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ext another tutorial file called bowl is opened. The file has some fish and plants in it. It also has a ground area. Then the completed castle icon in the hierarchical window is dragged into the hierarchical window of the bowl. This copies the castle image into the bowl image. The castle is positioned with its base on the ground and in the far corner. Next the effects dialog box is activated and the ambient light is changed to a blue/green color to give the impression that the scene is underwater in a fish bowl. Then the render area icon is clicked and a small area of the image is marqueed. This area is automatically rendered. This way an idea of the final image's appearance may be ascertained without having to render the whole image which might prove to be time consuming. Next the sky and ground gradients are adjusted, a bulb type light is inserted and positioned. The the castle is rotated and the camera is positioned.

hen the rendering settings dialog box is opened, various rendering settings are made and the image is rendered. The image may be saved in a wide variety of formats including .tif, .bmp, .tga, .pcx, .psd (Photoshop 2.5), .cpt (Corel PhotoPaint), .gif and .jpg. This is the end of the tutorial but it is not the end of the chapter. The last couple of pages mention the modeling and scene wizards. I started examining these 2 wizards and frankly I was astonished at what I discovered. For example Ray Dream Studio 4.1 has the typical primitive shapes available as do many other 3D applications. However when you utilize the modeling wizard icon you access a large multitude of extremely complex shapes that would take an experienced user a very long time to create. Once these complex shapes have been accessed they can then be easily modified to conform to the user's requirements. The major object types are lathe, extrusion, pipe, skin, spiral and twisted. Double clicking each of these objects takes the user to additional options. The one additional option they all have is the option to create your own object.

will just discuss the twisted objects presets. They are a screw, a twisted column and a twister like object that looks just like the tornado in the movie "Twister". The create your own twisted object area allows you to select from 8 preset objects such as squares, stars, polygons, gears, .etc. You then specify the number of twists to 2 decimal places and from there you specify the dimensions of your object. Everything from 3D text to chair frames to telephone cords is but a few mouse clicks away. Once the object is in the scene it can then be selected and a click of the right mouse button allows the user to access the properties dialog box. From there the object can be bent, shattered, stretched and twisted some more if necessary. The scene wizard is also very remarkable. This wizard is accessed via the file drop down menu. Its major scene types are logo templates, photo studio, indoor and outdoor scenes. The logo templates allow you to enter your text on any of 10 different premade logos. The photo studio has 24 different premade lighting schemes. The indoor scene area has 8 different indoor scenes and you can create your own. There are 12 outdoor scenes. They consist of a wide variety such as beach, outer space, foggy morning, forest, sunset, cyberspace, .etc. There does not appear to be a wizard that will allow you to create your own outdoor scene.

hapter 4 deals with creating objects. Objects may be created from icons or the edit drop down menu. Text, freeform, cone, sphere, cylinder, cube, icosahedron and wizard are the objects. Freeform objects and their creation are discussed. Extrusion, scaling, lathing, complex sweep paths, .etc. are briefly described. The freeform modeling window and its characteristics are addressed. Surface fidelity, which is the number of polygons a surface contains, is adjustable in the modeling window. The drawing plane and its characteristics are also described. The pen tool is discussed. Corner points and curve points are described as are the directions for creating them. Adding points, deleting points and converting points between curve and corner are discussed. The 2D primitive objects and 2D text tools are mentioned. Object manipulation is discussed and described. Rotating, twisting, grouping, compounding, scaling and importing objects is also addressed. Modeling with cross sections is described. Multiple cross sections, adding and removing cross sections is described. Shape numbering, cross section fills, skinning shape to shape and skinning point to point are discussed. Drawing sweep paths in 3D is described. Extrusion presets are discussed. Complete control of spirals is available via the geometry/extrusion preset/spiral dialog box. The spiral can have as many turns as is required to 2 decimal places. The spiral can be made any length, have any distance to the axis, and both cross sectional and spiral scaling is controllable on a percentage basis. Using the spiral scaling allows the user to make the spiral extrusion larger or smaller at one end. A torus extrusion preset is also available.

ext the manual discusses sweep paths and the envelope. Here the user discovers how to extrude an object in a symmetrical tapered manner and in a non-symetrical manner. In the free mode any side of any extrusion may be given any shape desired. Next lathing is dealt with. A brief 8 step lesson describes the lathing process which was very easy to accomplish. Lathed objects of almost any shape such as goblets, bowls, saucers, .etc. are almost instantaneous. A torus shaped object is even easier. Next comes a 22 step advanced modeling tutorial. A fork is modeled in this tutorial. A small rectangle is drawn and extruded then the end is bent to resemble the bend of a fork. A cross section is created at the bottom of the bend then 4 small rectangles are added at the beginning of this new section. Each small rectangle is automatically numbered by Ray Dream Studio 4.1 and care is taken to ensure the numbers are correct. They are easily edited. Then the next section is selected and the area between the small squares is deleted. Thus the fork's tines are created. Each small square is made slightly smaller which makes the tines taper a little. The area behind the fork's bend is made narrower and in a few minutes from starting you have an excellent fork.

he last 2 pages address Ray Dream Studio 4.1's text handling capabilities. Ray Dream Studio 4.1 can handle both Post Script and Truetype fonts. Fonts may be extruded to any depth. They can be beveled in front and back in 5 different ways. The degree of beveling is controllable to 2 decimal places as is depth. Leading, word spacing and letter spacing are all controllable. Chapter 5 addresses arranging and deforming objects. The tools and work box are discussed in detail. How to use the tools and workbox and how to control them is described. Selecting and arranging objects is described. Dragging, nudging and numerical positioning of objects is dealt with. Manual resizing, numerical resizing and resizing using the scale deformer is addressed. Orienting objects by either freely rotating them in three dimensions or one dimension is described as is numerical orienting and the mirroring of an object. Object alignment with the working box, the universe and with gravity is described. Camera and light aiming is also discussed. The relative of alignment of objects to each other is covered. Objects may be aligned to each other in virtually any way possible. Object duplication, mirroring and duplication while maintaining symmetry. Stretch, shatter bend and twist deformers are the last subjects of chapter 5.

hapter 6 addresses the issues of building a scene. Scene editing is dealt with. Adding, deleting and replacing objects is discussed. The scene wizard and hierarchical structures are described. Procedures for hierarchical navigation, grouping, linking, opening and closing groups are described. Links control object movement and may be lock, slider, axis, shaft, ball joint, 2D plane and custom. A locked object can not be moved. A object with a slider link may be moved in any or all of the 3 directions by any amount desired. They can also be constrained in any direction by any amount desired. Axis type links deal with rotation. An object can be allowed to rotate or not rotate by any number of degrees desired in any of the 3 axis. The shaft condition is somewhat similar to the axis situation. Rotation may be permitted to any degree required on any axis but the additional factor of sliding is also controlled. The 2D plane situation allows object movement on any 2 of the 3 planes to be restricted. The ball joint works like a ball joint. Things are a little more complicated than I have described because there are some parent, child and inverse stuff that has to be dealt with. The last link is called custom. This option allows the user to create any type of custom link the user can imagine. Master objects and their duplication, modification and replacement are described. The object browser is the subject of chapter 6. The opening of new directories, navigation, adding objects and closing directories is described.

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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.