Scene ·  Objects · Surfaces ·  Images ·  Lights ·  Camera · Effects · Record · Options


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.

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.

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.

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.

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.

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.

Options - Show Motion Path

This specifies that any motion paths for a given object are to be visible, when selected. This will draw a line or curve from the first frame to the last frame, with each key frame denoted by a + symbol.

Options - Show Safe Areas

This specifies whether to display the borders used for television broadcasting. These areas will be displayed as rectangles where rendering should take place, using the underscan portions of the scene.

Options - Show Fog Radius

This specifies that the area occupied by fog will be displayed, when selected.

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.

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.

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.


Scene - About Lightwave 3D

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

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.

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.

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.

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.

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.

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.

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


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.

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.

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.


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.


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.

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.

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.

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.

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_

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.

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.

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.

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.

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.

Objects - Object Skeleton

This is used to perform free-form deformations, using the 'bones' feature of Lightwave. Once bones have been added to an object, they may be used to alter the positioning and shape of that object. To use bones, an object must be loaded into the Layout editor. CLEAR ALL BONES is used to remove all the bones assigned to the currently selected object. ADD BONE adds a new bone to the current object, placing the new bone at the origin. A name will be assigned to the bone, along with an ID number, which may be modified using the RENAME BONE command. CURRENT BONE determines which bone is currently being affected. Each bone may have its own positioning and attributes. CLEAR BONE removes the current bone from the current object, along with its attributes. RENAME BONE allows the name of the bone to be modified. BONE ACTIVE activates the bone. REST POSITION specifies the location where the bone has no affect on the object. REST DIRECTION specifies the direction where the bone has no affect on the object. BONE REST LENGTH specifies the size where the bone has no affect on the object.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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).

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.

Images - Load Sequence

This is used to load a number of sequences into an animation. This command will open a requester asking for the filename prefix to be used in the sequence of images. Select the prefix, not using any of the 3 digit frame numbers. Then select OK to proceed.

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.

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.

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.

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.

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.

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

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

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

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.

Camera - Camera Motion

This is used to change the motion of the camera as it advances from frame to frame.

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.

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. QUICKSHADE Specifies that the images will be rendered with solid polygons, yet without textures, brushmaps, shadows, or transparancies. REALISTIC Specifies that the images will be rendered with all available textures, brushmaps, shadows, transparencies, lens flares, ray trace modes, and other special options.

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.

Camera - Trace Reflection

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

Camera - Trace Refraction

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

Camera - Resolution

SUPER LOW RES This resolution, 188x120, is used for testing what a frame might render like, rendering faster than any other mode. LOW RESOLUTION This resolution, 376x240, is used also for testing what a frame might look like at the expense of qualiy. MEDIUM RESOLUTION This is the default resolution, 752x480, used by Lightwave, and is used primarily for video work. HIGH RESOLUTION This 1504x960 resolution is used for non-video work. PRINT RESOLUTION This 3008x1920 resolution is used for non-video work. SEGMENTS In the resolution display window, the current resolution and number of segments are displayed. Using less segments will decrease redering time.

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.

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.

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.

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.

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.

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.

Camera - Soft Filter

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

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.

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.

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.

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. BLUR LENGTH

Camera - Depth of Field

FOCAL DISTANCE LENS F-STOP

Camera - Particle Blur

BLUR LENGTH

Camera - Blur Length

Camera - Focal Distance

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.


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.

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.

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.

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.

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.

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.

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.

Solid Backdrop

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Continue

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


Record - Save RGB Images


Record - Save Alpha Images


Record - Save Frames


Record - Play Frames


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.

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.

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.

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.

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.

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.

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.

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.