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Bezier GUI Help Page
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Version
First of all: This is free software - see
License.
Second: This is a
beta version!
Please do not expect it to be free of bugs...
Help me to improve the software by reporting bugs, possible
improvements, etc. to:
<rammelt@cs.tu-berlin.de>.
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Loading
/ Rendering / Saving Images |
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View-Point
Distance
Normally (distance <= 0) the viewer is assumed to be infinetly
far away, i.e. a parallel-perspective is used. Using a distance
> 0 creates an diminishing point perspective.

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x-coordinate
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Bezier
density
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number of columns /
rows a bezier-mesh has per 1 pixel distance of the
most distant neighbouring corner points. If the
density value is too small you might observe holes
in the object. On the other hand a density which is
unnecessarily high might cause an "out of memory"
error and also increases the calculation time. The
example below shows a typical result for a density
which is too small:
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scale
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Scaling factor (1
means original size, 0.5 means half the original
size, 2 means twice the original size)
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splits
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This is
experimental! By this value one can define the
maximum number of times a bezier-surface gets split
up into 4 smaller surfaces. Using this feature might
introduce instabilities into the object. It might
even cause errors, due to surfaces getting very
large because of such instabilities.

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splits = 0
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splits = 1
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min
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If splits > 0 this
value defines the minimum size a surface must have
to be split up. The size is defined by the max.
distance of two neighbouring corners of such a
surface.
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Background
Background color.

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Red channel
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Green channel
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Blue channel
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Alpha channel (0
means background is fully transparent, 255 means
color is fully opaque)
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HSB-Filter
Color filter

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Hue offset
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Saturation factor
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Brightness factor
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Focus-Depth-Filter
Parameters for a filter, which blurs all points depending on their
distance to a z-coordinate of highest sharpness.

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Max. blur radius
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Relative z-position
(0 = front, 1 = back) of the highest sharpness
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Color-Shift-Filter
Parameters for a filter, which "shifts" colors of all points
depeneding on their distance (given by their z-coordinates). This
filter could be used to create the illusion of very big objects.

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Blue-shift
coefficient (0 = no blue shift, 1 = max. blue
shift)
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Brightness-shift
coefficient (0 = no blue shift, 1 = max. blue
shift) |
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Rendering
In this section special parameters for the used rendering
algorithm could be defined.
thickness
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Thickness of the
visible surface (e.g. a value of 10 means that
behind every visible pixel there are 9 solid
pixels assumed). This value might an effect on
shadows only! Only a thickness of 0 is not a good
idea, because the object is invisible then :-)
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ground
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Ground light. This
defines the amount of light which depends on the
distance to the light point only (the closer a
point is the brighter it will be). For the
following image a high ground-light value
(ground-light = 0.8) was used:
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reflex
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Reflexivity. The
higher this value is, the stronger is the effect
of reflected light. The following image was
rendered with a low reflex-value (reflex = 0.2):
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diffusion
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This defines a max.
distance over which one "enlighted" point
distributes light to points which are shadowed by
this point. With a small value for diffusion you
might see unwanted edges. This image illustrates
this behaviour for diffusion = 1:
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gloss
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This defines the
gloss of the object. The following image was
randered with a high value for gloss (gloss = 15):
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min.
Light
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The minimum
brightness of a point which belongs to the object.
This image was create with a high min-light value
of 0.8:
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mirror
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Mirroring
coefficient used for mirrored images
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Image-Files
texture
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One or more images
which are used as a textures for all(!) bezier
surfaces. Unfortunately it is not possible to
define special textures for some of the surfaces.
But if you choose more than one texture file it is
possible to define a policy how textures are
choosen for all surfaces out of these textures.
Textures could have transparent parts. The object
will be transparent at these areas. But only if an
area is fully transparent (alpha=0) you will see
parts of the scene which are behind this surface
(normally hidden) (because at the end a 3D scene
is defined by a simple Z-buffer which holds
exactly one distance for each point/pixel it is
not possible to have more than one layer of
visible objects shining through each other...) |
front
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An image which is
used for the front side of a box or for the one
"side" of a sphere surrounding the object. The
objects surface mirrors this image.
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left
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An image which is
used for the left side of a box urrounding the
object. The objects surface mirrors this image. |
top
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An image which is
used for the top side of a box urrounding the
object. The objects surface mirrors this image. |
back
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An image which is
used for the back side of a box urrounding the
object. The objects surface mirrors this image. |
right
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An image which is
used for the right side of a box urrounding the
object. The objects surface mirrors this image. |
bottom
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An image which is
used for the bottom side of a box urrounding the
object. The objects surface mirrors this image. |
background
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An image which is
used for the background (if this image has
(semi-)transparent pixels the background color has
still an effect) |
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Texture
choosing
policy
forward
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Use the first
texture for the first surface, the second for the
second surface, ... start again at the first
texture if there are more surface than textures
(which is usally true).
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backward
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Use the last
texture for the first surface, the second last for
the second surface, ... start again at the last
texture if there are more surface than textures
(which is usally true). |
random
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For each surface
choose a texture at random.
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Mirroring
Shape
box-shaped
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The mirrored image is
put on all six sides of an box surrounding the
object
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spherical
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The mirrored image is
put on a sphere surrounding the object |
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Zoom

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Zoom factor. This
doesn't affect the actual size of the image (e.g. if
it is saved on disk). It just effects the size of
the displayed image!
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Copyright (c) 2009, Patrick Rammelt
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
- Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
- The names of its contributors may not be used to endorse or
promote products derived from this software without specific
prior written permission.
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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