WebFX3D
RISCWorld presents the WebFX3D Manual.
Click Render... from the 3D view menu to open the render dialog, shown below.
There are 3 tabs: Image details , Animation and Filters . The Image details tab lets you set options required for all renditions. The other tabs contain extra options which are not required to render a standard single image. When you are ready, click Render and the image will be rendered. Then you can then drag the new file to a filer window or another application.
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Image size The width and height controls allow you to set the dimensions of the image in pixels. If Constrain proportions is ticked, the width and height values will be kept in the same proportions as the width and height of the frame in the 3D view. Approx. Ram reports the approximate memory requirement for the rendition, taking into account the Z-buffer, and pixel size (note that this is not the file size of the image to be created).
Rendition
Background Colour
Format Sprite (16M) transparency channel - This option uses the unused byte of a 16M colour sprite as a transparency channel. This is a higher level of sprite masking. Although all programs should be able to load the sprite, only a couple can take advantage of the transparency channel. Sprite (256C) palette - The 256 colours in a sprite can be set to different colours than the Acorn 256 colour palette. A grey scale sprite sets each of the 256 colours to shades of grey. An optimised palette sprite uses a palette of the best 256 colours for displaying the sprite (i.e. an image of red text will have a palette of generally red colours).
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Animations will be created by WebFX3D if you tick the Animate option on the Animation tab. Animations are saved as a sprite file containing several images - one for each frame of the animation. Creating an animation is easy - all you do is select the type of animation you require, and WebFX3D does the rest. The sprite file can then be loaded into other programs (such as InterGif to create animated Gifs for the internet). The Frames field sets the number of images which form the animation. The more frames in the animation, the longer it will take to render. Additionally you should keep the file size in mind. If your animations are for the internet, use the minimum number of frames that look presentable. There are a selection of different types of animations to choose from. Click the Details... button to set options specific to each type of animation. Each of these is described below:
Object Revolution
Orbital Lights
Fade to Background
Scale Object
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A filter is a process which is applied to an image after it has been rendered. There is currently one filter: Drop Shadow. Filters require a little more memory than a standard rendition, but not much. More filters are a possibility for future releases.
Drop Shadow Blur sets how soft the shadow is. Low values do not blur the shadow much and create a jagged effect, larger values blur the shadow more. Transparency controls how transparent the shadow is against the background, measured as a percentage. Low values create a solid shadow, higher values fade it away. The X-offset and Y-offset, set the displacement of the shadow in pixels. Positive X-offset values move it right, negative = left. Positive Y-offset values move it up, negative = down. Values of 0 do not move the shadow from behind the object. Enlarge by increases the size of the shadow in pixels.
Image Map The image is not mapped onto your object in a traditional 3D sense. To understand how it is mapped, consider the following: The texture is scaled to fit the size of the rendition, and is mapped directly onto your object. Thus if your texture has only 2 pixels:red and white, your object will have 2 halves, one will be red, the other will be white. To use this filer, tick On. Overlay; At 100%, the texture will be used to colour the object. At 0% the original colour of the object will be used. At 50% half the original colour, and half the texture colour will be used. X,Y tile; The texture can be tiled. Image; The path of the image map is shown here. Drag a texture here to use it as the image map.
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WebFX3D works with objects in 3 dimensional space. It is advisable that you understand the basics of the 3D environment created by WebFX3D, if you intend working with animations and lighting.
Introduction to 3D
In WebFX3D, this concept is extended by adding depth to objects (give the text thickness). The diagram below shows the object in 3D space. There is now a new axis: the Z-axis which measures how thick objects are and how far they are from the viewer (Depth).
The X and Y axes are still the same, but there is now an new axis to measure depth. Most plug-ins use these axes as parameters (ie. the scale plug-in, scales the object by a set amount in each axis), additionally the lighting and animation parts of WebFX3D requires knowledge of this 3D system.
Rotating about Axes
Planes
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