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hapter 7 addresses shading. Shaders are defined as a set of surface characteristics that may contain settings for color (includes texture map), highlight, shininess, bump, reflection, transparency, refraction and glow. Shaders may have just one of these settings, all of them or any combination thereof. Chapter 7 reveals that each object created in Ray Dream Studio 4.1 has a coat of primer over the entire object. Ray Dream Studio 4.1 comes with built in 3D paint tools to cover this primer. The shader browser is where all the various shaders are kept. The shader editor is where the shaders are edited and is accessed by double clicking on a shader in the shader browser. Each of the aforementioned 8 settings may edited. Objects can be shaded by the drag and drop method or by selecting the object and clicking on the apply button. There is some discussion about the pro's and con's of applying shaders to just the non-empty channels or to all the channels. Shader structure and content is discussed. All of the 8 components that comprise shaders are discussed in detail. I won't go into all the various components but I will mention some of the more interesting items. Color and black and white images can be used as texture maps. A grayscale blend from black to white in the transparency channel will allow an image to fade from opaque to transparent. The texture map can be filtered using standard Photoshop filters. There is an option in the preferences area to select a plugins directory. I did this and immediately picked up all my KPT 3.0 filters, Adobe gallery effects filters as well as the 32 bit KPT Convolver. It did not pick up any KPT 2.0 filters or any of the dozens of 16 bit filters I have downloaded from the internet. Any shader may be modified to nearly any degree desired and the user can easily create shaders. Mixing, adding, subtracting and multiplying are all readily available. Checkers, stripes, wires, spots, wood, marble, .etc. are all built in and instantly accessible. Of course they may all be modified to any degree desired. Slider controls to manipulate size, height, blending, direction, perturbation, count, .etc. are available as is appropriate. Detailed directions are provided. As if this wasn't enough, Ray Dream Studio 4.1 provides 64 shaders on the CD-ROM. These shaders include a huge variety of woods, wallpapers, marbles, waters, organics, papers, metals, liquids, geometrics, fences, floors, fabrics, clouds, bricks, backgrounds, .etc. all of which can be easily modified to the user's desires. Ray Dream Studio 4.1 has 3D paint capabilities. Any 3D object can be painted in a variety of brush sizes and shapes. The paint applied is whatever shader is selected. Painted areas can also be erased. Imported brushes may also be used. Any 2D image in .bmp, .dib and .rle can be used. Brush hardness, opacity, size, angle, .etc. can be adjusted. As if all of the aforementioned didn't provide adequate control over an object's appearance, the user can also go to the object properties dialog box. There will be found control over the opacity, size, position, .etc. of every paint application including an object's primer. Each paint application can be adjusted as required, deleted, moved to the back, .etc.

hapter 8 deals with lights and cameras. Ambient light can be of any color and any brightness. New light sources may be distant, bulb and spot. They may be placed anywhere, can be any color and any brightness. Distant light also has a shadow option and can be a front or back light. Spot light also has a shadow option plus angle width, angular falloff, range control and distance falloff. bulb light has shadow control, range and distance falloff. All of these lights have a gel feature. You can use the built in gels or create your own. A gel is a mask or transparency that is placed in front of a light. The blind is one of the built in gels. Controls are available for both horizontal and vertical blinds. They can be up to 30 in number and can be of any width. Vertical and circular 2 color gradients are also available. Also any .bmp, .dib or .rle file can be used as a texture map. All the various Photoshop type plugins can also be used in the texture map situation. Movies can also be used as gels. Ray Dream Studio 4.1 supports sequenced .tga, .cpt, .tif, .psd, .gif, .pcx, .jpg, .bmp and .avi files as gels.

amera types are conical and isometric. Conical cameras may have wide angle (24mm), normal (50mm), telephoto (200mm) or zoom (96mm to 500mm) lens. Isometric cameras provide an unnatural view where distant objects appear the same size as close objects. A zoom slider is available for field of view control. Cameras may be panned, tracked and dollied about to place anywhere the user may wish. Chapter 9 addresses rendering. Render effects are discussed. Reflected backgrounds may be none, single color, bi gradient (includes both sky and ground/sea gradients), map (any .bmp, .dib or .rle file) and movies (sequenced .tga, .cpt, .tif, .psd, .gif, .pcx, .jpg, .bmp and .avi files). Backdrop may be whatever background was previously selected or any single color, bi gradient, map or movie that the aforementioned background supports. Atmosphere can be none, cloudy fog or distance fog. Both fogs can have any color the user may wish. Cloudy fog is adjustable to its top, bottom, density, lumpiness and global scale. Distance fog is adjustable as to where it starts from the viewpoint and to how much visibility is available past the fog's beginning.

any render settings are available. Image size and resolution can be specified. Ray Dream Studio 4.1 will provide an estimate of the time required. Ray Dream Studio 4.1 will also provide a guide for the best resolution if you specify a certain time. File format output has many choices. For the current frame the output can be targa, photopaint, photoshop (2.5), .tif, .bmp, .pcx, .gif and .jpg. Many options are associated with some of these file types. For example the .jpg image quality (compression) can be set from excellent to fair in 4 total increments. The .gif output can be set for the type 87a or 89a, interlaced or not, optimum palette, standard palette, system palette, no dithering, pattern dithering, error diffusion dithering, .etc. Some of these file formats support G-buffer channels such as mask, 3D position, distance, .etc. For movie output (sequenced .tga, .cpt, .tif, .psd, .gif, .pcx, .jpg, .bmp and .avi files) again a wide variety of output options is available. Frame rate is controllable from 1 fps to 60 fps. The .avi output can be uncompressed or it will pick up the variety of cinepak, Microsoft, Intel options you may have.On my machine it also listed my frame grabber option. A slider is available to set the compression quality where it is appropriate. Key frame and data rate controls are also available where appropriate. Configuration control is also available where appropriate. For all of the sequenced file options, the various controls are available as it pertains to each file format as previously stated for the current frame discussion. Rendering output can be from any camera and the file name can be automatically or manually assigned.

he Ray Dream Studio 4.1 has 3 different renderers available. The draft Z-buffer is for fast proofing. It provides an image with or without shaders and reflected and transparent colors must be specified. The production Z-buffer provides a better quality image and is still very fast. Check boxes are available to soft shadows (with a slider for quality), transparency (with a selection the maximum number) and oversampling (with a slider for quality). A slider for silhouette quality is available and an optimization selection is also available. The RDI ray tracer provides the slowest and the highest quality rendering. Reflection, transparency and refraction checkboxes are available with settings up to 16 for each. Shadows, lighting through transparent objects and bump also have check boxes. Silhouette quality has a slider and adaptive oversampling has check boxes for none, fast and best. Batch queuing of files is also available for any rendering method. Chapter 10 deals with post production. The manual immediately states that Ray Dream Studio 4.1 is an illustration application and lacks comprehensive post-production features. However if you have an application such as Photoshop, Ray Dream Studio 4.1 will export an image with a mask that will show up as a channel.

hapter 11 deals with importing and exporting. In the freeform mode Ray Dream Studio 4.1 will import Adobe Illustrator 1, 88, 3, 4, CorelDraw 3 and 4, .WMF and .CGM file formats. In the 3D mode Ray Dream Studio 4.1 will import .dxf, .rd4, .rd3, .d3d, .b3d, .t3d, and .3mf. I was only able to verify the .dxf format. I don't have access to any of the other formats other than .rd4 which is Ray Dream Studio 4.1's native file format. I easily imported a .dxf file from Poser. It came in very small in size however once I enlarged it seemed OK. After playing around for a while I discovered that I could specify the scaling conversion factor which defaults to a value of 1. I changed it to 30 and imported my .dxf image from Poser again and it came in fine. Ray Dream Studio 4.1 also supports Adobe Photoshop acquire plug-ins. The manual barely mentions exporting however the option is there. The file formats supported are .rd4, .rd3, .d3d, .dxf, .b3d and .wrl. The rest of the manual consists of a glossary, technical tips and index.

his is the end of the manual for Ray Dream Designer. At this point I think a few comments are in order. The manual is very well written. It has many tips and explanations. It is obvious that this is a mature product. It may also be of interest to some that Ray Dream Designer is included completely in Fractal Detailer. It fact they shipped the same identical manual with Detailer that is shipped with Ray Dream Studio 4.1. However it is important to note that Detailer has no animation capabilities. That is what separates Ray Dream Studio 4.1 from Detailer among other things. I also suspect that the 3D portion of CorelDraw 6 is identical to Ray Dream Designer 3 although I did not verify this. A quick look at my CorelDraw 6 manual shows the CorelDream section starts off just like the Ray Dream manual.

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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.