Background music is Copyright © 1996, 1997 by Michael D. Walthius. All Rights Reserved.

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utorial one deals with basic mapping. A box is created of a specific size. A tutorial texture map is applied using implicit mapping which is the default method. Lights are added, the model is rotated, zoomed, panned and rendered to 500 X 500 pixels. Rendering takes about 4 minutes. Tutorial two deals with creating and applying maps. First a sphere primitive is created then it is texture mapped spherically with a map of the earth. Various lights are applied. The same map is then used as a bump map and this time the it is oriented to align in register with the texture map. Now the mountains seem high and the valleys low. The bump height can easily be adjusted with a slider to provide any reasonable amount of relief. I set it to midrange for the image. The pixels with the higher luminance (closer to white) are low in elevation and the darker ones are higher in elevation. There is a box to check if you want the effect reversed. Next the color is removed from the bump map. Now the brightness/contrast controls can be manipulated to make the valleys even lower and the mountains higher still if the user wishes. Next a hurricane is placed on the texture map. It is part of the objects tutorial. The hurricane was much too large so I resized it by accessing the effects/orientation/scale drop down menu. The next step involves painting clouds onto the model. The image hose brush is selected Then the cumulus clouds nozzle is selected. Now clouds can be sprayed onto the model.

utorial 3 deals with advanced mapping. First the tutorial model is opened. It was created in Ray Dream Designer. It has 2 parts: the artist's palette and the brush. First the palette is selected then mapped using the pass through method with a wood grain. Next the brush is selected and here is where things get interesting. The brush has a wooden handle, metal ferrule and bristles. Next a blank texture map is applied to the brush using the implicit mapping method. The map is set to the size of 150 rows by 650 columns. The rows/columns stuff is actually pixels. Next the mesh is displayed. The right portion of the mesh represents the bristles. The left 75% or so represents the handle and the area in between is the ferrule. Next the handle area is selected and the controls palette is examined where it is determined that the handle is 508 pixels long and 150 pixels high. A map at least this large will be required. Next another wood image is opened and an area larger than the brush handle's mesh area is selected from it. The selection is then copied to the clipboard and pasted onto the mesh. The pasted image is the adjusted to properly fit the brush's handle without overlapping the ferrule. This is easy to do when the model is expanded around the ferrule area. The pasted image can be moved 1 pixel at a time with the arrow keys. It can also be dragged about. The wood can also have its color adjusted and various effects applied to it if the user so desires. Next the bristles are applied by opening the bristle tutorial image, selecting, copying and pasting as was done for the handle. Now the shininess is greatly increased to give a gleam to the metal ferrule. This is accomplished by increasing the specular slider from its 40% setting to around 90%. This causes the ferrule to have a very metallic like gleam now but the handle and brush now also possess the same gleam which we don't want. So a highlight mask is created using a copy of the existing texture map. Then the bristle area is selected and filled with black thus making it look a more realistic dull. Then the handle area is selected and filled with about 50% gray. The reflection slider on the object palette can be increased to give greater reflective powers to the ferrule. This also increases the reflective powers of the handle and brush but since their highlight map is either black (brush) or gray (handle) the increased reflectivity doesn't have much of an effect. Next the texture file is used as an implicit bump map. The bump slider is then increased to give the bristles some body. The color is removed from the bump map. The wood for the handle is deleted so just the bristle area feels the effects of the bump map. The last step of the tutorial is the addition of some paint splotches to the palette. Then the image is rendered.

hapter 3 discusses working with models. Detailer can create 5 different types of primitives. Dimensions may be specified after the type of primitive is specified. The tolerance setting specifies the number of triangles per object. A fine gives the smoothest image and uses the most memory. Next the 3D view size is set. The dialog box tells the user how much memory will be used. Opening models created in Detailer and in Ray Dream Designer and Ray Dream Studio is discussed. Lights and cameras are not exported from Ray Dream. A group of objects being exported from Ray Dream should not consist of more than 80 objects. The manual explains that each extruded object will have 2 end caps and Detailer can't handle more than 240 separate objects. Setting the object properties of diffuse, specular and reflection is discussed. Saving models is discussed. It is important that a specific directory be created for work to contain all the various modeling and mapping files together. Directions for closing a Detailer model are described. Model exportation is discussed. Model exportation appears to be closely coordinated with Ray Dream although other applications are supported.

hapter 4 addresses the use of maps. The five maps (texture, bump, highlight, reflection and glow) are discussed as is their usage application, options and characteristics. Methods to adjust and change the maps is discussed. How to hide maps and make a particular map active is discussed. Procedures are described for working in either the model window or the image window. Mesh usage, wrap around colors and seamless maps are described.

hapter 5 discusses the usage of light. Any light may be any color. Ambient light is adjustable. Flat lighting is available. Lights are controlled by the light palette. Each small circle on the ball is an icon that represents the light's source. Icons can be dragged around to position them. Lights can be added or deleted. Each light may have its own brightness and concentration controlled through the sliders' positions. The exposure slider functions somewhat like the aperture of a camera. Greater exposure means a brighter object and vice versa. There is also a light icon on the toolbar that allows the user to place a light anywhere on the model. Light libraries may also be created, saved and loaded.

hapter 6 and all the remaining chapters deal with images. Detailer allows the user to both create an image then apply it to a 3D model as a map and to apply a map then develop an image on the map. Detailer has its own RIFF image format (.rif) which maintains floating objects. The RIFF format should be used when working within Detailer. However when exporting a model for use in any other 3D application, the .tif file format should be used. When a new image is created the user is allowed to specify the canvas size, resolution and paper color. The dialog box provides the amount of memory the image size requires. Size may be specified in pixels, inches, centimeters, points, picas or columns. The canvas size can be changed later if the user so desires. The paper color can also be set later however the existing paper color must be erased away or otherwise removed. Canvas information (size and resolution) is instantly available by clicking on the small i that appears at the lower left of the image. The image can be zoomed from 8.3% to 1200% by using the control palette's pop up menu. The grabber tool allows the image to be dragged about. The virtual trackball tool allows the image to be rotated around within the image window. Rulers are available and their increments may be pixels, inches, centimeters, points or picas. The rulers also have the option of making the guide marks snap to the ruler's ticks. Detailer can display horizontal and vertical guide marks. The marks can be as many or as few as the user wishes and each must be created by the user. A click any where in the ruler area creates a guide line. Each guide line can be slid anywhere along the ruler. Each guide line may have its own color. The color may be changed in the guide options dialog box which is accessed by double clicking the guide arrowhead where it rests on the ruler. The guide's position may also be precisely placed to 3 decimal places when accessing this dialog box and it can also be locked in place. All the guides may be deleted when accessing this dialog box. A snap to guides feature is available when accessing the canvas drop down menu. Snapping action occurs whenever the cursor or an edge is within 6 pixels. The snap to guides feature works with dragging the oval or rectangle selection tool, drawing straight lines with the brush tool, clicking then dragging with the magnifier tool, clicking then dragging with the paint bucket tool, dragging floaters and dragging the floater adjuster tool. I have to say that Detailer has the weakest snap to guides feature I have ever seen. It is just barely noticeable under the best of circumstances. Detailer also has a grid overlay feature. The grid may be accessed by clicking on the grid area at the upper right of the image or selecting the show grid option from the canvas drop down menu. The grid has 50% opacity unless the transparent box is checked in the grid dialog box. The grid dialog box is accessed via the canvas drop down menu. This dialog box allows the user to set a rectangular grid, dot grid, horizontal or vertical grid. It also allows the user to set line thickness, horizontal and vertical grid spacing. The units may be pixels, inches, centimeters, points, picas, columns or percent. The grid and background color may also be set in this dialog box. Detailer saves and opens files in many different formats. It does not open .eps files. It will, however, save files as .eps. Many file formats require various decisions to be made when saving them. This usually invokes some sort of dialog box. Detailer can have as many as 32 levels of undo and redo. Detailer also has a fade feature which is sort of like a partial undo. When the edit/fade option is selected the fade dialog box appears. The slider can be adjusted to control the amount of fading of the last drawing the user made. In conjunction with the 32 level undo/redo it should be possible to have quite a bit of control of the image that you might be creating at least in theory. However I found the performance of this feature to be somewhat erratic and unreliable when trying to undo and redo an existing image. It seemed to work OK when used immediately after a brush stroke however.

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All pages copyright © Roger A. Moncrief, Indepth Reviews, 1997

Thanks to Judy Gefter, !LuM! and Charles Blaquiere for their advice and counsel, some I heeded and some I didn't.