From 47d455dd55be855e4cc691c32f687f723d9247ee Mon Sep 17 00:00:00 2001 From: toma Date: Wed, 25 Nov 2009 17:56:58 +0000 Subject: Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features. BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegraphics@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da --- doc/kpovmodeler/index.docbook | 2100 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2100 insertions(+) create mode 100644 doc/kpovmodeler/index.docbook (limited to 'doc/kpovmodeler/index.docbook') diff --git a/doc/kpovmodeler/index.docbook b/doc/kpovmodeler/index.docbook new file mode 100644 index 00000000..f6551595 --- /dev/null +++ b/doc/kpovmodeler/index.docbook @@ -0,0 +1,2100 @@ + + + + POV-Ray"> + + +]> + + + + +The &kpovmodeler; Handbook + + + +Lauri +Watts + +
lauri@kde.org
+
+
+ + +Andreas +Zehender + +
zehender@kde.org
+
+
+ + +Olivier +Saraja + +
olivier@linuxgraphic.org
+
+
+ + +
+ +&FDLNotice; + +2002-09-07 +1.00.00 + + + +&kpovmodeler; is a graphical 3D modeler, which can generate scenes for +&Povray; + + + + +KDE +KPovModeler + + +
+ + +Introduction + +&kpovmodeler; is a 3D modeling application to generate &Povray; +scenes. + +While it is not necessary to fully understand the &Povray; +application in order to make good use of &kpovmodeler;, it is highly +recommended that you read and try to understand the &Povray; +documentation. + +To find out more about &Povray; go to +www.povray.org. + + + + +The &kpovmodeler; Interface + +When you start &kpovmodeler;, the default layout is as +follows: + + +The default view layout + + +The default view layout + + + + + +Menubars (1) + + +Toolbars (2) + + +The object tree (3) + + +The object properties +view (4) + + +The wireframe and camera views (5) + + + + +The Object Tree + +The object tree displays the objects inside the scene and their hierarchy. + + + +The object tree + + + + +Selecting Objects +In the object tree you can select objects. Once you select an object, its attributes +are displayed in the +properties view and rendered yellow in the +wireframe views. + +You can select multiple objects. However, you cannot select a child of an already +selected object, because all children are selected indirectly with the parent. + +If only one object is selected, it is referred to as the active object from now on. + + + +Adding new Objects + +To add a new object to the object tree, select the object where you want to +insert the new object and either click the icon in the toolbar or choose a menu entry +in the Insert menu. + +There are three possible positions for new objects: + +As the first child of the active object +As the last child of the active object +As a sibling of the active object + + +If there is more than one position possible, the following popup menu prompts +you to select the correct position: + + + + +The insert position popup + + + + + + +Removing Objects +To remove objects, select them and select Delete from +either the Edit menu or the &RMB; context menu. + + + +Moving Objects +To move objects, drag and drop the selected objects on to the object tree. +You can cut the object and insert it at the new position as well. + + + + + +The Properties View + +The properties view displays the attributes of the active object. + + + +The properties view + + + +If you changed some properties, click the Apply button to +make the changes permanent. If you entered invalid data, a message box will show up with +an error description. You can then adjust the properties and press +Apply again, or revert your changes with the +Cancel button. +If you set the path to your &Povray; user documentation in the +settings dialog, you can open the +&Povray; reference page for the displayed object with the Help +button. + + +You need the &Povray; 3.1g or 3.5 HTML user documentation in order to use this feature. +If your distribution does not contain this documentation you can download it +here. +The &Povray; 3.5 package contains the html user documentation. + + +If you edit a texture or a part of a texture, you can preview it inside the properties view. + + + + +The properties view, texture preview + + + +Press the Preview button inside the properties view and a +small sample scene with the selected texture will be rendered. By default the whole texture +will be rendered, even if not the top item is selected. If you want to render only a part of +the texture (for example a texture inside a texture map and not the whole texture map), check the +local check box. + + + + +The Wireframe Views + + +The Orthographic Views + +The orthographic wireframe views show the scene as an orthographic +projection on one of the coordinate planes. + + + + +The top wireframe view + + + +There are six types of orthographic wireframes views: + +Top +Bottom +Left +Right +Front +Back + + +Each type renders the scene from a different perspective. + + +Graphical Attribute Changes +In the orthographic views you can change object attribute +properties graphically with the mouse. + + + + +The control points of the camera object + + + +The above screenshot shows the control points of the camera. +You can drag the control points around to change the camera's position and direction. + +If a transformation is selected, the control points are removed and a small cross is +displayed in the wireframe view. The cross marks the center for scaling and rotation, +as well as the position for translations. You can change the transformation with the mouse +by dragging inside the whole view. + +Some objects like the bicubic patch support selection and modification of multiple +control points. + + + + + &LMB; + Selects one control point and deselects all others + + + &Ctrl;Left + Mouse Button + Selects or deselects one control point + + + &Shift;Left + Mouse Button + Drag a rectangle. All control points inside the rectangle are + selected, the others deselected + + + &Shift;&Ctrl;Left Mouse Button + Drag a rectangle. All control points inside the rectangle are selected + + + + + + + +Display Window Selection +You can zoom and translate the view to change the display window. + + + + &MMB; + Translates the view + + + wheel + Zooms the view around the mouse position + + + Left, Right, Up, Down + Translates the view + + + CtrlLeft, + CtrlRight + Zooms the view + + + + + + + + + +The Camera View + +The camera view displays the scene from the camera's point of view. + + + + +The camera view + + + +The blue box displays the field of view when the scene is rendered. + +You cannot change control points in the camera view. + + + + +Visibility Levels + +By default all objects are displayed in the wireframe views. +Each object with a wire frame has a visibility level. +You can specify a visibility level relative to the parent's visibility level +or an absolute value. Objects are only displayed if they are selected or their visibility +level is smaller or equal the chosen scene visibility level in the +toolbar. + + + + + + + +View Layouts + +&kpovmodeler; comes with a default view layout: The object tree and +the object properties view to the left and four graphical views to the right. + +If you don't like the default layout, or need another layout, you can freely +configure it. You can even save multiple view layouts and switch between them +on the fly. + + +Modifying the View Layout + +You can move the existing views by dragging the handle on top of the +views around. + + + + +The dock widget handle + + + +To dock a widget above or below an existing view, drag the handle to +the top or bottom of a view. A rectangle will indicate the new position. +To create a new column, drag the handle to the right or left side +of another view. The view will then dock to the left or right side of the +view and span the full height. +If you want multiple views sharing the same space, drag the handle to +the center of another view. You can then switch between the views by +clicking the corresponding tab on top of the views. + + + + +The tabbed view layout + + + +The last layout possibility are floating views: views that +are not docked into the main view. To undock a view, drag the handle to the +desktop or press the little arrow in the view handle that points to the +top left side. + +To close a view, click the little cross in the handle. To prevent closing, +click the little box between the arrow and the cross. + +You can add additional views to the main window. The View +menu contains entries for each type of view. New views will be created floating, +which you can dock wherever you like. + + + + +Saving a View Layout + +You can save the current view layout with + +View +Save View Layout... + A dialog opens that lets you select an existing layout +or create a new one. + +You can then fine-tune your view layout in the +settings dialog. + + + + + +Switching between View Layouts +You can switch to a saved view layout by selecting the entry in the +ViewView Layout +menu. + + + + + + + + + +&Povray; Interaction + + +Rendering the Scene + +Once you have created a scene, you will want to render it. &kpovmodeler; +uses &Povray; 3.1g to render the scene, so you need a correct installation of &Povray;. +At the time of writing &Povray; 3.5 was released. This version is not supported in +the &kpovmodeler; 1.0 version. +Go to www.povray.org +to get a version of &Povray; and for installation instructions. + +To render the current scene, press the render icon + + +The render icon + +in the toolbar, or select the +ViewRender +menu entry. + + +Render Modes + +A render mode is similar to &Povray;s ini file entries. It specifies the image size +and quality levels for rendering. If you would like to render your scene with different +qualities and sizes, you can add as many render modes as you need, from quick previews +to fullscreen high quality images. + + +Render Modes Configuration + +When you press the render settings icon + + +The render settings + +in the toolbar or select the +ViewRender Modes... +menu icon, the following dialog opens: + + + + +The render modes selection dialog + + + +This dialog shows the list of all available render modes. + + + +Add +Adds a default render mode to the list. + + + +Remove +Removes the selected render mode. + + + +Edit +Opens a dialog to edit the selected render mode. + + + +Up +Moves the selected render mode one position up. + + + +Down +Moves the selected render mode one position down. + + + + + +The Edit Button opens the following +configuration dialog: + + + + +The render modes size tab + + + +Each render mode has a description. You can enter any description, but it should reflect +the render mode's properties. + +In the Size tab you can enter the width and height of the rendered image. If +you want to render only a small part of the image, check the +Subselection check box and enter the part of the image +in the fields below. + + + + +The render modes quality tab + + + +In the Quality tab you can select various quality levels +for the rendered image. + +In the Quality combo box you can select the features +&Povray; uses while rendering. The possibilities range from a very simple coloring +and lighting model, to one which has complex diffuse inter-reflection lighting. +See the &Povray; user documentation +for a detailed description of the rendering features. + +If an image is rendered with only one sample per pixel, various errors can occur. +These images often have moiré or stepped effects in curves and lines, and +details can get lost if they are smaller in appearance then one pixel. +This effect is called aliasing. + +&Povray; uses a technique called anti-aliasing to reduce the impact +of these errors. In general images will look smoother with this feature. + +If you enable anti-aliasing, &Povray; will calculate and combine more then one +sample per pixel. This is called super-sampling. + +&Povray; supports two methods of super-sampling. The default +is an adaptive non-recursive method; adaptive +because the super-sampling +depends on the local neighborhood of the pixel. Not every +pixel is super-sampled with this method. The second method is an adaptive +recursive one; recursive because every pixel is divided and sub-divided +recursively, and adaptive because the recursion depth depends on the +computed color values. + +When you select the first method, povray traces one ray per pixel. If the +difference between its color value and that of its neighbor exceeds the given threshold, +both pixels are super-sampled by tracing a fixed number of additional rays. If you set +the depth value to 4, a 4x4 grid of additional points will be calculated, a depth +value of 5 will result in 5x5 (25) samples per pixel. + +The difference between two pixels is computed as follows: r1, +g1 and b1 are the +red, green and blue values of the first pixel; r2, +g2 and b2 are the red, +green and blue values of the second pixel. The difference is then: + +diff = abs(r1-r2) ++ abs(g1-g2) ++ abs(b1-b2) + +The recursive method starts with 4 samples per pixel. If the resulting color values +differ more than the given threshold, the pixel is sub-divided into 4 sub pixels that are +separately traced and tested for further subdivision. You can specify the maximum +recursive depth with the depth value. + +An additional method to reduce aliasing effects is to add noise to the +sampling process, called jittering. If you enable +jittering, &Povray; jitters the samples a tiny amount to reduce +regular patterns. + +The last quality setting is radiosity. Radiosity is an experimental +&Povray; feature that computes inter-diffuse light reflection. Be patient +when rendering a scene with this feature. + + + + +The render modes output tab + + + +In the last tab, you can configure whether or not the +alpha channel should be calculated by povray. +A pixel will then be transparent +if the corresponding ray did not hit a single object. + + + + +Choosing a render mode + +You can select the render mode in the combo box in the rendering toolbar. + + + + +The render modes toolbar + + + + + + + + +The Render Window + +When you started to render a scene, this window will open: + + + + +The render window + + + +It shows the rendered image, the progress and the current rendering +speed. + + + +Stop +Terminates &Povray;. + + + +Suspend +Suspends rendering. + + + +Resume +Resumes rendering. + + + +Povray Output... +Opens another window that displays the &Povray; +console output. If &Povray; exits abnormally, you can find the reason +in that window. + + + +Save... +Lets you save the image when it is rendered. + + + +Close +Closes the render window. + + + + + + + + + + +Exporting and Importing + + +Exporting and Importing a Whole Scene + +You can export a scene to &Povray; with the +FileExport Povray... +menu entry. +The file save dialog will allow you to choose a name and +location to save the file. +&kpovmodeler; will automatically add the +.pov extension. + +To import a &Povray; scene select the +FileImport Povray... +menu item and choose a file in the file open dialog. + +Not the full &Povray; syntax is supported by &kpovmodeler; at the moment. +If there are errors or warnings during importing, a dialog will show up that +lists all messages. + +If you want to import unsupported code to &kpovmodeler;, put +the source between the two special comments //*PMRawBegin +and //*PMRawEnd. + + + + +Exporting and Importing single Objects + +You can drag objects from the object tree to an editor +to export &Povray; code. This will insert the objects code into the current +text file in the editor. To import objects into the scene, simply select +the code in your editor and drag it on to the object tree. +You can use the copy and paste functionality of &kpovmodeler; +and your editor to exchange &Povray; code as well. + + + + + + + + + +Configuring &kpovmodeler; + + +The <guilabel>Povray</guilabel> Tab + + +<guilabel>Povray Command</guilabel> + +The povray command is called when &kpovmodeler; renders a scene. Common commands +are povray or x-povray. + + + + +<guilabel>Povray User Documentation</guilabel> + +If you press the Help button in the properties view, &kpovmodeler; +opens the &Povray; user documentation for the displayed object. Set here the path to your documentation +and your documentation version. Supported versions are 3.1g and 3.5. + + + + +<guilabel>Library Paths</guilabel> + +&Povray; searches for external files (height field data as example) in the &Povray; library paths. +If you refer to files not in the scene's folder, you have to add the folder to the list. If a file +exists in multiple library paths, that one in the first path is used. +You can change the order with the Up and +Down buttons. + + + + + + +The <guilabel>Graphical view</guilabel> Tab + + +<guilabel>Colors</guilabel> + +The color tab lets you configure the used colors for the graphical views. + + + + +Background: +The background color. + + + +Wire frame: +The colors for wire frames. The second color is used if the object +is selected. + + + +Control points: +The color for control points. The second color is used if the control point +is selected. + + + +Axes: +The colors for the x-, y- and z-axis. + + + +Field of view: +The color for the field of view rectangle in the camera view +and the view type labels. + + + + + + + +The Grid + +This page lets you configure the grid in the wire frame views. + + +<guilabel>Displayed Grid</guilabel> + + + + +Color: +The grid color. + + + +Distance: +The minimal distance of two grid lines. + + + + + + + +<guilabel>Control Point Grid</guilabel> + +You can snap control points to the grid with the context menu in +the wireframe views. You can configure the grid for translations, scales and rotations +separately here. + + + + + + +<guilabel>Objects</guilabel> + + +<guilabel>Subdivisions</guilabel> + +You can configure the detail levels for various objects here. + +Higher values lead to a finer wireframe and therefore to a better approximation for +the displayed objects, but slow down rendering. For some objects like the sphere you can +configure the detail level for two directions separately. + + + + +<guilabel>Sizes</guilabel> + +Lets you configure the sizes in which infinite objects are displayed in +the wireframe views. + + + + +<guilabel>Camera Views</guilabel> + +If you check the High detail for enhanced projections check box, +all wire frame lines are subdivided further if the camera uses an enhanced projection. Enhanced +projections are all projections except the perspective and orthographic projections. This feature +greatly improves the approximation of these projections but slows down rendering. + + + + + + + + +The <guilabel>Properties view</guilabel> Tab + + +<guilabel>Texture Preview</guilabel> + +This page lets you configure the texture preview in the properties view. + + + + +Size: +The preview image size. + + + +Gamma: +The gamma correction. + + + +Rendered Objects +Defines the small sample scene. At least one +object has to be selected. + + + +Wall +If the Enable wall check box is checked, a +wall will be rendered behind the objects. The wall is textured with a checker pattern with the +two configurable colors. + + + +Floor +If the Enable floor check box is checked, a +floor will be rendered below the objects. The floor is textured with a checker pattern with the +two configurable colors. + + + +Anti-Aliasing +If the Enable antialiasing check box is checked, +the non-recursive antialiasing method will be used for rendering the scene. You can configure the +depth and threshold values. See render modes section +for a detailed description of the parameters. + + + + + + + + + +The <guilabel>View Layout</guilabel> Tab + +In this page you can fine-tune existing view layouts or manually +create new ones. See section View Layouts +how to create and save view layouts. + + +The default View Layout + +The combo box Default view layout: +lists all available view layouts. &kpovmodeler; uses the selected +view layout at program start. + + + + +List of View Layouts + +The list Available View Layouts +shows all available view layouts. You can add a new layout with the +Add button and remove the selected layout +with the Remove button. +The selected view layout is displayed in the box +View Layout + + + +View Layout Details + +Each view layout is identified by its name. The name has to +be unique and must not be empty. + +The list below the name displays all views for the selected +view layout. You can add new views with the +Add button and remove the selected view +with the Remove button. + +The attributes of the views are: + + + +Type: + +The view type. See The &kpovmodeler; Interface +for a description of each view type. + + + + +3D view type: + +The projection for wire frame views. You can choose one of the six +orthographic projections or the camera mode. + + + + +Dock position: + +The position of the view. New Column will +create a new column to the right side of the previous views, +Below will dock the view below the previous view, +Tabbed will create a tabbed view together with the previous one +and Floating will not dock the view into the main +window but create a separate window. + + + + +Column width: + +The width of the column in percent of the main view width. + + + + +View height: + +The view height in percent of the main view height. + + + + +Width: and Height: + +The size in pixels for floating views. + + + + +Position x: and y: + +The position on the desktop for floating views. + + + + + + + + + + + + +Basic Tutorial: Creating your first Scene + +OK, that's it. You have just installed &Povray; and &kpovmodeler;, +and now you already want to start without much knowledge of any of the two +softwares. Here we go now: If you follow the steps of this tutorial, +you'll be able to set the ultimate simple scene, very widespread among +the newbies: A sphere over a plane. + + + + + + + + +At any time you can render your scene using one of the following methods: + +Using the menu: +DisplayRender +Using the toolbar: Click on the + + + icon + +But you should carefully consider the following warnings before complaining +if all you get is a black screen. If this is the very first time you use a 3D software, +you should be aware of these golden rules: + + +If you set no camera, no rules apply to the render engine which can't +render a proper picture, ending in a black picture. +If you set no light system, all your scene is in the dark, +ending in a black picture. +The objects for which no material has been set won't show on the +rendered picture, ever. + + + +Step 1: Start &kpovmodeler; + +If you got everything installed fine, once &kpovmodeler; +is loaded, you discover the following default windows setting: + + + + + + + +Take a few minutes to explore the menus and icons available. +If you have time, please read the documentation in order to get a +fair idea of what you can expect from this piece of software. + + + +Menubars (1) + + +Toolbars (2) + + +The object tree (3) + + +The object properties +view (4) + + +The wireframe and camera views (5) + + + +You will have to use each of them intensively from now on, so always keep them +and their use in mind. + +&kpovmodeler; starts with a simple scene. In order to follow this tutorial +you first have to remove all objects from the object tree. Select the scene +and choose the EditDelete menu +entry. You should now have an empty scene. + + + + +Step 2: Setting the Camera + +First of all, we will set a camera. In order to do so, two convenient ways are available: +Using the menu: InsertCamera +Using the toolbar: Click on the + + + icon + +The wireframe view shows how the camera is set regarding the whole scene we are creating. +In particular, we can now see something in the fourth wire frame view (right, bottom): +This is the view of the scene from the camera point of view. +This is what will be seen when you render the scene. + + + + + + + +The object tree now shows a new entry, reading camera. If you click on it, +it affects the content of the object properties view, where various parameters +pertaining to the camera can be found. +Referring to the &Povray;'s documentation to learn more about these could be helpful. + + + + + + + +We will change nothing to the basic settings of the camera, +this will be the scope of later tutorials, but please note that in the graphic view, +the camera has control points that let you control the point to which the camera points. +You just have to left-click on one handle and move it to an appropriate location. + + + + +Step 3: Setting a Light + +The same way we have set a camera, we will now set a light system: +Using the menu: +InsertLight +Using the toolbar: Click on the + + + icon + +A new entry features now in the object tree. If you click on the light entry, +you see that the properties view changes in order to show the parameters available +to the lighting system. We will change some parameters in order to set the +light higher above the horizon (y=3), slightly on the right +(x=1) and in the foreground (z=1). +We can also rename the light system (Name=Main Light). +Change the values in the object properties view as follows: + + + + + + +Once you press the Apply button (or hit Enter), +the wire frame view and the object tree immediately +change in order to comply to these settings, and here is what now should see the camera. + + + + + + + + + +Step 4: Creating the Ground +There are many ways to create a ground for our scene. +One method could have been to insert a box object +(InsertFinite Solid Primitives +Box) +and resize x to 100, y to 0 and z to 100, for example, but it's a cumbersome way to do this task. + +In fact, &kpovmodeler; offers you a convenient feature: You can create +a infinite plane that will feature the ground: + +Using the menu: +InsertInfinite Solid Primitives +Plane +Using the toolbar: Click on the + + icon. + +Take a good custom: Having the plane selected in the object tree, please change its name +in something that is convenient to you and then press the Apply button (or hit Enter). +The object tree will update the name of the entry. + + + + + + +The wire frame view also shows the plane now, even if it looks finite by now. +But don't worry, it will spread up to the horizon line when you'll render the scene! + +If you pay attention to the object tree, you will notice that the ground entry +can be expanded if you click on the plus icon standing just before the object. +Once done, you see various settings parented to the object. In this case, +there isn't much yet, apart from the standard options to any newly created object: +Scale, rotate, and translate. Selecting each of these will change the settings +available in the object properties view. + + + + + + +In this scene, we will arbitrary translate the ground one unit lower than the horizon line, +just for you to tweak some of these parameters. Select translate, and adjust the parameters as follow: + + + + + + +Your scene should now look like the following picture. + + + + + + + +Step 5: Setting a Material for the Ground + +Please select the ground prior to adding any material properties to it. +Many possibilities await us, but we will stay close to something quite easy for now. + +Using the menu: InsertTextures +Pigment +Using the toolbar: Click on the + + + icon. + + + + + + +In both cases, a popup window will prompt you to choose the way the object should be inserted. +Please choose First Child. The pigment now appears in the object tree. +You can change its name +in the properties view (Name=Ground Pigment), and click on the +Preview button +in order to see how the pigment looks like for now. + + + + + + +Of course, the preview of the pigment shows nothing but a black matte material, +because we need to refine the pigment settings. Anyway, keep in mind you always +can preview the look and feel of your materials using the Preview button. +We will now define the pigment colors. Again, many possibilities await us, +but we will choose one of the most straightforward for now. + +Using the menu: InsertTextures +Color List +Using the toolbar: Click on the + + + icon + +If no color shows on the box and the sphere of the preview, +click on the Apply button before calling for a preview. + + + + + + +The ground material has been successfully set! If you render your picture now, using the + + + render icon, you should get the following result: + + + + + + +Of course, these colors are not the ones you could have expected. +We still have to see how we can customize them. In the case of the color list, +you have to define two new sets of attributes, called Solid Color. +In the Object Tree, make sure the color list entry is selected. +Then go through this two times (you can't do it more, anyway, +as the checkers color list can only afford the use of two solid colors): + +Using the menu: InsertTextures +Solid Color + +Using the toolbar: Click on the + + + icon. + +One after another, in the object tree, select the two solid colors +and change their color attributes in the object properties view: + + + + + + +...these attributes are for the first solid color (press Apply!), + + + + + + +... and these attributes are for the second (press Apply again!). + +Of course, a new rendering of our scene will prove that everything has been +taken into account accordingly: + + + + + + + + + +Step 6: Creating the Sphere + +For this step, we should already be at ease, because we begin to understand +&kpovmodeler;'s general behavior. In the object tree, select the scene entry. +Creating the sphere is as easy as creating the ground: + +Using the menu: InsertFinite Solid Primitives +Sphere + +Using the toolbar: Click on the + + + icon. + + + + + + +As before, select First Child when asked for. + +The object properties view offers you immediately to change its settings, +which we'll do right now. By setting the Radius value to 1 +(don't forget to hit Enter or press Apply), +we make sure that the sphere will be in contact +with the ground. Otherwise, since we moved the ground one unit bottom, +the sphere will look like floating above the ground. + + + + + + +Of course, a rendering now will give a strange result: As already seen before, +the sphere appears with a black matte material. We will set a proper material in the following step. + + + + + + + + + +Step 7: Setting a Material for the Sphere + +With the sphere selected, you can now set a material for it. As we already did for the ground, +let's give to the sphere a pigment color: + +Using the menu: InsertTextures +Pigment + +Using the toolbar: Click on the + + icon + +Select First Child and rename to Sphere pigment, for example. +With the sphere pigment entry selected, insert a solid color and set the parameters as follow: + +Using the menu: InsertTextures +Solid Color + +Using the toolbar: Click on the + + icon + + + + + + +You already can render the scene and get a first poor result: + + + + + + +But there are more interesting effects to achieve if we take time to set some finish attributes: + +Using the menu: InsertTextures +Finish +Using the toolbar: Click on the + + + icon. + +Then change the values according to the following snapshot and press +Apply or hit Enter. + + + + + + +The Specular and Reflection +parameters give particularly good visual effects, +perfect for glass or chrome-like effects, even if Metallic +hasn't been chosen at this step: + + + + + + + + + +Conclusion + +You should now have a fair glimpse of what is possible with kpovmodeler. +Hopefully, you are already skilled enough to do simple but beautiful things. + + + + + +Basic Concepts + + +What is Raytracing? + +Raytracing is a method of rendering, that is, creating a 2D +image out of a 3D scene or model. + +When raytracing a scene, the renderer shoots a hypothetical ray +from the perspective of the viewer (that is, from the camera you are +rendering the scene from) through each pixel in the scene. It +calculates how this ray reflects and refracts from objects, the visual +effects of the light sources in the scene and how atmospheric effects such +as fog affect it. The scene is built up, pixel by pixel. + +As you may imagine, without a camera, you cannot see anything - +the camera is your eye into the scene. Furthermore, +without any light, you still won't see anything - it would just be +dark. Obviously, any scene intended for raytracing must include +some light, an object of some kind and at least one camera. + + + + + + +Objects Reference + +For a complete reference to all objects and attributes +see the &Povray; user documentation. + + + + +Menu Reference + + +The <guimenu>File</guimenu> Menu + + + + +&Ctrl;N + +File +New + + +Create a new scene. + + + + + +File +Import Povray... + + +Import a &Povray; scene created outside +&kpovmodeler;. +A normal file dialog will open, allowing you to choose your +file. Povray files usually have the extensions *.pov or *.inc. + + + + + +&Ctrl;O + +File +Open... + + +Open a file. The standard file dialog will +allow you to choose a file you have previously created with +&kpovmodeler; + + + + + +File +Open Recent + + +Open a file from a list of the files you have been +recently working on. +Whenever you open or create a new model, it is added to this +submenu, replacing the oldest entry in the list. + + + + + +&Ctrl;S +File +Save + + +Save the currently active scene. +If you have already saved this model, it will be saved with the +same name. If it is a new file, you will be asked to name it and +choose a location to save it. + + + + + +File +Save As... + + +Save the currently active scene with a new +name. + + + + + +File +Export Povray... + + +Export the scene as a &Povray; file. +The file save dialog will allow you to choose a name and +location to save the file. +&kpovmodeler; will automatically add the +.pov extension. + + + + + +File +Revert + + +Revert the scene to the state it was in the last time +you saved it. Changes you have made since the last save will +be lost. + + + + + +&Ctrl;P +File +Print... + + +Printing is not implemented yet. + + + + + +&Ctrl;W +File +Close + + +Close the current scene without closing +&kpovmodeler; + + + + + +&Ctrl;Q +File +Quit + + +Quit &kpovmodeler;. If you have any unsaved +changes, you will be given a chance to save them. + + + + + + + +The <guimenu>Edit</guimenu> Menu + + + + +&Ctrl;Z + +Edit +Undo + + +Undo the last action you performed. +This menu item is not available unless you have unsaved changes +to the current scene. + + + + + + +&Ctrl;&Shift;Z +Edit +Redo + + +Redo the last action you undid. This menu item +is not available unless you have used +Edit +Undo. + + + + + +&Ctrl;X +Edit +Cut + + +Cut the currently selected object(s) from the scene, +and store them on the clipboard. + + + + + +&Ctrl;C +Edit +Copy + + +Copy the currently selected object(s), and +store them on the clipboard. + + + + + +&Ctrl;V +Edit +Paste + + +Paste the contents of the clipboard. + + + + + +Edit +Delete + + +Delete the currently selected object(s) from +the scene. + + + + + + + + + +The <guimenu>View</guimenu> Menu + + + + +View +New Object Tree + + +Create a new Object Tree. + + + + + +View +New Properties View + + +Create a new Object Properties View. + + + + + +View +New Top View + + +Create a new +Orthographic Wireframe View +from the top perspective. + + + + +View +New Bottom View + + +Create a new +Orthographic Wireframe View +from the bottom perspective. + + + + +View +New Left View + + +Create a new +Orthographic Wireframe View +from the left perspective. + + + + +View +New Right View + + +Create a new +Orthographic Wireframe View +from the right perspective. + + + + +View +New Front View + + +Create a new +Orthographic Wireframe View +from the front perspective. + + + + +View +New Back View + + +Create a new +Orthographic Wireframe View +from the back perspective. + + + + +View +New Camera View + + +Create a new +Camera View. + + + + +View +View Layouts + + +Contains a list of all available view layouts. Switch to the +selected layout. + + + + +View +Save View Layout... + + +Save the current view layout. A dialog opens to choose a +name for a new layout or to overwrite an existing one. + + + + +View +Render Modes... + + +Open the +render modes configuration +dialog. + + + + +View +Render + + +Render the scene. + + + + +View +Render Window + + +Show the &Povray; render window. + + + + +View +Redisplay + + +Redisplay the wire frame views. + + + + + + + + +The <guimenu>Insert</guimenu> Menu + +Creation actions for all supported &Povray; objects. + + + + +The <guimenu>Settings</guimenu> Menu +This menu provides options for configuring &kpovmodeler;, changing its +appearance, shortcuts and standard behavior. + + + + + +Settings +Show Statusbar + +Toggles the statusbar on/off. + + + + +Settings +Show Path + +Show/hide the path in the caption. + + + + +Settings +Save settings + +Saves the current settings. + + + + +Settings +Configure Key Bindings... + +Opens a dialog for changing the key bindings. +Using this option you can change the standard key shortcut for &kpovmodeler;'s commands +or create new ones. + + + + +Settings +Configure Toolbars... + +Opens a dialog for configuring the toolbar. You +can add and remove toolbuttons for &kpovmodeler;'s commands with this +option. + + + + +Settings +Configure KPovModeler... + +Opens a dialog to configure &kpovmodeler;. + + + + + + + + + +The <guimenu>Help</guimenu> Menu + +&help.menu.documentation; + + + + + + +Credits and Licenses + +&kpovmodeler; copyright 2001,2002 the &kpovmodeler; +authors. + + +Authors + +Andreas Zehender zehender@kde.org + + +Luis Passos Carvalho +lpassos@mail.telepac.pt + + +Phillippe Van Hecke +lephiloux@tiscalinet.be + + +Leonardo Skorianez skorianez@bol.com.br + + + +Documentation copyright 2002 Lauri Watts +lauri@kde.org +Documentation copyright 2002 Andreas Zehender +zehender@kde.org +Documentation copyright 2002 Olivier Saraja +olivier@linuxgraphic.org + + + +&underFDL; +&underGPL; + + + + +Glossary + + +Bump Map + +A bump map is a way to simulate a rough surface, without having +to model every single bump on the surface, and without +changing the underlying geometric shape of the object itself. +It is common to use the same file as both a bump map and a texture map. + + + + +Primitives + +Primitives are the basic geometric shapes that you can use as +building blocks. Most complex 3d models are created +from many dozens, or even hundreds, of these primitives, which are +then edited and manipulated to give a more realistic +appearance. + + + + +Rendering + +Not yet written + + + + +Texture Map + +A texture map is a way of applying color to the surface of an +object on a pixel by pixel basis, by applying an image file as a color +map. +It is common to use the same image file as a bump map. + + + + + + + +&documentation.index; + + +Installation + +&install.intro.documentation; +&install.compile.documentation; + + + +
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