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Background music is Copyright © 1996, 1997 by Michael
D. Walthius. All Rights Reserved.
ractal
Design's Ray Dream Studio 4.1 installed easily from its CD-ROM
and consumed about 40 MB of hard drive space. As a windows 95
application it also shows up on the list of applications that can be
uninstalled by Windows 95. The upgrade price is about $190. Several
pieces of documentation accompany Ray Dream Studio 4.1. There is a
small booklet called the extensions portfolio that discusses the
plugins and how to create them. There is a dream models booklet that
has black and white thumbnails of the clip art that comes with Ray
Dream Studio 4.1. There is a what's new booklet. There is a Ray Dream
Animator booklet that has about 130 pages. It is a user guide and
tutorial for Ray Dream Designer's animation capabilities. Lastly is
the Ray Dream Designer 4 user manual which has about 366 pages and
several chapters. The CD-ROM is crammed full of .avi and .mov files.
It also has extensive Adobe Acrobat documentation, software developer
kit information, samples, Photoshop files, etc.
hapter
1 covers Ray Dream Designer's installation and chapter 2 provides an
overview of Ray Dream Designer. Chapter 3 is a tutorial. I spent
several days completing the chapter 3 tutorial and I must say that
when you finish it you will have an appreciation of what Ray Dream
Designer Studio 4.1 can do. The
second page of chapter 3 has a black and white picture of what the
finished image will look like. It is basically a castle inside an
aquarium. After initially configuring Ray Dream Designer Studio 4.1,
you create the castle. This is accomplished by dragging the freeform
icon into the hierarchy window. A dialog box pops up and prompts you
to assign a name to this freeform object. The tutorial instructs you
to name the freeform object castle wall 1. A cross sectional plane is
displayed within an area that looks like a cube with 3 of its 6 sides
removed. You then go to the view menu and select preset
positions/drawing plane. The view then changes to a 2 dimensional
drawing plane that is criss crossed with numerous grid lines. You
then go to the view/grid drop down menu.
hen
you set the displayed dialog box to 1.6 grid spacing and engage the
snap feature. One side of the castle wall is then drawn on the
drawing plane. The view is then changed back to the reference
position. Now the thickness of the wall is adjusted so that it is 2
grid divisions thick. This is where I began to appreciate how clever
Ray Dream Designer Studio 4.1 is. If you look closely at the image
below you will see a reddish purple line on the far wall and another
on the bottom wall. You simply click on the end of either one of
these lines and drag until the castle wall is 2 grid divisions thick.
You don't actually touch the castle wall itself. Those 2 lines are
called sweep path lines and are used to set the extrusion depth.
After the extrusion depth is set, you click on the done button. You
then add the stone like shading by dragging and dropping the ball
from the tutorial section of the shading browser onto the castle
wall. You can also select the stone tutorial ball and click on the
apply button on the bottom left corner of the shader browser.
You select the icon for a better preview and you can then see what
your wall will look like. The next few pages address object placement
by using projections that are displayed on the walls of the view. You
simply click inside these projections and drag your image anywhere
you want. This provides precise placement control over all objects in
all directions. The hot spot is also described. It is the dot that
also shows up on the view's walls and is the pivot point of the
object. This hot spot can be placed anywhere and can be quickly and
easily centered via the arrange drop down menu. Next the castle wall
is duplicated 3 times, rotated and positioned to create the castle. Each
wall duplicate is named. The castle wall rotation is somewhat
interesting. There are 2 rotation tools available in Ray Dream
Designer Studio 4.1. One is a 3D virtual trackball and the other is
for one axis rotation. The one axis rotation tool is used to rotate
the walls around the hot spot. After the 4 walls are positioned, they
are shift/clicked in the hierarchy window and then grouped. The group
is then named castle walls.
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a tower is added to each corner of the castle. Step one for this
procedure is to make the castle invisible. That way it doesn't
clutter up the view. The tower object is dragged from the tutorial
objects browser area and dropped on the hierarchical window. The
tower doesn't include a dome so you have to create one. This
accomplished by first drawing a circle then extruding it 2 grids to a
cylinder. An editing point is then added to the extrusion line on the
far wall and symmetrical is selected from the geometry window. The
symmetrical selection means that whatever is done to one line will
also occur to the other. The Bezier points are then edited to easily
create an onion looking dome. The tutorial then requires the user to
manipulate the dome using the numerical controls. This
abstract, numerical manipulation was a little tough on a seat of the
pants guy like me but I persevered. The roll is changed to 90 degrees
and the X, Y, and Z values are adjusted to get the dome on top of the
tower. Both the dome and the tower are then selected and alignment
dialog box is displayed. The X and Y axis of the dome are both
centered. The Z axis is set to contact the sides. This places the
dome on top of the tower and correctly aligns it. The tower and dome
are then grouped. The color of the dome and its reflection is then
changed. The tower group in the hierarchical window has a plus sign.
When the plus sign is clicked the group expands to allow the
selection and editing of individual group components. The paint shape
selection icon is clicked. The dome is selected then the shader
editor is displayed via the windows drop down menu. RGB and CMYK
colors are available and can be adjusted to 16 million different
colors via the color dialog box that pops
up when the shader editor's color ball is double clicked. Highlight,
shininess, bump, reflection, transparency, refraction and glow can
also be adjusted. After the various adjustments are made the color is
then applied to the dome by clicking the apply button.
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a flag is added to the top of the dome. First the flag is dragged
and dropped from the objects browser tutorial area to the
hierarchical window. Then the user zooms in on the flag. Next a logo
is selected from tutorial area of the shaders browser. Next the 3D
paint icon, rectangle tool is clicked. Then a rectangle is drawn on
the flag and the logo appears where the rectangle was a drawn.
The logo's position is then adjusted as necessary with the paint
shape selection tool. The hot point for the flag is centered on the
flag's staff. Then both the flag and tower are selected. Next the
align objects dialog box is launched and the X and Y axis of the
flag's hot point is centered while the Z axis is set to contact the
sides. The apply button is clicked and the flag is planted into the
top of the dome. The flag group in the hierarchical window is then
dragged into the tower group. Next the castle is selected in the
hierarchical window and made visible. Both the castle and tower are
selected, the align objects dialog box is activated and the Z axis of
both objects is aligned to the same plane. The tower is duplicated 3
times, each duplicate is given the next sequential name and each
tower is placed on a corner of the castle.
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a door and a window are added to the nearest wall. This is
accomplished by double clicking the wall. This allows you to
"jump in" to a specific object. If you don't do it properly
you will perform a change that affects all 4 walls instead of just
the one wall. You set the view to preset position, drawing plane with
no preview. You are then greeted with the 1 dimensional grid layout
like you had when the wall was first drawn. Four points are added to
the bottom of the wall. The 2 inner points are dragged upward 4 grid
spaces to create the door. The rectangle tool is used to create the
window. Everything is selected then the combine as compound command
is activated. You
return to the preview mode and the castle now has a door and window.
Next a gate is dragged from the tutorial area of the objects browser
and dropped onto the scene. You are then instructed to place the gate
into the doorway. Using the skills previously honed, this is a simple task.
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a second camera is added. The new camera defaults to the same
location as the existing camera and is automatically named camera 2.
The numerical properties dialog box is activated and camera 2 is
placed in the absolute center by changing the X, Y and Z coordinates
to zero. The camera is placed in front of the castle door. Then both
camera and castle are selected and the point at command is invoked.
Now the camera points at the door. Next the camera properties dialog
box is activated. The camera dolly icon is clicked and a green box
appears around the castle that shows the area that will be rendered
based on the camera settings.The camera can now be positioned so that
any part of or all of the castle may be rendered.
more
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. |