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

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he functions drop down menu is where the deformations and attributes such as texture and color are applied to an image. The previously discussed attributes dialog box can be accessed from this menu. This is where colors, textures, lighting, reflectivity, fog, roughness, brightness, refraction indexes for glass, air, water and plastic are set. A preview of the effect is available in the upper right window.

 

 

 

 

 

 

 

 

The object can be previewed from any direction based on the settings in the lower right side. The attributes created can be saved by clicking on the save button in the attributes dialog box. Saved attributes can be loaded and applied to other images. The attribute dialog box also has a Phong shaded radio box. The faceted image above left shows the result when the Phong radio box is deselected. The next image shows the result when it is selected. The attributes dialog box also has a bounding box choice. This will cause the image that is being worked on to change from what it really is into a box. The perspective view remains the same.

 

 

 

 

 

 

 

 

Transparency of an object is controlled with the filter color setting in the attributes dialog box. Black is opaque and white is completely transparent. Various shades of other colors may also be used for a variety of color effects. Fortunately Imagine has the option of adding a background while within the attributes editor so the user may better gauge the degree of transparency. Although I didn't see it mentioned in the manual until later, I discovered that it is important to have the shininess slider set to zero or else no transparency at all can be achieved. The adjacent image, above left, shows a couple of transparent spheres with a cone and tube primitives. The background was created with KPT 3 and added in the quick render settings global area. There is also an index of refraction that can make transparent/translucent images have a refraction characteristic. Glass, water, plastic and air are preset. The manual states that the reflectivity color setting of white can make an object completely mirror like. I had some problems with this. I read and reread the manual. Then I watched the gold tutorial on the CD-ROM. I guess what I didn't realize was the importance of a global brush file and a ground plane. The adjacent image, above right, shows a chrome sphere with an image that was created with the KPT 3 image as a global brush which is set in the globals area of the rendering dialog box.

 

 

 

 

 

 

 

 

I applied a checkerboard texture to the ground plane. I still have a problem that I do not fully comprehend however. Check out the next image, above left. I removed the global brush and added a procedural sphere with a marble texture and the previously used red cylinder. Do you see any reflection of the sphere and cylinder? I don't and I had a problem with that. Further research revealed that the objects must be raytraced to show reflections. For the next image I added reflectivity to the ground plane.

he manual continues with a discussion of the fog settings available via the attributes menu. Radial, axial and planar fog is available as are a variety of settings which the manual briefly discusses. Next lights are discussed. Imagine has many controls for lighting. All sorts of shapes, falloffs, intensities, colors, etc. are user controlled. The maps section is where much of the fun with Imagine is at.

Here the user can load any of the maps that ship with Imagine and modify them if desired. The mapping process is complex and many factors affect the result. By the way, maps includes textures and brushes.

Adding brushes can get interesting as well. Brushes are 2D images the user may create. Textures are 3D in nature. Imagine ships with 108 textures. They are all described via an HTML file that is found on the CD-ROM. Brushes would need to be modified in an external graphics application. Maps may be modified within Imagine by the user. I created a disk primitive, made the base color red then applied the bricks texture. Then I clicked on the properties tab which is where texture editing occurs. The info tab provides a description of what is possible.

As can be seen from the adjacent image, Imagine allows all the parameters of the bricks to be adjusted. The first bricked disk is with the default values.

 

 

 

 

 

 

 

The second bricked disk is with the mortar color changed, the bricks are made longer and the brick overlap adjusted. After the user is happy with the modification, the texture may be saved. It is not, however, saved as an .itx texture file but as a regular .iob object file instead. Then when another primitive is created or something is imported the user just clicks on the load button and selects the appropriate .iob file. The adjacent image shows a cube that was textured with the modified brick texture. Of course this modified brick texture may also be modified and saved under yet a different .iob file name. Imagine also allows the user to edit the texture's label. Imagine also has 6 light textures such as venetian blinds, French windows, etc. The item's position on the map list affects the item's impact. An item at the top of the list may over ride the maps below it. Maps may be easily moved up and down on the list with the move up/move down buttons. Some textures such as fire and electric have characteristics that may be animated. The adjacent animated .gif files are from the CD-ROM and are samples of the fire and electric textures. The info tab for the properties sections provides details.

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All pages copyright © Roger A. Moncrief, Indepth Reviews, 1996, 1997

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