode
+-----------------------------------------------------------------------------+


@node Images.Frame_Offset "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Frame Offset


            This is used to specify an offset from the first frame of the
        current animation. The first frame rendered will be the frame
        located at the sum of the First Frame and the Frame Offset. For
        example, if an animation has 100 frames, with the first frame equal
        to 0 and the last frame set to 99, a frame offset of 10 would start
        rendering at frame 10.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Images.Loop_Sequence "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Loop Sequence


            Specifies that the current animation will loop. After
        displaying the last frame of the animation, a looping animation
        will begin animating at the first frame again. The animation will
        loop after the Sequence Loop Length has been reached by the
        current animation frame.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Images.Sequence_Loop_Length "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Sequence Loop Length


            Specifies that a looping animation will begin looping after
        this number of frames has been reached. This is only used if
        the Loop Sequence option is used. For example, in a 100 frame
        animation with the first frame of 1 and the last frame of 100,
        if the Sequence Loop Length is set to 50, then the animation
        will loop between frames 1 and 50, which constitutes 50 frames.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Images.Color_Cycling "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Color Cycling


            This is used to turn on color cycling. This may be set to
        forward or reverse cycling, throught the palette or a range
        within the palette. When cycling is turned on, the colors will
        change to each of the other colors in the palette range specified.
        Colors can only be cycled in images with 1 to 8 bitplanes, not
        including special images such as EHB or HAM.


            If an image has 4 colors, for example Red, Green, Blue, and
        Yellow, the colors will be cycled through each pixel in the same
        order. After the 4th cycle, the process will repeat.

               CYCLE 1         CYCLE 2         CYCLE 3         CYCLE 4

            Color0: Red     Color0: Yellow  Color0: Blue    Color0: Green
            Color1: Green   Color1: Red     Color1: Yellow  Color1: Blue
            Color2: Blue    Color2: Green   Color2: Red     Color2: Yellow
            Color3: Yellow  Color3: Blue    Color3: Green   Color3: Red

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table
            @{"     " link AORM.Glossary/Glossary.C     } Color Cycling

@endnode
+-----------------------------------------------------------------------------+


@node Images.Low_Cycle_Index "Lightwave 3D - Layout"
@toc Layout.Images

    Images - Low Cycle Index


            Specifies the lower color pen to begin color cycling from.
        All colors between the Low Cycle Index and the High Cycle Index
        will be cycled.


            If an image has 4 colors, for example Red, Green, Blue, and
        Yellow, the colors will be cycled through each pixel in the same
        order, within the specified range.  If the Low Cycle Index were
        set to Color1 (the second color pen, preceeded by Color0), then
        all colors from Color1 to Color3 would cycle. After the 3rd cycle,
        the process will repeat. All colors before the Low Cycle Index
        (in this case only Color0) will not be changed.

                       CYCLE 1         CYCLE 2         CYCLE 3

                    Color0: Red     Color0: Red     Color0: Red
                    Color1: Green   Color1: Yellow  Color1: Blue
                    Color2: Blue    Color2: Green   Color2: Yellow
                    Color3: Yellow  Color3: Blue    Color3: Green

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table
            @{"     " link AORM.Glossary/Glossary.C     } Color Cycling

@endnode
+-----------------------------------------------------------------------------+


@node Images.High_Cycle_Index "Lightwave 3D - Layout"
@toc Layout.Images

    Images - High Cycle Index


            Specifies the higher color pen to end color cycling from.
        All colors between the Low Cycle Index and the High Cycle Index
        will be cycled.


            If an image has 4 colors, for example Red, Green, Blue, and
        Yellow, the colors will be cycled through each pixel in the same
        order, within the specified range.  If the High Cycle Index were
        set to Color2 (the third color pen, preceeded by Color0 and Color1),
        then all colors from Color0 to Color2 would cycle. After the 3rd
        cycle, the process will repeat. All colors before the High Cycle
        Index (in this case only Color3) will not be changed.

                       CYCLE 1         CYCLE 2         CYCLE 3

                    Color0: Red     Color0: Blue    Color0: Green
                    Color1: Green   Color1: Red     Color1: Blue
                    Color2: Blue    Color2: Green   Color2: Red
                    Color3: Yellow  Color3: Yellow  Color3: Yellow

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table
            @{"     " link AORM.Glossary/Glossary.C     } Color Cycling

@endnode
+-----------------------------------------------------------------------------+


@node Images.Continue "Lightwave 3D - Layout"
@toc Layout.Images
@next Images.Continue

    Images - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Lights "Lightwave 3D - Layout"
@toc Main
@prev Layout.Images
@next Layout.Camera

    Layout - Lights

        @{"     " link Lights.Clear_All_Lights      } Clear All Lights
        @{"     " link Lights.Add_Light             } Add Light
        @{"     " link Lights.Ambient_Color         } Ambient Color
        @{"     " link Lights.Ambient_Intensity     } Ambient Intensity
        @{"     " link Lights.Enable_Lens_Flare     } Enable Lens Flare
        @{"     " link Lights.Enable_Shadow_Maps    } Enable Shadow Maps
        @{"     " link Lights.Current_Light         } Current Light
        @{"     " link Lights.Clear_Light           } Clear Light
        @{"     " link Lights.Rename_Light          } Rename Light
        @{"     " link Lights.Clone_Light           } Clone Light
        @{"     " link Lights.Light_Motion          } Light Motion
        @{"     " link Lights.Light_Color           } Light Color
        @{"     " link Lights.Light_Intensity       } Light Intensity
        @{"     " link Lights.Lens_Flare            } Lens Flare
        @{"     " link Lights.Lens_Flare_Options    } Lens Flare Options
        @{"     " link Lights.Light_Type            } Light Type
        @{"     " link Lights.Intensity_Falloff     } Intensity Falloff
        @{"     " link Lights.Spotlight_Cone_Angle  } Spotlight Cone Angle
        @{"     " link Lights.Spot_Soft_Edge_Angle  } Spot Soft Edge Angle
        @{"     " link Lights.Shadow_Type           } Shadow Type
        @{"     " link Lights.Shadow_Map_Size       } Shadow Map Size
        @{"     " link Lights.Use_Cone_Angle        } Use Cone Angle
        @{"     " link Lights.Shadow_Map_Angle      } Shadow Map Angle
        @{"     " link Lights.Shadow_Fuzziness      } Shadow Fuzziness
        @{"     " link Lights.Continue              } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Clear_All_Lights "Lightwave 3D - Layout"
@toc Layout.Lights
@prev Lights.Clear_All_Lights

    Lights - Clear All Lights


            This option will remove all of the lights from the current
        Layout with the exception of the first light. The specifications
        of the first light is reset to its default settings.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Add_Light "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Add Light


            This option will add a new light to the Layout editor. Each
        new light has the same default settings. Increasing the number
        of lights will increase rendering times, as well as increase the
        intensity of colors rendered when the lights are combined. When
        more than one light is aimed at a given object, it is suggested
        that the intensities of these lights be reduced to avoid
        overexposure on the objects.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Ambient_Color "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Ambient Color


            This option is used to set the amount of ambient light in a
        scene. Ambient light is light that appears on all surfaces in a
        scene, caused by a strong distant light source such as the Sun,
        for which the light is reflected off of other surfaces. For
        example, although our world is naturally lit by the Sun, our
        shadow is cast without removing all light from the objects are
        shadows are cast upon. Ambient light is also used to create
        shades, which is the absence of a direct light source on any
        given surface.
            To adjust the ambient light, sliders may be used to set the
        amount of Red, Green, and Blue color. These values may also be
        entered in the fields that display the current values. These
        values may range from 0 to 255. 0 represents less color and
        255 represents more color.

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Ambient_Intensity "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Ambient Intensity


            This specifies the intensity of ambient light. Ambient light
        is the light that is shown on all surfaces of all objects, due
        to strong light sources such as the Sun. If the intensity is too
        high, shadows will not cast well upon objects. If it is too low,
        shadows will blacken out surfaces that they are cast upon.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Enable_Lens_Flare "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Enable Lens Flare


            This is used to specify that all visible light sources will
        create lens flares upon the camera lens. The type of lens flares
        may be defined using the Lens Flare Options.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Enable_Shadow_Maps "Lightwave 3D - Layout"
@toc Layout.Lights

    Enable Shadow Maps


            This is used to specify that all visible light rays will cast
        shadows when blocked by objects in the current scene.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Current_Light "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Current Light


            This is used to specify the light which is to be modified
        using the Lights menu in the Layout editor. The current light
        may be selected by clicking on the cycle gadget. A list of all
        available light sources will be listed in a window, and the
        new current light may be selected. If no lights are available
        in the Layout editor, (none) will be listed as the current light.
        A light may be added using the Add Light command.

            @{"     " link Lights.Add_Light             } Lights - Add Light

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Clear_Light "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Clear Light


            This is used to remove the current light from the Layout
        editor. This light will not be available in the list of light
        sources. If the last light source is deleted, the current light
        source will be listed as (none). To add a new light, use the
        Add Light command.

            @{"     " link Lights.Add_Light             } Lights - Add Light

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Rename_Light "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Rename Light


            This command renames the current light source. The new name
        will be used in all references to that light source.

            @{"     " link AORM.Glossary/Glossary.R} Rename

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Clone_Light "Lightwave 3D - Layout"
@toc Layout.Lights

    Clone Light


            This command is used to make duplicate copies of the current
        light source. All specifications of the current light will be
        copied, and a new ID number will be assigned to the newly added
        light sources. A requester will open allowing any number of clone
        lights to be created from a given light. All new lights will be
        selectable as the Current Light by using the Current Light command.
        Since ID numbers are generated for clone lights, each clone light
        can be renamed using the Rename Light command.

            @{"     " link Lights.Add_Light         } Lights - Add Light
            @{"     " link Lights.Current_Light     } Lights - Current Light
            @{"     " link Lights.Rename_Light      } Lights - Rename Light

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Light_Motion "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Light Motion


            This is used to specif the type of motion the current light
        will take as time advances each frame. The standard Motion
        Control Panel is used.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Light_Color "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Light Color


            This is used to specify the color of the current light source.
        All lights are defined by three values, based upon a combination
        of Red, Green, and Blue light waves, commonly known as RGB. A
        list of colors and their corresponding RGB values can be found
        in the Index.

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Light_Intensity "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Light Intensity


            This is used to specify the intensity level of the current
        light source. The value is a percentage, where 100% is fully
        intense and 0% contains no intensity.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Lens_Flare "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Lens Flare


            This specifies that the current light source will have its
        image reflected off of the lens of the camera. The lens flare
        may have various chatacteristics defined using the Lens Flare
        Options.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Lens_Flare_Options "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Lens Flare Options


            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Light_Type "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Light Type


@endnode
+-----------------------------------------------------------------------------+


@node Lights.Intensity_Falloff "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Intensity Falloff


            This specifies the amount of intensity that is decreased as
        the light is emmitted from the light source. The light intensity
        decreases by this percentage for every unit distance the light
        travels.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Spotlight_Cone_Angle "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Spotlight Cone Angle


            This is used to specify the angle of the cone for a spotlight.
        The Layout editor will show the shape of the cone specified when
        cone drawing is active. The angle is measured with vertices at
        the light source, a point along the light beam perpendicular to
        the light source, and a point along the circumference of the cone
        perpendiculat to the center point.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Spot_Soft_Edge_Angle "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Spot Soft Edge Angle


            This is used to specify the amount of soft edge to be rendered
        at the edge of a spotlight. To produce a sharp edge, a value of
        0 degrees is specified.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Shadow_Type "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Shadow Type


            Specifies the type of shadow to be rendered by the current
        light source. Shadows may be turned off, ray traced, or shadow
        mapped. Ray tracing will render sharp shadows, while shadow
        mapping may generate soft shadows.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Shadow_Map_Size "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Shadow Map Size


            This is used to specify the amount of memory to be reserved
        when generating shadow maps. Larger amounts of memory will creater
        higher quality shadows, while smaller amounts of memory will
        create shadows of lower quality.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Use_Cone_Angle "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Use Cone Angle


            This is used to specify that all objects in the cone produced
        by a light source will be shadow mapped, when shadow mapping is
        used.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Shadow_Map_Angle "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Shadow Map Angle


            This is used to specify the angle within the cone that will
        have shadow mapping rendered in it when shadow mapping is used.
        This allows particular objects to be rendered with shadow mapping
        which fall within the cone, saving memory and time, as opposed to
        rendering all objects in the cone with shadow maps. If desired,
        all objects in the light's cone may be rendered using the Use
        Cone Angle option.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Shadow_Fuzziness "Lightwave 3D - Layout"
@toc Layout.Lights

    Lights - Shadow Fuzziness


            This is used to specify the softness of the edges of the
        shadow created by objects within the current light. Lower
        values create sharper edges, while higher values create softer
        edges.

@endnode
+-----------------------------------------------------------------------------+


@node Lights.Continue "Lightwave 3D - Layout"
@toc Layout.Lights
@next Lights.Continue

    Lights - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Camera "Lightwave 3D - Layout"
@toc Main
@prev Layout.Lights
@next Layout.Effects

    Layout - Camera

        @{"     " link Camera.Camera_Motion         } Camera Motion
        @{"     " link Camera.Zoom_Factor           } Zoom Factor
        @{"     " link Camera.Rendering_Type        } Rendering Type
        @{"     " link Camera.Trace_Shadows         } Trace Shadows
        @{"     " link Camera.Trace_Reflection      } Trace Reflection
        @{"     " link Camera.Trace_Refraction      } Trace Refraction
        @{"     " link Camera.Resolution            } Resolution
        @{"     " link Camera.Overscan              } Overscan
        @{"     " link Camera.Letterbox             } Letterbox
        @{"     " link Camera.Pixel_Aspect_Ratio    } Pixel Aspect Ratio
        @{"     " link Camera.Use_Fewer_Segments    } Use Fewer Segments
        @{"     " link Camera.Limited_Region        } Limited Region
        @{"     " link Camera.Antialiasing          } Antialiasing
        @{"     " link Camera.Soft_Filter           } Soft Filter
        @{"     " link Camera.Adaptive_Sampling     } Adaptive Sampling
        @{"     " link Camera.Sampling_Threshold    } Sampling Threshold
        @{"     " link Camera.Field_Rendering       } Field Rendering
        @{"     " link Camera.Motion_Blur           } Motion Blur
        @{"     " link Camera.Depth_of_Field        } Depth of Field
        @{"     " link Camera.Particle_Blur         } Particle Blur
        @{"     " link Camera.Blur_Length           } Blur Length
        @{"     " link Camera.Focal_Distance        } Focal Distance
        @{"     " link Camera.Continue              } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Camera_Motion "Lightwave 3D - Layout"
@toc Layout.Camera
@prev Camera.Camera_Motion

    Camera - Camera Motion


@endnode
+-----------------------------------------------------------------------------+


@node Camera.Zoom_Factor "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Zoom Factor


            This is used to specify the amount of zooming the camera
        has performed using its lenses. A lower zoom factor will
        produce a wider view angle, will a higher zoom factor will
        produce a thinner view angle.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor
            @{"     " link AORM.Glossary/Glossary.C     } @{FG HIGHLIGHT}Camera @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.L     } @{FG HIGHLIGHT}Lens   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.Z     } @{FG HIGHLIGHT}Zoom   @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Rendering_Type "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Rendering Type


            This is used to specify the method of rendering to perform
        in the scene. Some rendering methods are meant merely for testing
        animations since they render much quicker than the more complicated
        methods.

            WIREFRAME       Specifies that the images will be rendered in
                            wireframes, showing polygon edges, with no
                            texures or brushmaps shown.

                                @{"     " link AORM.Glossary/Glossary.E} @{FG HIGHLIGHT}Edge        @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.W} @{FG HIGHLIGHT}Wireframe   @{FG TEXT}


            QUICKSHADE      Specifies that the images will be rendered
                            with solid polygons, yet without textures,
                            brushmaps, shadows, or transparancies.

                                @{"     " link AORM.Glossary/Glossary.P} @{FG HIGHLIGHT}Polygon     @{FG TEXT}


            REALISTIC       Specifies that the images will be rendered
                            with all available textures, brushmaps,
                            shadows, transparencies, lens flares, ray
                            trace modes, and other special options.

                                @{"     " link AORM.Glossary/Glossary.B} @{FG HIGHLIGHT}Brushmap        @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.L} @{FG HIGHLIGHT}Lens Flare      @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.R} @{FG HIGHLIGHT}Ray Trace       @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.S} @{FG HIGHLIGHT}Shadow          @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.T} @{FG HIGHLIGHT}Texture         @{FG TEXT}
                                @{"     " link AORM.Glossary/Glossary.T} @{FG HIGHLIGHT}Transparency    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Trace_Shadows "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Trace Shadows


            Specifies that ray tracing will be used to produce selected
        shadows. Objects must be set on an individual basis whether or
        not they will receive or cast shadows, and lights must be set
        on an individual basis whether or not they will cast shadows.

            @{"     " link Objects.Self_Shadow          } Objects - Self Shadow
            @{"     " link Objects.Cast_Shadow          } Objects - Cast Shadow
            @{"     " link Objects.Receive_Shadow       } Objects - Receive Shadow
            @{"     " link Lights.Enable_Shadow_Maps    } Lights - Enable Shadow Maps
            @{"     " link Lights.Shadow_Type           } Lights - Shadow Type
            @{"     " link AORM.Glossary/Glossary.O} @{FG HIGHLIGHT}Object  @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.L} @{FG HIGHLIGHT}Light   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.S} @{FG HIGHLIGHT}Shadow  @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Trace_Reflection "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Trace Reflection


            Specifies that surfaces capable of reflecting images will
        reflect images based upon their assigned levels of reflection.

            @{"     " link AORM.Glossary/Glossary.R} @{FG HIGHLIGHT}Reflection    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Trace_Refraction "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Trace Refraction


            Specifies that surfaces capable of refracting images will
        refract images based upon their assigned levels of refraction.

            @{"     " link AORM.Index/refraction   } INDEX: Light Refraction
            @{"     " link AORM.Glossary/Glossary.R} @{FG HIGHLIGHT}Refraction    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Resolution "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Resolution


@endnode
+-----------------------------------------------------------------------------+


@node Camera.Overscan "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Overscan


            This is used to specify that overscan areas of the scene
        will be rendered. The overscan area will be visible in the
        Layout editor by a dashed line surrounding the underscan area.
        Overscan images are often used when animations and images are
        to be displayed on television sets.

            @{"     " link AORM.Glossary/Glossary.O} @{FG HIGHLIGHT}Overscan     @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.U} @{FG HIGHLIGHT}Underscan    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Letterbox "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Letterbox


            This is used to specify that the image will be rendered in
        the cinematic letterbox format. The upper and lower portions of
        the screen will be rendered with a solid black border. The
        letterbox area will be visible in the Layout editor by a dashed
        line surrouning the letterbox viewing area.

            @{"     " link AORM.Glossary/Glossary.L} @{FG HIGHLIGHT}Letterbox    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Pixel_Aspect_Ratio "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Pixel Aspect Ratio


            Specifies which aspect ratio should be used by the image
        when rendered. Depending on the monitor or television settings,
        rendered images may appear skewed.

            @{"     " link AORM.Glossary/Glossary.A} @{FG HIGHLIGHT}Aspect Ratio    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Use_Fewer_Segments "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Use Fewer Segments


            This specifies that a larger buffer is to be used when
        rendering images. Although it does require more memory, it will
        also increase rendering times since it no longer requires that
        portions of the image be transferred and joined together.

            @{"     " link AORM.Glossary/Glossary.M} @{FG HIGHLIGHT}Memory     @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.S} @{FG HIGHLIGHT}Segment    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Limited_Region "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Limited Region


            Specifies that only a portion of the scene is to be rendered.
        The viewable area in the Layout editor may be resized by dragging
        the borders of the viewing area.

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Antialiasing "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Antialiasing


            Specifies that any jagged lines in the rendered image are
        to be antialiased. This will cause the jagged lines to become
        smoother as each pass is made over the image. Higher levels of
        anitialiasing will cause jagged edges to become smoother, while
        lower levels will cause them to be less smooth.

            @{"     " link AORM.Glossary/Glossary.A} @{FG HIGHLIGHT}Antialiasing    @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.E} @{FG HIGHLIGHT}Edge            @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Soft_Filter "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Soft Filter


            This is used to specify that edges are to be softer, as opposed
        to sharp, when rendered.

            @{"     " link AORM.Glossary/Glossary.E} @{FG HIGHLIGHT}Edge          @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.S} @{FG HIGHLIGHT}Soft Edge     @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.S} @{FG HIGHLIGHT}Sharp Edge    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Adaptive_Sampling "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Adaptive Sampling


            This is used to specify that antialiasing will be based on
        a threshold of values to determine whether or not an edge will
        be antialiased.

            @{"     " link Camera.Sampling_Threshold              } Camera - Sampling Threshold
            @{"     " link AORM.Glossary/Glossary.A}@{FG HIGHLIGHT} Adaptive Sampling   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.A}@{FG HIGHLIGHT} Antialiasing        @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.E}@{FG HIGHLIGHT} Edge                @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Sampling_Threshold "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Sampling Threshold


            This is used to specify the threshold level to determine
        whether or not a give pixel is antialiased when Adaptive Sampling
        is used.

            @{"     " link Camera.Adaptive_Sampling               } Camera - Adaptive Sampling
            @{"     " link AORM.Glossary/Glossary.A}@{FG HIGHLIGHT} Adaptive Sampling   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.A}@{FG HIGHLIGHT} Antialiasing        @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.E}@{FG HIGHLIGHT} Edge                @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Field_Rendering "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Field Rendering


            This specifies that each frame is to be rendered as an
        individual field. This is used to provide smoother animations
        for objects that are moving across the screen. Each frame will
        be rendered as two seperate fields, as opposed to each frame
        being rendered with two fields together.

            @{"     " link AORM.Glossary/Glossary.A} @{FG HIGHLIGHT }Animation  @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.F} @{FG HIGHLIGHT }Field      @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.F} @{FG HIGHLIGHT }Frame      @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Motion_Blur "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Motion Blur


            This is used to specify that objects moving across the screen
        will appear blurred. This simulates the natural occuring inability
        of the eye or cameras to view sharp edges on fast moving objects.

            @{"     " link AORM.Glossary/Glossary.B} @{FG HIGHLIGHT }Blur           @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.M} @{FG HIGHLIGHT }Motion Blur    @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Depth_of_Field "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Depth of Field


            @{"     " link AORM.Glossary/Glossary.B} @{FG HIGHLIGHT }Blur           @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.D} @{FG HIGHLIGHT }Depth of Field @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Particle_Blur "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Particle Blur

            @{"     " link AORM.Glossary/Glossary.B} @{FG HIGHLIGHT }Blur           @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.P} @{FG HIGHLIGHT }Particle Blur  @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Blur_Length "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Blur Length

            @{"     " link Layout.Envelopes                         } Layout - Envelope Editor
            @{"     " link AORM.Glossary/Glossary.B}@{FG HIGHLIGHT  } Blur           @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Focal_Distance "Lightwave 3D - Layout"
@toc Layout.Camera

    Camera - Focal Distance

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Camera.Continue "Lightwave 3D - Layout"
@toc Layout.Camera
@next Camera.Continue

    Camera - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Effects "Lightwave 3D - Layout"
@toc Main
@prev Layout.Camera
@next Layout.Record

    Layout - Effects

        @{"     " link Effects.Background_Image         } Background Image
        @{"     " link Effects.Foreground_Image         } Foreground Image
        @{"     " link Effects.Foreground_Alpha_Image   } Foreground Alpha Image
        @{"     " link Effects.Foreground_Dissolve      } Foreground Dissolve
        @{"     " link Effects.Foreground_Key           } Foreground Key
        @{"     " link Effects.Low_Clip_Color           } Low Clip Color
        @{"     " link Effects.High_Clip_Color          } High Clip Color
        @{"     " link Effects.Solid_Backdrop           } Solid Backdrop
        @{"     " link Effects.Zenith_Color             } Zenith Color
        @{"     " link Effects.Sky_Color                } Sky Color
        @{"     " link Effects.Ground_Color             } Ground Color
        @{"     " link Effects.Nadir_Color              } Nadir Color
        @{"     " link Effects.Fog_Type                 } Fog Type
        @{"     " link Effects.Minimum_Fog_Distance     } Minimum Fog Distance
        @{"     " link Effects.Maximum_Fog_Distance     } Maximum Fog Distance
        @{"     " link Effects.Backdrop_Fog             } Backdrop Fog
        @{"     " link Effects.Fog_Color                } Fog Color
        @{"     " link Effects.Dither_Intensity         } Dither Intensity
        @{"     " link Effects.Animated_Dither          } Animated Dither
        @{"     " link Effects.Color_Saturation         } Color Saturation
        @{"     " link Effects.Continue                 } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Background_Image "Lightwave 3D - Layout"
@toc Layout.Effects
@prev Effects.Background_Image

    Effects - Background Image


            This is used to specify the image to be displayed in the
        background of the scene. All objects will be rendered in front
        of the background image. If the image is smaller than 752x480
        pixels, then it will be centered in the rendered scene. If the
        camera is moved, the background image will remain aligned with
        the camera. The image must be loaded into the Layout editor in
        order to be available for use. This image may be viewed in the
        Layout editor if desired.

            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Effects.Foreground_Alpha_Image   } Effects - Foreground Alpha Image
            @{"     " link Images.Load_Image                } Images - Load Image
            @{"     " link Images.Load_Sequence             } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.B }@{FG HIGHLIGHT } Background   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.I }@{FG HIGHLIGHT } Image        @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.L }@{FG HIGHLIGHT } Load         @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Foreground_Image "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Foreground Image


            This is used to specify the image to be displayed in the
        foreground of the scene. All objects will be renderd in back of
        the foreground image. If the image is smaller than 752x480 pixels,
        then it will be centered in the rendered scene. If the camera is
        moved, the foreground image will remain aligned with the camera.
        The image must be loaded into the Layout editor in order to be
        available for use.

            @{"     " link Effects.Background_Image         } Effects - Background Image
            @{"     " link Effects.Foreground_Alpha_Image   } Effects - Foreground Alpha Image
            @{"     " link Images.Load_Image                } Images - Load Image
            @{"     " link Images.Load_Sequence             } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.F }@{FG HIGHLIGHT } Foreground   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.I }@{FG HIGHLIGHT } Image        @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.L }@{FG HIGHLIGHT } Load         @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Foreground_Alpha_Image "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Foreground Alpha Image


            This is used to specify the image to be used as an alpha
        channel for composting images. The foreground alpha image is
        a greyscale image with whiter areas showing the foreground image
        and darker areas showing the background image. If the image is
        smaller than 752x480 pixels, then it will be centered in the
        rendered scene. If the camera is moved, the foreground alpha
        image will remain aligned with the camera. The alpha image must
        be loaded into the Layout editor in order to be available for
        use.

            @{"     " link Effects.Background_Image         } Effects - Background Image
            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Images.Load_Image                } Images - Load Image
            @{"     " link Images.Load_Sequence             } Images - Load Sequence
            @{"     " link AORM.Glossary/Glossary.A }@{FG HIGHLIGHT } Alpha Channel@{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.F }@{FG HIGHLIGHT } Foreground   @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.I }@{FG HIGHLIGHT } Image        @{FG TEXT}
            @{"     " link AORM.Glossary/Glossary.L }@{FG HIGHLIGHT } Load         @{FG TEXT}

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Foreground_Dissolve "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Foreground Dissolve


            This is used to specify the transparency level of the
        foreground image. If the dissolve level is 0%, it is fully
        visible, while a value approaching 100% becomes transparent.

            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Layout.Envelopes                 } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Foreground_Key "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Foreground Key


            This is used to create transparent color keys in the
        foreground image. All colors within the Low Clip Color and
        High Clip Color range will be fully transparent.

            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Effects.Low_Clip_Color           } Effects - Low Clip Color
            @{"     " link Effects.High_Clip_Color          } Effects - High Clip Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Low_Clip_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Low Clip Color


            This is used to set the lower color register to be used
        in creating a transparent range in the foreground image. This
        is toggled on using the Foreground Key command.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Effects.Foreground_Key           } Effects - Foreground Key
            @{"     " link Effects.High_Clip_Color          } Effects - High Clip Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.High_Clip_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - High Clip Color


            This is used to set the higher color register to be used
        in creating a transparent range in the foreground image. This
        is toggled on using the Foreground Key command.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Foreground_Image         } Effects - Foreground Image
            @{"     " link Effects.Foreground_Key           } Effects - Foreground Key
            @{"     " link Effects.Low_Clip_Color           } Effects - Low Clip Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Solid_Backdrop "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Solid Backdrop


            This is used to specify that the background image will be
        a solid color with no gradients.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Zenith_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Zenith Color


            This is used to specify the color of the sky directly
        above the camera. As the sky is rendered, it will gradually
        change color as it approaches the horizon, depending on what
        the Sky Color is set to.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Sky_Color                } Effects - Sky Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Sky_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Sky Color


            This is used to specify the color of the sky. Since the real
        sky changes color as it is viewed from the horizon to the zenith,
        this color is gradiated between the Sky Color and the Zenith Color.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Zenith_Color             } Effects - Zenith Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Ground_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Ground Color


            This is used to specify the color of the ground plane. Since
        thecolor of the ground gradually changes as it approaches the
        horizon, this color is gradiated with the Nadir Color as it
        approaches the camera.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Nadir_Color              } Effects - Nadir Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Nadir_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Nadir Color


            This is used to specify the color of the ground beneath
        the camera. Since the color of the ground gradually changes as
        it approaches the horizon, this color is gradiated with the
        Ground Color as it approaches the horizon.

            @{"     " link AORM.Index/Color_Table           } INDEX: Color Table
            @{"     " link Effects.Ground_Color             } Effects - Ground Color

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Fog_Type "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Fog Type


            This is used to select the type of fog to be rendered, if
        any. Fog is a rendering effect which causes a gas or cloud to
        appear in a rendered image. Fog may be linear or nonlinear, if
        desired. When fog is turned on, the entire scene in the Layout
        editor is treated as though it is within a fog.

            OFF         Specifies that there is no fog in the current scene.

            LINEAR      Specifies that the current scene has linear fog.

            NONLINEAR   Specifies that the current scene has nonlinear fog.

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Minimum_Fog_Distance "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Minimum Fog Distance


            This field specifies the distance for which fog begins to
        affect the visibility of objects. At this minimum distance, the
        fog will be visible in the scene, and any objects in the fog will
        be only partially visible depending on the distance from the
        minimum and the maximum distance of the fog.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Maximum_Fog_Distance "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Maximum Fog Distance


            This field specifies the distance for which fog totally covers
        all objects in the scene that are beyond that point. Any objects
        behind the fog's maximum distance will not be visible, any objects
        in the fog will be partially visible, and any objects in front of
        the fog will not be affected by the fog.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Backdrop_Fog "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Backdrop Fog


            This option is used to specify that the background image is
        to be used to form the fog color of any image that appears upon
        the backdrop. This allows fog to be created in a range of colors,
        and the objects rendered will reflect these color variations.

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Fog_Color "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Fog Color


            This field is used to specify the color of the fog in the
        rendered image. A palette requester will open, allowing values
        to be entered manually or by using RGB sliders.

            @{"     " link AORM.Index/Color_Table       } INDEX: Color Table

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Dither_Intensity "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Dither Intensity


            This specifies the intensity of the dithering pattern used on
        a surface. This may be set to OFF, NORMAL, 2x, and 4x. Higher
        intensities will cause a surface to be rendered with more gradient
        pixels between two solid colors.

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Animated_Dither "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Animated Dither


            This option specifies that any dithering patterns will not
        be consistant from frame to frame, and will instead use a different
        seed value in generating the dithering. This option should not be
        used if a surface is intended to remain constant from frame to
        frame.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Color_Saturation "Lightwave 3D - Layout"
@toc Layout.Effects

    Effects - Color Saturation


            This field specifies the amount of color saturation. This may
        be set at 100% for an image with maximum color, or it may be set
        to 0% for an image with no color, rendered in black and white.

            @{"     " link Layout.Envelopes             } Layout - Envelope Editor

@endnode
+-----------------------------------------------------------------------------+


@node Effects.Continue "Lightwave 3D - Layout"
@toc Layout.Effects
@next Effects.Continue

    Effects - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Record "Lightwave 3D - Layout"
@toc Main
@prev Layout.Effects
@next Layout.Options

    Layout - Record

        @{"     " link Record.Save_RGB_Images       } Save RGB Images
        @{"     " link Record.Save_Alpha_Images     } Save Alpha Images
        @{"     " link Record.Save_Frames           } Save Frames
        @{"     " link Record.Play_Frames           } Play Frames
        @{"     " link Record.Recording             } Recording
        @{"     " link Record.Record_Setup_1        } Record Setup 1
        @{"     " link Record.Record_Setup_2        } Record Setup 2
        @{"     " link Record.Starting_Position     } Starting Position
        @{"     " link Record.Record_Command        } Record Command
        @{"     " link Record.Frame_Record_Delay    } Frame Record Delay
        @{"     " link Record.Extra_First_Delay     } Extra First Delay
        @{"     " link Record.Continue              } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Record.Save_RGB_Images "Lightwave 3D - Layout"
@toc Layout.Record
@prev Record.Save_RGB_Images

    Record - Save RGB Images


@endnode
+-----------------------------------------------------------------------------+


@node Record.Save_Alpha_Images "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Save Alpha Images


@endnode
+-----------------------------------------------------------------------------+


@node Record.Save_Frames "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Save Frames

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Play_Frames "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Play Frames

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Recording "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Recording


            This sends the record command to a single frame controller
        connected to the serial port. This must be used in order for the
        images rendered to be recorded onto video tape.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Record_Setup_1 "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Record Setup 1


            This field is used to prepare a single frame controller for
        recording. Some single frame recorders require that only one
        command be sent to initiate and prepare the controller, while
        others require two commands. If only one command is required, the
        Record Setup 2 field should remain empty. Otherwise, the second
        command may be entered there.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Record_Setup_2 "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Record Setup 2


            This field is used to prepare a single frame controller for
        recording. Some single frame recorders require that only one
        command be sent to initiate and prepare the controller, while
        others require two commands. If only one command is required,
        this field should remain empty. Otherwise, this field and the
        first field are both used, with this field containing the second
        command to be sent.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Starting_Position "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Starting Position


            Some single frame controllers will require that a frame
        number be specified in order to record the image. This number
        specifies the frame number where recording will start. When
        the frame is advanced and a new frame is rendered, the single
        frame controller will automatically advance it to the next
        frame in reference to the optional number specified in this
        field.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Record_Command "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Record Command


            This field specifies the command that is to be sent to the
        single frame controller at the completion of rendering the
        current frame. This allows the current rendered image to actually
        be recorded by the single frame controller.

@endnode
+-----------------------------------------------------------------------------+


@node Record.Frame_Record_Delay "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Frame Record Delay


            This field specifies how long the Layout renderer will wait
        before advancing to the next frame to be rendered. Some video
        tape recorders will require more time than others, while some
        will require minimal time. It is best to set this field with
        enough time to adequately accomodate the recording device.

            @{"     " link AORM.Glossary/Glossary.F     } Frame

@endnode
+-----------------------------------------------------------------------------+


@node Record.Extra_First_Delay "Lightwave 3D - Layout"
@toc Layout.Record

    Record - Extra First Delay


            This field specifies how long the Layout renderer will wait
        before advancing to the second frame to be rendered. Some video
        tape recorders will require more time than others when recording
        the very first frame of a sequence of frames. For example, there
        may be time delays in loading the tape around the recording heads
        of the recorder. It is best to set this field with enough time
        to adequately accomodate the recording device.

@endnode
+-----------------------------------------------------------------------------+


@node Record.Continue "Lightwave 3D - Layout"
@toc Layout.Record
@next Record.Continue

    Record - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Options "Lightwave 3D - Layout"
@toc Main
@prev Layout.Record
@next Layout.Options

    Layout - Options

        @{"     " link Options.Layout_Grid      } Layout Grid
        @{"     " link Options.Grid_Square_Size } Grid Square Size
        @{"     " link Options.Show_Objects     } Show Objects
        @{"     " link Options.Show_Bones       } Show Bones
        @{"     " link Options.Show_Lights      } Show Lights
        @{"     " link Options.Show_Camera      } Show Camera
        @{"     " link Options.Show_Motion_Path } Show Motion Path
        @{"     " link Options.Show_Safe_Areas  } Show Safe Areas
        @{"     " link Options.Show_Fog_Radius  } Show Fog Radius
        @{"     " link Options.Show_BG_Image    } Show BG Image
        @{"     " link Options.Show_Redraw      } Show Redraw
        @{"     " link Options.Continue         } Continue

@endnode
+-----------------------------------------------------------------------------+


@node Options.Layout_Grid "Lightwave 3D - Layout"
@toc Layout.Options
@prev Options.Layout_Grid

    Options - Layout Grid


            This specifies whether the Layout Grid is to appear or not,
        and how many squares there should be. With Layout Grid set to Off,
        no grid will appear. Setting it to 4x4 will draw 4 squares across
        each side, totaling 16 squares. 6x6 will draw 6 squares per side,
        totaling 36 squares. 8x8 will draw 8 squares per side, for a total
        of 64 squares. The default mode is 6x6.
            Changing the number of squares does not change the scale of
        the objects or the grid. Each square in the grid will still be
        spaced by the same number of units as specified in the Grid Square
        Size field.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Grid_Square_Size "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Grid Square Size


            This field specifies the size of each grid. Changing the size
        will scale the objects to fit the new grid size. For example, if
        a grid size of 1 is used and an onject is located at coordinates
        (1,1), then the object will move closer to the center of the grid
        if the grid size is increased. If the grid size is decreased, the
        object will be moved further from the center of the grid. All
        objects will be scaled if the grid size is changed.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Objects "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Objects


            This allows all objects to be viewed or hidden from view in
        the Layout editor. Hiding all objects is used to remove clutter
        and allow the user to concentrate on more important objects. These
        objects still exist in the Layout and are still renderable, yet
        are only hidden during the Layout editing process. If all objects
        are hidden, the currently selected object will be the only object
        visible.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Bones "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Bones


            This allows all bones to be viewed or hidden from view in
        the Layout editor. Hiding all bones is used to remove clutter
        and allow the user to concentrate on more important bones. These
        bones still exist in the Layout and are still available, yet
        are only hidden during the Layout editing process. If all bones
        are hidden, the currently selected bone will be the only bone
        visible.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Lights "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Lights


            This allows all lights to be viewed or hidden from view in
        the Layout editor. Hiding all lights is used to remove clutter
        and allow the user to concentrate on more important lights. These
        lights still exist in the Layout and are still available, yet
        are only hidden during the Layout editing process. If all lights
        are hidden, the currently selected light will be the only light
        visible.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Camera "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Camera


            This allows the camera to be viewed or hidden from view in
        the Layout editor. Hiding the camera is used merely to reduce
        clutter so that more important elements may be worked with. The
        camera still exists in the Layout, yet it will not be visible
        unless it is the currently selected item. The camera will still
        be available when rendering or editing.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Motion_Path "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Motion Path


@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Safe_Areas "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Safe Areas


@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Fog_Radius "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Fog Radius


@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_BG_Image "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show BG Image


            This option causes the background image to appear in the Layout
        editor whenever the camera view is selected. The image will appear
        as a dithered 4 color image, and may be used to align objects in
        the foreground with images in the background. The image will only
        be shown from the camera viewpoint.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Show_Redraw "Lightwave 3D - Layout"
@toc Layout.Options

    Options - Show Redraw


            This specifies that any items drawn in the Layout are to be
        drawn in the Layout as the edges are computed. Normally, the edges
        are computed in a separate buffer and then drawn to the Layout
        editor. This causes the wireframe box to suddenly transfer to the
        actual object after it has been modified. If this option were
        selected, the Layout would change from the wireframe box to an edge
        by edge drawing of the object. This is most noticable on larger
        objects or on slower machines.

@endnode
+-----------------------------------------------------------------------------+


@node Options.Continue "Lightwave 3D - Layout"
@toc Layout.Options
@next Options.Continue

    Options - Continue


            This will close the current window and remember certain
        changes that may have been made to the Layout and its objects
        or images.

@endnode
+-----------------------------------------------------------------------------+


@node Layout.Envelopes "Lightwave 3D - Layout"
@toc Main

    Layout - Envelopes



@endnode
+-----------------------------------------------------------------------------+


@node Layout.Motion_Control_Editor "Lightwave 3D - Layout"
@toc Main

    Layout - Motion Control Editor



@endnode
+-----------------------------------------------------------------------------+


@node Layout.Texture_Maps "Lightwave 3D - Layout"
@toc Main

    Layout - Texture Maps



@endnode
+-----------------------------------------------------------------------------+
