A-Render v.3 Quick Reference Guide ---------------------------------- The general steps in creating an image: 1. Create a sub-directory to work in. Use the CLI command MAKEDIR. 2. Make a .world file for this image. Use the program 'Edworld'. 3. Build the objects that you want in your image. Use the programs 'Digi', or 'Lathe'. (Or write a 'C' program). 4. Define each object's location, rotation, and color in your world. Use the program 'Define'. 5. Generate the image. Use the program 'Render'. Once you complete the above steps (steps 1-4), and start the 'Render' program, the calculation (generation) of the image is automatic. Be sure to see the info on the program 'Edworld', for more details on using the different modes of 'Render'. - - - - - - - - - - - - - - - - - - - - - - - - Reference for the Individual A-Render Programs - - - - - - - - - - - - - - - - - - - - - - - - DIGI: Enter Digi by typing 'Digi '. Pick points in the window to describe the edge of your object. Don't make a mistake, sorry, but if you do, exit and start over. Functional Parts: Grid Lock - (Pick once for on, once again for off). All picks will snap to the nearest grid intersection. Axis Lock - (Pick once for on, once again for off). All lines will be straight left-right or up-down, no slanted lines. Grid Lock and Axis Lock may be used in combination. Define Poly - Use this to describe the polygons for the faces (front and back), of the extrusion. The sides are automatically defined. Pick once to start defining a polygon, pick the polygon points as described in the manual, then pick again to end the polygon). Do this for each polygon you want on the face. (Convex polygons only). Pick Origin - This allows you to pick the 0,0,0 of your object. This point is the center of all locations and rotations for use in Define. Pick the selection, then just pick a point (usually) near the center of your object. You will see a SMALL red dot appear where you pick. Save Object - Save object to disk. The object is saved in the file 'digi.obj' automatically. Rename it if you want to save it, so that Digi doesn't save over it the next time you Digi an object. - - - - - - - - - - - - - - - - - - - - - - - - LATHE: Enter Lathe by typing 'Lathe '. Respond to the prompts for Number Of Points (in contour), Degrees of Revolution (360 = full cylinder), and the number of polygons to be used to rotate that many degrees. Respond to the prompts for points by typing in each X, and Y value. Lathe will ask you for the file name to save the object to disk. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DEFINE: Enter 'Define' by typing 'Define world_name ', where 'world_name' stands for the name of your .world file. How to put an object into a scene, and prepare for 'Render'. Load an object into object # 1. Edit an entity, that points to object 1 as the parent object ID. This is where you set the location, rotation, scale, color and other characteristics of this solid surface. Make Phys, which combines the entity and object information into a new file, called a physical file, which 'Render' can use directly. Be sure you have a world file, a light file, and a view defined. - - - - - - - - - - - - - - - - - - - - - - - - EDWORLD: Enter Edworld by typing 'Edworld world_name ', where 'world_name' stands for the name of your .world file. This program allows you to edit the parameters for each frame to be rendered. From the .world file you create, the program 'Render' finds out exactly what to do. Print level - Controls the print messages when Render is running. 0, The only printed message is line number. 1, Prints RGB value for each pixel. 2-4 Are for the development of A-Render, not general use. Render mode - Controls the save and display characteristics. 0, Draw picture to screen, wait for user when done. 1, Draw picture to screen, save and proceed when done. 2, Save picture to disk as a 24 bit RGB image. 3, Save object intersections to disk. Intensity Mult - Sets general overall intensity of scene. Render mode - For faster image preview, render can calculate the shading of fewer pixels, and expand each one on the screen. Start line - Sets line for Render to start on. Useful for restarting. Shadows On - A '1' turns on shadowing, and a '0' turns it off. When shadowing is on, 'Render' slows down dramatically. Transparency - A '1' turns on transparency, for rendering over a background. At any pixel, if Render has no object to plot, the background is not plotted black, but lets the bg show through. Physical File - This is a file created by Digi, that has all the important object information Render will use for this frame. View File - This is the view file to be used for this frame. Light File - This is the name of the light file for this frame. Picture File - This is the name to save the IFF picture under when Render mode is 1, or when you pick SAVE in the menu. - - - - - - - - - - - - - - - - - - - - - - - - RENDER: Start the Render process by typing 'Render world_name ', where 'world_name' stands for the name of your .world file. Proceed to Next Picture - Picking this will cause Render to proceed to the next frame listed in the .world file. If no more frames are listed, Render will return to the CLI. Save IFF Picture - This will save the current image as an IFF HAM file, in the file 'Picture name' as named in the .world file for this frame. Quit - Returns immediately to the CLI, no protection is given if you have not saved your drawing! - - - - - - - - - - - - - - - - - - - - - - -