You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tdegraphics/doc/kpovmodeler/index.docbook

2101 lines
68 KiB

<?xml version="1.0" ?>
<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
<!ENTITY kappname "&kpovmodeler;">
<!ENTITY package "kdegraphics">
<!ENTITY Povray "<application>POV-Ray</application>">
<!ENTITY % addindex "IGNORE">
<!ENTITY % English "INCLUDE">
]>
<book lang="&language;">
<bookinfo>
<title>The &kpovmodeler; Handbook</title>
<authorgroup>
<author>
<firstname>Lauri</firstname>
<surname>Watts</surname>
<affiliation>
<address><email>lauri@kde.org</email></address>
</affiliation>
</author>
<author>
<firstname>Andreas</firstname>
<surname>Zehender</surname>
<affiliation>
<address><email>zehender@kde.org</email></address>
</affiliation>
</author>
<author>
<firstname>Olivier</firstname>
<surname>Saraja</surname>
<affiliation>
<address><email>olivier@linuxgraphic.org</email></address>
</affiliation>
</author>
<!-- TRANS:ROLES_OF_TRANSLATORS -->
</authorgroup>
<legalnotice>&FDLNotice;</legalnotice>
<date>2002-09-07</date>
<releaseinfo>1.00.00</releaseinfo>
<abstract>
<para>
&kpovmodeler; is a graphical 3D modeler, which can generate scenes for
&Povray;
</para>
</abstract>
<keywordset>
<keyword>KDE</keyword>
<keyword>KPovModeler</keyword>
</keywordset>
</bookinfo>
<chapter id="introduction">
<title>Introduction</title>
<para>&kpovmodeler; is a 3D modeling application to generate &Povray;
scenes.</para>
<para>While it is not necessary to fully understand the &Povray;
application in order to make good use of &kpovmodeler;, it is highly
recommended that you read and try to understand the &Povray;
documentation.</para>
<para>To find out more about &Povray; go to
<ulink url="http://www.povray.org">www.povray.org</ulink>.</para>
</chapter>
<chapter id="the-interface">
<title>The &kpovmodeler; Interface</title>
<para>When you start &kpovmodeler;, the default layout is as
follows:</para>
<screenshot>
<screeninfo>The default view layout</screeninfo>
<mediaobject>
<imageobject><imagedata fileref="defaultviewlayout.png" format="PNG"/></imageobject>
<textobject><phrase>The default view layout</phrase></textobject>
</mediaobject>
</screenshot>
<itemizedlist>
<listitem>
<para><link linkend="menu-reference">Menubars (1)</link></para>
</listitem>
<listitem>
<para>Toolbars (2)</para>
</listitem>
<listitem>
<para><link linkend="the-object-tree">The object tree (3)</link></para>
</listitem>
<listitem>
<para><link linkend="the-properties-view">The object properties
view (4)</link></para>
</listitem>
<listitem>
<para><link linkend="the-wireframe-views">The wireframe and camera views (5)</link></para>
</listitem>
</itemizedlist>
<sect1 id="the-object-tree">
<title>The Object Tree</title>
<para>The object tree displays the objects inside the scene and their hierarchy.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="objecttree.png" format="PNG"/></imageobject>
<textobject><phrase>The object tree</phrase></textobject>
</mediaobject>
</screenshot>
<sect2 id="object-tree-selecting-object">
<title>Selecting Objects</title>
<para>In the object tree you can select objects. Once you select an object, its attributes
are displayed in the
<link linkend="the-properties-view">properties view</link> and rendered yellow in the
<link linkend="the-wireframe-views">wireframe views</link>.</para>
<para>You can select multiple objects. However, you cannot select a child of an already
selected object, because all children are selected indirectly with the parent.</para>
<para>If only one object is selected, it is referred to as <quote>the active object</quote> from now on.</para>
</sect2>
<sect2 id="object-tree-add-objects">
<title>Adding new Objects</title>
<para>To add a new object to the object tree, select the object where you want to
insert the new object and either click the icon in the toolbar or choose a menu entry
in the <guimenu>Insert</guimenu> menu.</para>
<para>There are three possible positions for new objects:</para>
<itemizedlist>
<listitem><para>As the first child of the active object</para></listitem>
<listitem><para>As the last child of the active object</para></listitem>
<listitem><para>As a sibling of the active object</para></listitem>
</itemizedlist>
<para>If there is more than one position possible, the following popup menu prompts
you to select the correct position:</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="insertaspopup.png" format="PNG"/></imageobject>
<textobject><phrase>The insert position popup</phrase></textobject>
</mediaobject>
</screenshot>
</sect2>
<sect2 id="object-tree-remove-objects">
<title>Removing Objects</title>
<para>To remove objects, select them and select <guimenuitem>Delete</guimenuitem> from
either the <guimenu>Edit</guimenu> menu or the &RMB; context menu.</para>
</sect2>
<sect2 id="object-tree-move-objects">
<title>Moving Objects</title>
<para>To move objects, drag and drop the selected objects on to the object tree.</para>
<para>You can cut the object and insert it at the new position as well.</para>
</sect2>
</sect1>
<sect1 id="the-properties-view">
<title>The Properties View</title>
<para>The properties view displays the attributes of the active object.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="objectpropertiesview.png" format="PNG"/></imageobject>
<textobject><phrase>The properties view</phrase></textobject>
</mediaobject>
</screenshot>
<para>If you changed some properties, click the <guibutton>Apply</guibutton> button to
make the changes permanent. If you entered invalid data, a message box will show up with
an error description. You can then adjust the properties and press
<guibutton>Apply</guibutton> again, or revert your changes with the
<guibutton>Cancel</guibutton> button.</para>
<para>If you set the path to your &Povray; user documentation in the
<link linkend="configure-povray-tab">settings dialog</link>, you can open the
&Povray; reference page for the displayed object with the <guibutton>Help</guibutton>
button.
</para>
<note><para>You need the &Povray; 3.1g or 3.5 HTML user documentation in order to use this feature.
If your distribution does not contain this documentation you can download it
<ulink url="ftp://ftp.povray.org/pub/povray/Old-Versions/Official-3.1g/Docs/povhtml.zip">here</ulink>.
The &Povray; 3.5 package contains the html user documentation.</para>
</note>
<para>If you edit a texture or a part of a texture, you can preview it inside the properties view.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="texturepreview.png" format="PNG"/></imageobject>
<textobject><phrase>The properties view, texture preview</phrase></textobject>
</mediaobject>
</screenshot>
<para>Press the <guibutton>Preview</guibutton> button inside the properties view and a
small sample scene with the selected texture will be rendered. By default the whole texture
will be rendered, even if not the top item is selected. If you want to render only a part of
the texture (for example a texture inside a texture map and not the whole texture map), check the
<guilabel>local</guilabel> check box.</para>
</sect1>
<sect1 id="the-wireframe-views">
<title>The Wireframe Views</title>
<sect2 id="orthographic-views">
<title>The Orthographic Views</title>
<para>The orthographic wireframe views show the scene as an orthographic
projection on one of the coordinate planes.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="topview.png" format="PNG"/></imageobject>
<textobject><phrase>The top wireframe view</phrase></textobject>
</mediaobject>
</screenshot>
<para>There are six types of orthographic wireframes views:</para>
<itemizedlist>
<listitem><para>Top</para></listitem>
<listitem><para>Bottom</para></listitem>
<listitem><para>Left</para></listitem>
<listitem><para>Right</para></listitem>
<listitem><para>Front</para></listitem>
<listitem><para>Back</para></listitem>
</itemizedlist>
<para>Each type renders the scene from a different perspective.</para>
<sect3 id="graphical-change">
<title>Graphical Attribute Changes</title>
<para>In the orthographic views you can change object attribute
properties graphically with the mouse.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="controlpoints.png" format="PNG"/></imageobject>
<textobject><phrase>The control points of the camera object</phrase></textobject>
</mediaobject>
</screenshot>
<para>The above screenshot shows the control points of the camera.
You can drag the control points around to change the camera's position and direction.</para>
<para>If a transformation is selected, the control points are removed and a small cross is
displayed in the wireframe view. The cross marks the center for scaling and rotation,
as well as the position for translations. You can change the transformation with the mouse
by dragging inside the whole view.</para>
<para>Some objects like the bicubic patch support selection and modification of multiple
control points.</para>
<informaltable>
<tgroup cols="2"><tbody>
<row>
<entry>&LMB;</entry>
<entry>Selects one control point and deselects all others</entry>
</row>
<row>
<entry><keycombo
action="click">&Ctrl;<mousebutton>Left</mousebutton></keycombo>
Mouse Button</entry>
<entry>Selects or deselects one control point</entry>
</row>
<row>
<entry><keycombo
action="click">&Shift;<mousebutton>Left</mousebutton></keycombo>
Mouse Button</entry>
<entry>Drag a rectangle. All control points inside the rectangle are
selected, the others deselected</entry>
</row>
<row>
<entry><keycombo
action="click">&Shift;&Ctrl;<keycap>Left</keycap></keycombo> Mouse Button</entry>
<entry>Drag a rectangle. All control points inside the rectangle are selected</entry>
</row>
</tbody></tgroup>
</informaltable>
</sect3>
<sect3 id="display-window-selection">
<title>Display Window Selection</title>
<para>You can zoom and translate the view to change the display window.</para>
<informaltable>
<tgroup cols="2"><tbody>
<row>
<entry>&MMB;</entry>
<entry>Translates the view</entry>
</row>
<row>
<entry><mousebutton>wheel</mousebutton></entry>
<entry>Zooms the view around the mouse position</entry>
</row>
<row>
<entry><keycap>Left</keycap>, <keycap>Right</keycap>, <keycap>Up</keycap>, <keycap>Down</keycap> </entry>
<entry>Translates the view</entry>
</row>
<row>
<entry><keycombo action="simul"><keycap>Ctrl</keycap><keycap>Left</keycap></keycombo>,
<keycombo action="simul"><keycap>Ctrl</keycap><keycap>Right</keycap></keycombo></entry>
<entry>Zooms the view</entry>
</row>
</tbody></tgroup>
</informaltable>
</sect3>
</sect2>
<sect2 id="camera-view">
<title>The Camera View</title>
<para>The camera view displays the scene from the camera's point of view.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="cameraview.png" format="PNG"/></imageobject>
<textobject><phrase>The camera view</phrase></textobject>
</mediaobject>
</screenshot>
<para>The blue box displays the field of view when the scene is rendered.</para>
<para>You cannot change control points in the camera view.</para>
</sect2>
<sect2 id="visibility-levels">
<title>Visibility Levels</title>
<para>By default all objects are displayed in the wireframe views.</para>
<para>Each object with a wire frame has a visibility level.
You can specify a visibility level relative to the parent's visibility level
or an absolute value. Objects are only displayed if they are selected or their visibility
level is smaller or equal the chosen scene visibility level in the
toolbar.</para>
</sect2>
</sect1>
<sect1 id="view-layouts">
<title>View Layouts</title>
<para>&kpovmodeler; comes with a default view layout: The object tree and
the object properties view to the left and four graphical views to the right.</para>
<para>If you don't like the default layout, or need another layout, you can freely
configure it. You can even save multiple view layouts and switch between them
on the fly.</para>
<sect2 id="change-the-view-layout">
<title>Modifying the View Layout</title>
<para>You can move the existing views by dragging the handle on top of the
views around.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="dockwidget.png" format="PNG"/></imageobject>
<textobject><phrase>The dock widget handle</phrase></textobject>
</mediaobject>
</screenshot>
<para>To dock a widget above or below an existing view, drag the handle to
the top or bottom of a view. A rectangle will indicate the new position.</para>
<para>To create a new column, drag the handle to the right or left side
of another view. The view will then dock to the left or right side of the
view and span the full height.</para>
<para>If you want multiple views sharing the same space, drag the handle to
the center of another view. You can then switch between the views by
clicking the corresponding tab on top of the views.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="dockwidgettab.png" format="PNG"/></imageobject>
<textobject><phrase>The tabbed view layout</phrase></textobject>
</mediaobject>
</screenshot>
<para>The last layout possibility are floating views: views that
are not docked into the main view. To undock a view, drag the handle to the
desktop or press the little arrow in the view handle that points to the
top left side.</para>
<para>To close a view, click the little cross in the handle. To prevent closing,
click the little box between the arrow and the cross.</para>
<para>You can add additional views to the main window. The <guimenu>View</guimenu>
menu contains entries for each type of view. New views will be created floating,
which you can dock wherever you like.</para>
</sect2>
<sect2 id="save-a-view-layout">
<title>Saving a View Layout</title>
<para>You can save the current view layout with
<menuchoice>
<guimenu>View</guimenu>
<guimenuitem>Save View Layout...</guimenuitem>
</menuchoice> A dialog opens that lets you select an existing layout
or create a new one.</para>
<para>You can then fine-tune your view layout in the
<link linkend="configure-view-layout-tab">settings dialog</link>.
</para>
</sect2>
<sect2 id="switching-between-view-layout">
<title>Switching between View Layouts</title>
<para>You can switch to a saved view layout by selecting the entry in the
<menuchoice><guimenu>View</guimenu><guimenuitem>View Layout</guimenuitem></menuchoice>
menu.</para>
</sect2>
</sect1>
</chapter>
<chapter id="povray-interaction">
<title>&Povray; Interaction</title>
<sect1 id="rendering-the-scene">
<title>Rendering the Scene</title>
<para>Once you have created a scene, you will want to render it. &kpovmodeler;
uses &Povray; 3.1g to render the scene, so you need a correct installation of &Povray;.
At the time of writing &Povray; 3.5 was released. This version is not supported in
the &kpovmodeler; 1.0 version.</para>
<para>Go to <ulink url="http://www.povray.org">www.povray.org</ulink>
to get a version of &Povray; and for installation instructions.</para>
<para>To render the current scene, press the render icon
<inlinemediaobject>
<imageobject><imagedata fileref="rendericon.png" format="PNG"/></imageobject>
<textobject><phrase>The render icon</phrase></textobject>
</inlinemediaobject>
in the toolbar, or select the
<menuchoice><guimenu>View</guimenu><guimenuitem>Render</guimenuitem></menuchoice>
menu entry.</para>
<sect2 id="render-modes">
<title>Render Modes</title>
<para>A render mode is similar to &Povray;s ini file entries. It specifies the image size
and quality levels for rendering. If you would like to render your scene with different
qualities and sizes, you can add as many render modes as you need, from quick previews
to fullscreen high quality images.</para>
<sect3 id="render-modes-configuration">
<title>Render Modes Configuration</title>
<para>When you press the render settings icon
<inlinemediaobject>
<imageobject><imagedata fileref="rendersettingsicon.png" format="PNG"/></imageobject>
<textobject><phrase>The render settings</phrase></textobject>
</inlinemediaobject>
in the toolbar or select the
<menuchoice><guimenu>View</guimenu><guimenuitem>Render Modes...</guimenuitem></menuchoice>
menu icon, the following dialog opens:</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="rendermodesselection.png" format="PNG"/></imageobject>
<textobject><phrase>The render modes selection dialog</phrase></textobject>
</mediaobject>
</screenshot>
<para>This dialog shows the list of all available render modes.</para>
<variablelist>
<varlistentry><term><guibutton>Add</guibutton></term>
<listitem><para><action>Adds a default render mode to the list</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Remove</guibutton></term>
<listitem><para><action>Removes the selected render mode</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Edit</guibutton></term>
<listitem><para><action>Opens a dialog to edit the selected render mode</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Up</guibutton></term>
<listitem><para><action>Moves the selected render mode one position up</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Down</guibutton></term>
<listitem><para><action>Moves the selected render mode one position down</action>.</para>
</listitem>
</varlistentry>
</variablelist>
<para>The <guibutton>Edit</guibutton> Button opens the following
configuration dialog:</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="rendermodesize.png" format="PNG"/></imageobject>
<textobject><phrase>The render modes size tab</phrase></textobject>
</mediaobject>
</screenshot>
<para>Each render mode has a description. You can enter any description, but it should reflect
the render mode's properties.</para>
<para>In the <guilabel>Size</guilabel> tab you can enter the width and height of the rendered image. If
you want to render only a small part of the image, check the
<guilabel>Subselection</guilabel> check box and enter the part of the image
in the fields below.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="rendermodequality.png" format="PNG"/></imageobject>
<textobject><phrase>The render modes quality tab</phrase></textobject>
</mediaobject>
</screenshot>
<para>In the <guilabel>Quality</guilabel> tab you can select various quality levels
for the rendered image.</para>
<para>In the <guilabel>Quality</guilabel> combo box you can select the features
&Povray; uses while rendering. The possibilities range from a very simple coloring
and lighting model, to one which has complex diffuse inter-reflection lighting.
See the &Povray; user documentation
for a detailed description of the rendering features.</para>
<para>If an image is rendered with only one sample per pixel, various errors can occur.
These images often have moir&eacute; or stepped effects in curves and lines, and
details can get lost if they are smaller in appearance then one pixel.
This effect is called <quote>aliasing</quote>.</para>
<para>&Povray; uses a technique called <quote>anti-aliasing</quote> to reduce the impact
of these errors. In general images will look smoother with this feature.</para>
<para>If you enable anti-aliasing, &Povray; will calculate and combine more then one
sample per pixel. This is called <quote>super-sampling</quote>.</para>
<para>&Povray; supports two methods of super-sampling. The default
is an adaptive non-recursive method; <quote>adaptive</quote>
because the super-sampling
depends on the local neighborhood of the pixel. Not every
pixel is super-sampled with this method. The second method is an adaptive
recursive one; <quote>recursive</quote> because every pixel is divided and sub-divided
recursively, and <quote>adaptive</quote> because the recursion depth depends on the
computed color values.</para>
<para>When you select the first method, povray traces one ray per pixel. If the
difference between its color value and that of its neighbor exceeds the given threshold,
both pixels are super-sampled by tracing a fixed number of additional rays. If you set
the depth value to 4, a 4x4 grid of additional points will be calculated, a depth
value of 5 will result in 5x5 (25) samples per pixel.</para>
<para>The difference between two pixels is computed as follows: r<subscript>1</subscript>,
g<subscript>1</subscript> and b<subscript>1</subscript> are the
red, green and blue values of the first pixel; r<subscript>2</subscript>,
g<subscript>2</subscript> and b<subscript>2</subscript> are the red,
green and blue values of the second pixel. The difference is then:
</para>
<para>diff = abs(r<subscript>1</subscript>-r<subscript>2</subscript>)
+ abs(g<subscript>1</subscript>-g<subscript>2</subscript>)
+ abs(b<subscript>1</subscript>-b<subscript>2</subscript>)</para>
<para>The recursive method starts with 4 samples per pixel. If the resulting color values
differ more than the given threshold, the pixel is sub-divided into 4 sub pixels that are
separately traced and tested for further subdivision. You can specify the maximum
recursive depth with the depth value.</para>
<para>An additional method to reduce aliasing effects is to add noise to the
sampling process, called <quote>jittering</quote>. If you enable
jittering, &Povray; jitters the samples a tiny amount to reduce
regular patterns.</para>
<para>The last quality setting is radiosity. Radiosity is an experimental
&Povray; feature that computes inter-diffuse light reflection. Be patient
when rendering a scene with this feature.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="rendermodeoutput.png" format="PNG"/></imageobject>
<textobject><phrase>The render modes output tab</phrase></textobject>
</mediaobject>
</screenshot>
<para>In the last tab, you can configure whether or not the
alpha channel should be calculated by povray.
A pixel will then be transparent
if the corresponding ray did not hit a single object.</para>
</sect3>
<sect3 id="choosing-a-render-mode">
<title>Choosing a render mode</title>
<para>You can select the render mode in the combo box in the rendering toolbar.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="rendermodestoolbar.png" format="PNG"/></imageobject>
<textobject><phrase>The render modes toolbar</phrase></textobject>
</mediaobject>
</screenshot>
</sect3>
</sect2>
<sect2 id="the-render-window">
<title>The Render Window</title>
<para>When you started to render a scene, this window will open:</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="renderwindow.png" format="PNG"/></imageobject>
<textobject><phrase>The render window</phrase></textobject>
</mediaobject>
</screenshot>
<para>It shows the rendered image, the progress and the current rendering
speed.</para>
<variablelist>
<varlistentry><term><guibutton>Stop</guibutton></term>
<listitem><para><action>Terminates &Povray;</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Suspend</guibutton></term>
<listitem><para><action>Suspends rendering</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Resume</guibutton></term>
<listitem><para><action>Resumes rendering</action>.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Povray Output...</guibutton></term>
<listitem><para><action>Opens another window that displays the &Povray;
console output</action>. If &Povray; exits abnormally, you can find the reason
in that window.</para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Save...</guibutton></term>
<listitem><para><action>Lets you save the image when it is rendered.</action></para>
</listitem>
</varlistentry>
<varlistentry><term><guibutton>Close</guibutton></term>
<listitem><para><action>Closes the render window</action>.</para>
</listitem>
</varlistentry>
</variablelist>
</sect2>
</sect1>
<sect1 id="exporting-and-importing-povray">
<title>Exporting and Importing</title>
<sect2 id="exporting-and-importing-a-whole-scene">
<title>Exporting and Importing a Whole Scene</title>
<para>You can export a scene to &Povray; with the
<menuchoice><guimenu>File</guimenu><guimenuitem>Export Povray...</guimenuitem></menuchoice>
menu entry.</para>
<para>The file save dialog will allow you to choose a name and
location to save the file.</para>
<note><para>&kpovmodeler; will automatically add the
<literal role="extension">.pov</literal> extension.</para></note>
<para>To import a &Povray; scene select the
<menuchoice><guimenu>File</guimenu><guimenuitem>Import Povray...</guimenuitem></menuchoice>
menu item and choose a file in the file open dialog.</para>
<note><para>Not the full &Povray; syntax is supported by &kpovmodeler; at the moment.
If there are errors or warnings during importing, a dialog will show up that
lists all messages.</para></note>
<tip><para>If you want to import unsupported code to &kpovmodeler;, put
the source between the two special comments <quote>//*PMRawBegin</quote>
and <quote>//*PMRawEnd</quote>.</para></tip>
</sect2>
<sect2 id="exporting-and-importing-single-objects">
<title>Exporting and Importing single Objects</title>
<para>You can drag objects from the object tree to an editor
to export &Povray; code. This will insert the objects code into the current
text file in the editor. To import objects into the scene, simply select
the code in your editor and drag it on to the object tree.</para>
<para>You can use the copy and paste functionality of &kpovmodeler;
and your editor to exchange &Povray; code as well.</para>
</sect2>
</sect1>
</chapter>
<chapter id="customizing">
<title>Configuring &kpovmodeler;</title>
<sect1 id="configure-povray-tab">
<title>The <guilabel>Povray</guilabel> Tab</title>
<sect2 id="configure-povray-command">
<title><guilabel>Povray Command</guilabel></title>
<para>The povray command is called when &kpovmodeler; renders a scene. Common commands
are <quote>povray</quote> or <quote>x-povray</quote>.</para>
</sect2>
<sect2 id="configure-povray-documentation">
<title><guilabel>Povray User Documentation</guilabel></title>
<para>If you press the <guibutton>Help</guibutton> button in the properties view, &kpovmodeler;
opens the &Povray; user documentation for the displayed object. Set here the path to your documentation
and your documentation version. Supported versions are 3.1g and 3.5.</para>
</sect2>
<sect2 id="configure-povray-library-paths">
<title><guilabel>Library Paths</guilabel></title>
<para>&Povray; searches for external files (height field data as example) in the &Povray; library paths.
If you refer to files not in the scene's folder, you have to add the folder to the list. If a file
exists in multiple library paths, that one in the first path is used.</para>
<para>You can change the order with the <guibutton>Up</guibutton> and
<guibutton>Down</guibutton> buttons.</para>
</sect2>
</sect1>
<sect1 id="configure-graphical-view-tab">
<title>The <guilabel>Graphical view</guilabel> Tab</title>
<sect2 id="configure-colors">
<title><guilabel>Colors</guilabel></title>
<para>The color tab lets you configure the used colors for the graphical views.</para>
<variablelist>
<varlistentry>
<term><guilabel>Background:</guilabel></term>
<listitem><para>The background color.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Wire frame:</guilabel></term>
<listitem><para>The colors for wire frames. The second color is used if the object
is selected.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Control points:</guilabel></term>
<listitem><para>The color for control points. The second color is used if the control point
is selected.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Axes:</guilabel></term>
<listitem><para>The colors for the x-, y- and z-axis.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Field of view:</guilabel></term>
<listitem><para>The color for the field of view rectangle in the camera view
and the view type labels.</para></listitem>
</varlistentry>
</variablelist>
</sect2>
<sect2 id="configure-grid">
<title>The Grid</title>
<para>This page lets you configure the grid in the wire frame views.</para>
<sect3 id="configure-displayed-grid">
<title><guilabel>Displayed Grid</guilabel></title>
<variablelist>
<varlistentry>
<term><guilabel>Color:</guilabel></term>
<listitem><para>The grid color.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Distance:</guilabel></term>
<listitem><para>The minimal distance of two grid lines.</para></listitem>
</varlistentry>
</variablelist>
</sect3>
<sect3 id="configure-control-point-grid">
<title><guilabel>Control Point Grid</guilabel></title>
<para>You can snap control points to the grid with the context menu in
the wireframe views. You can configure the grid for translations, scales and rotations
separately here.</para>
</sect3>
</sect2>
<sect2 id="configure-detail-levels">
<title><guilabel>Objects</guilabel></title>
<sect3 id="configure-object-subdivisions">
<title><guilabel>Subdivisions</guilabel></title>
<para>You can configure the detail levels for various objects here.</para>
<para>Higher values lead to a finer wireframe and therefore to a better approximation for
the displayed objects, but slow down rendering. For some objects like the sphere you can
configure the detail level for two directions separately.</para>
</sect3>
<sect3 id="configure-object-sizes">
<title><guilabel>Sizes</guilabel></title>
<para>Lets you configure the sizes in which infinite objects are displayed in
the wireframe views.</para>
</sect3>
<sect3 id="configure-camera-views">
<title><guilabel>Camera Views</guilabel></title>
<para>If you check the <guilabel>High detail for enhanced projections</guilabel> check box,
all wire frame lines are subdivided further if the camera uses an enhanced projection. Enhanced
projections are all projections except the perspective and orthographic projections. This feature
greatly improves the approximation of these projections but slows down rendering.</para>
</sect3>
</sect2>
</sect1>
<sect1 id="configure-dialog-view-tab">
<title>The <guilabel>Properties view</guilabel> Tab</title>
<sect2 id="configure-texture-preview">
<title><guilabel>Texture Preview</guilabel></title>
<para>This page lets you configure the texture preview in the properties view.</para>
<variablelist>
<varlistentry>
<term><guilabel>Size:</guilabel></term>
<listitem><para>The preview image size.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Gamma:</guilabel></term>
<listitem><para>The gamma correction.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Rendered Objects</guilabel></term>
<listitem><para>Defines the small sample scene. At least one
object has to be selected.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Wall</guilabel></term>
<listitem><para>If the <guilabel>Enable wall</guilabel> check box is checked, a
wall will be rendered behind the objects. The wall is textured with a checker pattern with the
two configurable colors.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Floor</guilabel></term>
<listitem><para>If the <guilabel>Enable floor</guilabel> check box is checked, a
floor will be rendered below the objects. The floor is textured with a checker pattern with the
two configurable colors.</para></listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Anti-Aliasing</guilabel></term>
<listitem><para>If the <guilabel>Enable antialiasing</guilabel> check box is checked,
the non-recursive antialiasing method will be used for rendering the scene. You can configure the
depth and threshold values. See <link linkend="render-modes-configuration">render modes section</link>
for a detailed description of the parameters.</para></listitem>
</varlistentry>
</variablelist>
</sect2>
</sect1>
<sect1 id="configure-view-layout-tab">
<title>The <guilabel>View Layout</guilabel> Tab</title>
<para>In this page you can fine-tune existing view layouts or manually
create new ones. See section <link linkend="view-layouts">View Layouts</link>
how to create and save view layouts.</para>
<sect2 id="configure-default-layout">
<title>The default View Layout</title>
<para>The combo box <guilabel>Default view layout:</guilabel>
lists all available view layouts. &kpovmodeler; uses the selected
view layout at program start.</para>
</sect2>
<sect2 id="configure-list-of-view-layouts">
<title>List of View Layouts</title>
<para>The list <guilabel>Available View Layouts</guilabel>
shows all available view layouts. You can add a new layout with the
<guibutton>Add</guibutton> button and remove the selected layout
with the <guibutton>Remove</guibutton> button.</para>
<para>The selected view layout is displayed in the box
<guilabel>View Layout</guilabel></para>
</sect2>
<sect2 id="configure-view-layout-details">
<title>View Layout Details</title>
<para>Each view layout is identified by its name. The name has to
be unique and must not be empty.</para>
<para>The list below the name displays all views for the selected
view layout. You can add new views with the
<guibutton>Add</guibutton> button and remove the selected view
with the <guibutton>Remove</guibutton> button.</para>
<para>The attributes of the views are:</para>
<variablelist>
<varlistentry>
<term><guilabel>Type:</guilabel></term>
<listitem>
<para>The view type. See <link linkend="the-interface">The &kpovmodeler; Interface</link>
for a description of each view type.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>3D view type:</guilabel></term>
<listitem>
<para>The projection for wire frame views. You can choose one of the six
orthographic projections or the camera mode.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Dock position:</guilabel></term>
<listitem>
<para>The position of the view. <guilabel>New Column</guilabel> will
create a new column to the right side of the previous views,
<guilabel>Below</guilabel> will dock the view below the previous view,
<guilabel>Tabbed</guilabel> will create a tabbed view together with the previous one
and <guilabel>Floating</guilabel> will not dock the view into the main
window but create a separate window.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Column width:</guilabel></term>
<listitem>
<para>The width of the column in percent of the main view width.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>View height:</guilabel></term>
<listitem>
<para>The view height in percent of the main view height.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Width:</guilabel> and <guilabel>Height:</guilabel></term>
<listitem>
<para>The size in pixels for floating views.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guilabel>Position x:</guilabel> and <guilabel>y:</guilabel></term>
<listitem>
<para>The position on the desktop for floating views.</para>
</listitem>
</varlistentry>
</variablelist>
</sect2>
</sect1>
</chapter>
<chapter id="basic-tutorial">
<title>Basic Tutorial: Creating your first Scene</title>
<para>OK, that's it. You have just installed &Povray; and &kpovmodeler;,
and now you already want to start without much knowledge of any of the two
softwares. Here we go now: If you follow the steps of this tutorial,
you'll be able to set the ultimate simple scene, very widespread among
the newbies: A sphere over a plane.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="tutorial01-final-render.png" format="PNG"/>
</imageobject>
</mediaobject>
</screenshot>
<para>At any time you can render your scene using one of the following methods:</para>
<para>Using the menu:
<menuchoice><guimenu>Display</guimenu><guimenuitem>Render</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmrender.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<para>But you should carefully consider the following warnings before complaining
if all you get is a black screen. If this is the very first time you use a 3D software,
you should be aware of these golden rules:</para>
<itemizedlist>
<listitem><para>If you set no camera, no rules apply to the render engine which can't
render a proper picture, ending in a black picture.</para></listitem>
<listitem><para>If you set no light system, all your scene is in the dark,
ending in a black picture.</para></listitem>
<listitem><para>The objects for which no material has been set won't show on the
rendered picture, ever.</para></listitem>
</itemizedlist>
<sect1 id="basic-tutorial-step-1">
<title>Step 1: Start &kpovmodeler;</title>
<para>If you got everything installed fine, once &kpovmodeler;
is loaded, you discover the following default windows setting:</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="defaultviewlayout.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Take a few minutes to explore the menus and icons available.
If you have time, please read the documentation in order to get a
fair idea of what you can expect from this piece of software.</para>
<itemizedlist>
<listitem>
<para><link linkend="menu-reference">Menubars (1)</link></para>
</listitem>
<listitem>
<para>Toolbars (2)</para>
</listitem>
<listitem>
<para><link linkend="the-object-tree">The object tree (3)</link></para>
</listitem>
<listitem>
<para><link linkend="the-properties-view">The object properties
view (4)</link></para>
</listitem>
<listitem>
<para><link linkend="the-wireframe-views">The wireframe and camera views (5)</link></para>
</listitem>
</itemizedlist>
<para>You will have to use each of them intensively from now on, so always keep them
and their use in mind.</para>
<para>&kpovmodeler; starts with a simple scene. In order to follow this tutorial
you first have to remove all objects from the object tree. Select the scene
and choose the <menuchoice><guimenu>Edit</guimenu><guimenuitem>Delete</guimenuitem></menuchoice> menu
entry. You should now have an empty scene.</para>
</sect1>
<sect1 id="basic-tutorial-step-2">
<title>Step 2: Setting the Camera</title>
<para>First of all, we will set a camera. In order to do so, two convenient ways are available:</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guimenuitem>Camera</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmcamera.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<para>The wireframe view shows how the camera is set regarding the whole scene we are creating.
In particular, we can now see something in the fourth wire frame view (right, bottom):
This is the view of the scene from the camera point of view.
This is what will be seen when you render the scene.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="tutorial01-camera-graphic.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>The object tree now shows a new entry, reading <quote>camera</quote>. If you click on it,
it affects the content of the object properties view, where various parameters
pertaining to the camera can be found.
Referring to the &Povray;'s documentation to learn more about these could be helpful.</para>
<screenshot>
<mediaobject>
<imageobject><imagedata fileref="tutorial01-camera-dialog.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>We will change nothing to the basic settings of the camera,
this will be the scope of later tutorials, but please note that in the graphic view,
the camera has control points that let you control the point to which the camera points.
You just have to left-click on one handle and move it to an appropriate location.</para>
</sect1>
<sect1 id="basic-tutorial-step-3">
<title>Step 3: Setting a Light</title>
<para>The same way we have set a camera, we will now set a light system:</para>
<para>Using the menu:
<menuchoice><guimenu>Insert</guimenu><guimenuitem>Light</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmlight.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<para>A new entry features now in the object tree. If you click on the light entry,
you see that the properties view changes in order to show the parameters available
to the lighting system. We will change some parameters in order to set the
light higher above the horizon (<guilabel>y</guilabel>=3), slightly on the right
(<guilabel>x</guilabel>=1) and in the foreground (<guilabel>z</guilabel>=1).
We can also rename the light system (<guilabel>Name</guilabel>=<quote>Main Light</quote>).
Change the values in the object properties view as follows:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-light-dialog.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Once you press the <guilabel>Apply</guilabel> button (or hit Enter),
the wire frame view and the object tree immediately
change in order to comply to these settings, and here is what now should see the camera.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-light-graphic.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
</sect1>
<sect1 id="basic-tutorial-step-4">
<title>Step 4: Creating the Ground</title>
<para>There are many ways to create a ground for our scene.
One method could have been to insert a box object
(<menuchoice><guimenu>Insert</guimenu><guisubmenu>Finite Solid Primitives</guisubmenu>
<guimenuitem>Box</guimenuitem></menuchoice>)
and resize x to 100, y to 0 and z to 100, for example, but it's a cumbersome way to do this task.</para>
<para>In fact, &kpovmodeler; offers you a convenient feature: You can create
a infinite plane that will feature the ground:</para>
<para>Using the menu:
<menuchoice><guimenu>Insert</guimenu><guisubmenu>Infinite Solid Primitives</guisubmenu>
<guimenuitem>Plane</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject><imageobject><imagedata fileref="cr22-action-pmplane.png" format="PNG"/></imageobject>
</inlinemediaobject> icon.</para>
<para>Take a good custom: Having the plane selected in the object tree, please change its name
in something that is convenient to you and then press the <guilabel>Apply</guilabel> button (or hit Enter).
The object tree will update the name of the entry.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-plane-dialog.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>The wire frame view also shows the plane now, even if it looks finite by now.
But don't worry, it will spread up to the horizon line when you'll render the scene!</para>
<para>If you pay attention to the object tree, you will notice that the ground entry
can be expanded if you click on the <quote>plus</quote> icon standing just before the object.
Once done, you see various settings parented to the object. In this case,
there isn't much yet, apart from the standard options to any newly created object:
Scale, rotate, and translate. Selecting each of these will change the settings
available in the object properties view.</para>
<screenshot>
<mediaobject> <imageobject><imagedata fileref="tutorial01-plane-tree-expanded.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>In this scene, we will arbitrary translate the ground one unit lower than the horizon line,
just for you to tweak some of these parameters. Select translate, and adjust the parameters as follow:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-plane-tree-translate.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Your scene should now look like the following picture.</para>
<screenshot><mediaobject><imageobject><imagedata fileref="tutorial01-plane-graphic.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
</sect1>
<sect1 id="basic-tutorial-step-5">
<title>Step 5: Setting a Material for the Ground</title>
<para>Please select the ground prior to adding any material properties to it.
Many possibilities await us, but we will stay close to something quite easy for now.</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Pigment</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmpigment.png" format="PNG"/></imageobject>
</inlinemediaobject> icon.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="insertaspopup.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>In both cases, a popup window will prompt you to choose the way the object should be inserted.
Please choose <guilabel>First Child</guilabel>. The pigment now appears in the object tree.
You can change its name
in the properties view (<guilabel>Name</guilabel>=<quote>Ground Pigment</quote>), and click on the
<guibutton>Preview</guibutton> button
in order to see how the pigment looks like for now.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-pigment.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Of course, the preview of the pigment shows nothing but a black matte material,
because we need to refine the pigment settings. Anyway, keep in mind you always
can preview the look and feel of your materials using the <guibutton>Preview</guibutton> button.
We will now define the pigment colors. Again, many possibilities await us,
but we will choose one of the most straightforward for now.</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Color List</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmcolorlist.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<para>If no color shows on the box and the sphere of the preview,
click on the <guibutton>Apply</guibutton> button before calling for a preview.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-color-list.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>The ground material has been successfully set! If you render your picture now, using the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmrender.png" format="PNG"/></imageobject>
</inlinemediaobject> render icon, you should get the following result:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-wrong-colors-render.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Of course, these colors are not the ones you could have expected.
We still have to see how we can customize them. In the case of the color list,
you have to define two new sets of attributes, called <guilabel>Solid Color</guilabel>.
In the Object Tree, make sure the color list entry is selected.
Then go through this two times (you can't do it more, anyway,
as the checkers color list can only afford the use of two solid colors):</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Solid Color</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmsolidcolor.png" format="PNG"/></imageobject>
</inlinemediaobject> icon.</para>
<para>One after another, in the object tree, select the two solid colors
and change their color attributes in the object properties view:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-solid-color-1.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>...these attributes are for the first solid color (press <guibutton>Apply</guibutton>!),</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-solid-color-2.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>... and these attributes are for the second (press <guibutton>Apply</guibutton> again!).</para>
<para>Of course, a new rendering of our scene will prove that everything has been
taken into account accordingly:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-ground-render.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
</sect1>
<sect1 id="basic-tutorial-step-6">
<title>Step 6: Creating the Sphere</title>
<para>For this step, we should already be at ease, because we begin to understand
&kpovmodeler;'s general behavior. In the object tree, select the scene entry.
Creating the sphere is as easy as creating the ground:</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Finite Solid Primitives</guisubmenu>
<guimenuitem>Sphere</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmsphere.png" format="PNG"/></imageobject>
</inlinemediaobject> icon.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="insertaspopup.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>As before, select <guilabel>First Child</guilabel> when asked for.</para>
<para>The object properties view offers you immediately to change its settings,
which we'll do right now. By setting the <guilabel>Radius</guilabel> value to 1
(don't forget to hit Enter or press <guibutton>Apply</guibutton>),
we make sure that the sphere will be in contact
with the ground. Otherwise, since we moved the ground one unit bottom,
the sphere will look like floating above the ground.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-dialog.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>Of course, a rendering now will give a strange result: As already seen before,
the sphere appears with a black matte material. We will set a proper material in the following step.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-render-nocolor.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
</sect1>
<sect1 id="basic-tutorial-step-7">
<title>Step 7: Setting a Material for the Sphere</title>
<para>With the sphere selected, you can now set a material for it. As we already did for the ground,
let's give to the sphere a pigment color:</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Pigment</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject><imageobject><imagedata fileref="cr22-action-pmpigment.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<para>Select <guilabel>First Child</guilabel> and rename to <quote>Sphere pigment</quote>, for example.
With the sphere pigment entry selected, insert a solid color and set the parameters as follow:</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Solid Color</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject><imageobject><imagedata fileref="cr22-action-pmsolidcolor.png" format="PNG"/></imageobject>
</inlinemediaobject> icon</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-solid-color.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>You already can render the scene and get a first poor result:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-render-solidcolor.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>But there are more interesting effects to achieve if we take time to set some finish attributes:</para>
<para>Using the menu: <menuchoice><guimenu>Insert</guimenu><guisubmenu>Textures</guisubmenu>
<guimenuitem>Finish</guimenuitem></menuchoice></para>
<para>Using the toolbar: Click on the
<inlinemediaobject>
<imageobject><imagedata fileref="cr22-action-pmfinish.png" format="PNG"/></imageobject>
</inlinemediaobject> icon.</para>
<para>Then change the values according to the following snapshot and press
<guibutton>Apply</guibutton> or hit Enter.</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-finish-dialog.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
<para>The <guilabel>Specular</guilabel> and <guilabel>Reflection</guilabel>
parameters give particularly good visual effects,
perfect for glass or chrome-like effects, even if <guilabel>Metallic</guilabel>
hasn't been chosen at this step:</para>
<screenshot>
<mediaobject><imageobject><imagedata fileref="tutorial01-sphere-render-finish.png" format="PNG"/></imageobject>
</mediaobject>
</screenshot>
</sect1>
<sect1 id="basic-tutorial-conclusion">
<title>Conclusion</title>
<para>You should now have a fair glimpse of what is possible with kpovmodeler.
Hopefully, you are already skilled enough to do simple but beautiful things.</para>
</sect1>
</chapter>
<chapter id="concepts">
<title>Basic Concepts</title>
<sect1 id="what-is-raytracing">
<title>What is Raytracing?</title>
<para>Raytracing is a method of <link
linkend="gloss-rendering">rendering</link>, that is, creating a 2D
image out of a 3D scene or model.</para>
<para>When raytracing a scene, the renderer shoots a hypothetical ray
from the perspective of the viewer (that is, from the camera you are
rendering the scene from) through each pixel in the scene. It
calculates how this ray reflects and refracts from objects, the visual
effects of the light sources in the scene and how atmospheric effects such
as fog affect it. The scene is built up, pixel by pixel.</para>
<para>As you may imagine, without a camera, you cannot see anything -
the camera is your <quote>eye</quote> into the scene. Furthermore,
without any light, you still won't see anything - it would just be
dark. Obviously, any scene intended for raytracing must include
some light, an object of some kind and at least one camera.</para>
</sect1>
</chapter>
<chapter id="objects-reference">
<title>Objects Reference</title>
<para>For a complete reference to all objects and attributes
see the &Povray; user documentation.</para>
</chapter>
<chapter id="menu-reference">
<title>Menu Reference</title>
<sect1 id="file-menu">
<title>The <guimenu>File</guimenu> Menu</title>
<variablelist>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo>
</shortcut>
<guimenu>File</guimenu>
<guimenuitem>New</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Create a new scene.</action></para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>File</guimenu>
<guimenuitem>Import Povray...</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Import a &Povray; scene</action> created outside
&kpovmodeler;.</para>
<para>A normal file dialog will open, allowing you to choose your
file. Povray files usually have the extensions <literal
role="extension">*.pov</literal> or <literal
role="extension">*.inc</literal>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>O</keycap></keycombo>
</shortcut>
<guimenu>File</guimenu>
<guimenuitem>Open...</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Open a file.</action> The standard file dialog will
allow you to choose a file you have previously created with
&kpovmodeler;</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>File</guimenu>
<guisubmenu>Open Recent</guisubmenu>
</menuchoice></term>
<listitem>
<para><action>Open a file from a list of the files you have been
recently working on.</action></para>
<para>Whenever you open or create a new model, it is added to this
submenu, replacing the oldest entry in the list.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo></shortcut>
<guimenu>File</guimenu>
<guimenuitem>Save</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Save the currently active scene.</action></para>
<para>If you have already saved this model, it will be saved with the
same name. If it is a new file, you will be asked to name it and
choose a location to save it.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>File</guimenu>
<guimenuitem>Save As...</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Save the currently active scene with a new
name.</action></para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>File</guimenu>
<guimenuitem>Export Povray...</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Export the scene as a &Povray; file.</action></para>
<para>The file save dialog will allow you to choose a name and
location to save the file.</para>
<note><para>&kpovmodeler; will automatically add the
<literal role="extension">.pov</literal> extension.</para></note>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>File</guimenu>
<guimenuitem>Revert</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Revert the scene to the state it was in the last time
you saved it.</action> Changes you have made since the last save will
be lost.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>P</keycap></keycombo></shortcut>
<guimenu>File</guimenu>
<guimenuitem>Print...</guimenuitem>
</menuchoice></term>
<listitem>
<para>Printing is not implemented yet.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>W</keycap></keycombo></shortcut>
<guimenu>File</guimenu>
<guimenuitem>Close</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Close the current scene</action> without closing
&kpovmodeler;</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></shortcut>
<guimenu>File</guimenu>
<guimenuitem>Quit</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Quit</action> &kpovmodeler;. If you have any unsaved
changes, you will be given a chance to save them.</para>
</listitem>
</varlistentry>
</variablelist>
</sect1>
<sect1 id="edit-menu">
<title>The <guimenu>Edit</guimenu> Menu</title>
<variablelist>
<varlistentry>
<term><menuchoice><shortcut>
<keycombo action="simul">&Ctrl;<keycap>Z</keycap></keycombo>
</shortcut>
<guimenu>Edit</guimenu>
<guimenuitem>Undo</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Undo the last action you performed.</action></para>
<para>This menu item is not available unless you have unsaved changes
to the current scene.</para><!-- FIXME: is the number of items in the -->
<!-- undo history configurable? -->
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut><keycombo action="simul">
&Ctrl;&Shift;<keycap>Z</keycap></keycombo></shortcut>
<guimenu>Edit</guimenu>
<guimenuitem>Redo</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Redo the last action you undid.</action> This menu item
is not available unless you have used
<menuchoice><guimenu>Edit</guimenu>
<guimenuitem>Undo</guimenuitem></menuchoice>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut><keycombo action="simul">
&Ctrl;<keycap>X</keycap></keycombo></shortcut>
<guimenu>Edit</guimenu>
<guimenuitem>Cut</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Cut</action> the currently selected object(s) from the scene,
and store them on the clipboard.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut><keycombo action="simul">
&Ctrl;<keycap>C</keycap></keycombo></shortcut>
<guimenu>Edit</guimenu>
<guimenuitem>Copy</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Copy</action> the currently selected object(s), and
store them on the clipboard.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice><shortcut><keycombo action="simul">
&Ctrl;<keycap>V</keycap></keycombo></shortcut>
<guimenu>Edit</guimenu>
<guimenuitem>Paste</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Paste</action> the contents of the clipboard.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Edit</guimenu>
<guimenuitem>Delete</guimenuitem>
</menuchoice></term>
<listitem>
<para><action>Delete</action> the currently selected object(s) from
the scene.</para>
<!-- FIXME: Shouldn't this be bound to the delete key? -->
</listitem>
</varlistentry>
</variablelist>
</sect1>
<sect1 id="view-menu">
<title>The <guimenu>View</guimenu> Menu</title>
<variablelist>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Object Tree</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new <link linkend="the-object-tree">Object Tree</link>.
</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Properties View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new <link linkend="the-properties-view">Object Properties View</link>.
</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Top View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the top perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Bottom View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the bottom perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Left View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the left perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Right View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the right perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Front View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the front perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Back View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="orthographic-views">Orthographic Wireframe View</link>
from the back perspective.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>New Camera View</guimenuitem>
</term>
<listitem>
<para><action>Create</action> a new
<link linkend="camera-view">Camera View</link>.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>View Layouts</guimenuitem>
</term>
<listitem>
<para>Contains a list of all available view layouts. Switch to the
selected layout.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>Save View Layout...</guimenuitem>
</term>
<listitem>
<para>Save the current view layout. A dialog opens to choose a
name for a new layout or to overwrite an existing one.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>Render Modes...</guimenuitem>
</term>
<listitem>
<para>Open the
<link linkend="render-modes-configuration">render modes configuration</link>
dialog.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>Render</guimenuitem>
</term>
<listitem>
<para>Render the scene.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>Render Window</guimenuitem>
</term>
<listitem>
<para>Show the &Povray; render window.</para>
</listitem>
</varlistentry>
<varlistentry>
<term><guimenu>View</guimenu>
<guimenuitem>Redisplay</guimenuitem>
</term>
<listitem>
<para>Redisplay the wire frame views.</para>
</listitem>
</varlistentry>
</variablelist>
</sect1>
<sect1 id="insert-menu">
<title>The <guimenu>Insert</guimenu> Menu</title>
<para>Creation actions for all supported &Povray; objects.</para>
</sect1>
<sect1 id="settings-menu">
<title>The <guimenu>Settings</guimenu> Menu</title>
<para>This menu provides options for configuring &kpovmodeler;, changing its
appearance, shortcuts and standard behavior.</para>
<variablelist>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Show Statusbar</guimenuitem>
</menuchoice></term>
<listitem><para><action>Toggles the statusbar on/off.</action></para></listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Show Path</guimenuitem>
</menuchoice></term>
<listitem><para><action>Show/hide the path in the caption.</action></para></listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Save settings</guimenuitem>
</menuchoice></term>
<listitem><para><action>Saves the current settings.</action></para></listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Configure Key Bindings...</guimenuitem>
</menuchoice></term>
<listitem><para><action>Opens a dialog for changing the key bindings.</action>
Using this option you can change the standard key shortcut for &kpovmodeler;'s commands
or create new ones.</para></listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Configure Toolbars...</guimenuitem>
</menuchoice></term>
<listitem><para><action>Opens a dialog for configuring the toolbar.</action> You
can add and remove toolbuttons for &kpovmodeler;'s commands with this
option.</para></listitem>
</varlistentry>
<varlistentry>
<term><menuchoice>
<guimenu>Settings</guimenu>
<guimenuitem>Configure KPovModeler...</guimenuitem>
</menuchoice></term>
<listitem><para><action>Opens a dialog to configure &kpovmodeler;.</action></para>
</listitem>
</varlistentry>
</variablelist>
</sect1>
<sect1 id="help-menu">
<title>The <guimenu>Help</guimenu> Menu</title>
&help.menu.documentation;
</sect1>
</chapter>
<chapter id="credits-and-licenses">
<title>Credits and Licenses</title>
<para>&kpovmodeler; copyright 2001,2002 the &kpovmodeler;
authors.</para>
<itemizedlist>
<title>Authors</title>
<listitem>
<para>Andreas Zehender <email>zehender@kde.org</email></para>
</listitem>
<listitem>
<para>Luis Passos Carvalho
<email>lpassos@mail.telepac.pt</email></para>
</listitem>
<listitem>
<para>Phillippe Van Hecke
<email>lephiloux@tiscalinet.be</email></para>
</listitem>
<listitem>
<para>Leonardo Skorianez <email>skorianez@bol.com.br</email></para>
</listitem>
</itemizedlist>
<para>Documentation copyright 2002 Lauri Watts
<email>lauri@kde.org</email></para>
<para>Documentation copyright 2002 Andreas Zehender
<email>zehender@kde.org</email></para>
<para>Documentation copyright 2002 Olivier Saraja
<email>olivier@linuxgraphic.org</email></para>
<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
&underFDL;
&underGPL;
</chapter>
<glossary id="glossary">
<title>Glossary</title>
<glossentry id="gloss-bump-map">
<glossterm>Bump Map</glossterm>
<glossdef>
<para>A bump map is a way to simulate a rough surface, without having
to model every single <quote>bump</quote> on the surface, and without
changing the underlying geometric shape of the object itself.</para>
<para>It is common to use the same file as both a bump map and a <link
linkend="gloss-texture-map">texture map</link>.</para>
</glossdef>
</glossentry>
<glossentry id="gloss-primitives">
<glossterm>Primitives</glossterm>
<glossdef>
<para>Primitives are the basic geometric shapes that you can use as
<quote>building blocks</quote>. Most complex 3d models are created
from many dozens, or even hundreds, of these primitives, which are
then edited and manipulated to give a more realistic
appearance.</para>
</glossdef>
</glossentry>
<glossentry id="gloss-rendering">
<glossterm>Rendering</glossterm>
<glossdef>
<para>Not yet written</para>
</glossdef>
</glossentry>
<glossentry id="gloss-texture-map">
<glossterm>Texture Map</glossterm>
<glossdef>
<para>A texture map is a way of applying color to the surface of an
object on a pixel by pixel basis, by applying an image file as a color
map.</para>
<para>It is common to use the same image file as a <link
linkend="gloss-bump-map">bump map</link>.</para>
</glossdef>
</glossentry>
</glossary>
&documentation.index;
<appendix id="installation">
<title>Installation</title>
&install.intro.documentation;
&install.compile.documentation;
</appendix>
</book>
<!--
Local Variables:
mode: sgml
sgml-minimize-attributes:nil
sgml-general-insert-case:lower
sgml-indent-step:0
sgml-indent-data:nil
End:
// vim:ts=2:sw=2:tw=78:noet
-->