The Baseshape Editor
- 1 Introduction
- 2 Main Controls
- 3 The Shape Tab
- 4 The Control Tab
- 5 The Baseshape Editor Window
New and Delete
- New, opens the baseshape selector and once a baseshape is selected, it opens the parameter controls.
- Delete, deletes the current baseshape.
Append, Save and Load
- Save, exports the baseshapes to a file.
- Load, imports baseshapes from a file, replacing current ones.
- Append, appends baseshapes to the current ones from a file.
- Vector, The Standard editor representation.
- Points, Real time view of the fractal. Use it if you want to fine tune the baseshape parameters.
Note: The mouse controls of the Vector representation remains in this view mode.
- Camera: The actual camera angle, you can rotate and pan the camera (using the mouse buttons). The baseshape and viewport movements are restricted to the (X,Z) plane.
- Front: This is a front viewport (+Z). Here you can use the right mouse button to change the baseshape position in the (X,Y) plane. The left mouse button let you pan over the plane, and the zoom slider let you zoom in it.
- Left: In this vieport (-X), you can control the movement of the baseshape in the (Y,Z) plane with the right mouse button. The left mouse button let you pan over the plane, and the zoom slider let you zoom in it.
- Top: In this vieport (+Y), you can control the movement of the baseshape in the (X,Z) plane with the right mouse button. The left mouse button let you pan over the plane, and the zoom slider let you zoom in it.
- Rotate, left mouse button will rotate the camera.
- Pan, the left mouse button, will be used to pan around the scene.
The Shape Tab
Baseshape Selection Box
- Depth: This parameter determines how many fractal iteration are calculated for the baseshape. If you set it to 1, no fractal iterations are calculated.
- Radius: This parameter determines the actual size of the baseshape.
- Baseshape Parameters: These are baseshape specific parameters. They are different in every baseshapes. You can use the Tab control to move around the different parameter sets.
- The Random Button: Randomizes the parameters of the current baseshape (not all baseshapes supports this option).
The Show Baseshape Option
This option allow to show or hide the un-iterated baseshape.
This come handy in fractals like the quaternion julia set, because the original baseshape can be bigger than the iterated ones, effectively hiding them.
This is an example of the effect of this option:
Breadth First Option
When enabled, this option changes the overhall iteration schema, favoring the first steps of the iteration rather than going depth into the iteration tree. This is specially useful for fractals like the Julia sets, on where the size of the first iterations are very large compared to the last ones.
Starting with Incendia 1.3, surface textures are supported.
These textures maps over the surface of the baseshapes directly, unlike the material textures that are directional. This mean that the baseshape surface is colored according to the specific baseshape features. The surface controls are:
- Use Surface Texture, when this option is activated, the use of the surface textures are enabled.
- Load Texture, this button is for loading the surface texture.
- Clear Texture, this button clears the texture from the memory.
- Smooth Texture, Since the surface textures are limited on resolution, when this option is enabled, a biliner interpolation is activated, so it smooth the overhall apareance of the texture.
Surface Textures and the Material definitions
Since Surface textures values are added to the standard Ambient Material definition, if you want to get the exact color representation of the surface texture, you must set the Ambient material to a very dark value (usually a black color).
- The Displacements Maps Baseshapes, that uses an external bitmap files for surface definitions.
- The Mesh Baseshape, that allows the user to import an external 3D mesh.
Displacement Maps Baseshapes
The Displacement Mapping Baseshapes (dmaps), are an special case of baseshapes, that uses bitmap files as a displacement maps.
These baseshapes are colored in gold instead of green. They are seven and when one is selected, a button labeled "Load DMap" becomes visible:
This button let you load a bitmap. This bitmap is converted on a heightmap (by selecting the highest value for every RGB point), and its mapped over the surface of the baseshape. If the value of a pixel is black (0,0,0 in RGB), the pixel is considered transparent, and this is mapped into the heightmap as a hole.
The seven baseshapes are:
|Displacement Double Plane||50|
|Displacement Cylinder SQ||55|
The Mesh Baseshape
- Load STL Mesh: This button let you load an STL mesh into Incendia. The mesh can be a binary or a text based format.
- Clear Mesh: This button removes the mesh definition from the memory.
For more information about the STL fileformat, follow this wikipedia article regarding STL Fileformat
The Control Tab
The Trackball control consists in a virtual sphere made of three colors. This sphere controls the orientation of the baseshape. In order to rotate the baseshape, put the mouse pointer over the trackball and move it with the left mouse button pressed. The colors represents:
- Green, Rotations around the X axis.
- Red, Rotations around the Y axis.
- Blue, Rotations around the Z axis.
- F, Full translation (no axis restriction).
- X, Translation restricted to the X axis.
- Y, Translation restricted to the Y axis.
- Z, Translation restricted to the Z axis.
- 0, No Translation, the baseshape is centered at (0,0,0).
- T, Full trackball rotation.
- X, Rotation restricted around the X axis.
- Y, Rotation restricted around the X axis.
- Z, Rotation restricted around the X axis.
- 0, Resets the baseshape rotations.
- +X, Sets the baseshape rotation to 90 degrees on the X axis.
- +Y, Sets the baseshape rotation to 90 degrees on the Y axis.
- +Z, Sets the baseshape rotation to 90 degrees on the Z axis.
- -X, Sets the baseshape rotation to -90 degrees on the X axis.
- -Y, Sets the baseshape rotation to -90 degrees on the Y axis.
- -Z, Sets the baseshape rotation to -90 degrees on the Z axis.
- Rf, Reflects the actual baseshape orientation, so the axes points to the opposite direction.
Hint: Try this control with the Teapot Baseshape.
- X, Scale in X.
- Y, Scale in Y.
- Z, Scale in Z.
A value of 1.0 means no scaling.
This control affects the baseshape with shear values in six possible directions. Its important to note that the shear and scale transformations are applied before the rotation transformation is applied. The options are:
- XY, Shear in the XY direction.
- XZ, Shear in the XZ direction.
- YX, Shear in the YX direction.
- YZ, Shear in the YZ direction.
- ZX, Shear in the ZX direction.
- ZY, Shear in the ZY direction.
A value of 0.0 means no shear.
This button resets both Scale and Shear transformations.
The Baseshape Editor Window
- The Selected Baseshape: This is a vector representation of the actual baseshape, every change in the editor are reflected on this representation. This element has a red color.
- Unselected Baseshapes: This is a vector representation of the various baseshapes that are in the scene. These elements has a green color.
- Transformations: The Transformations aren’t used in this editor, but they appears here as 3 dotted circles centered on the transformation axes. These elements has a blue color.
- The Scene Center: This element points to the center of the scene (camera rotations happens around this point), and its represented as a green cube.
- Iterations Points: These points are the actual iteration of the whole fractal components (baseshapes and transformations). They are white colored and serve as a guide for editing the elements.