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Jot user manual - Princeton University
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1. Norm Ada C Toon Del r Layer Editor Apply Paper Effect Use Global Lighting Mobile Paper Co ords P Specular Lighting Toon Lighting Hue 5 0 J saturation 0 Yalue pz 1 Alpha 1 J r Texture H C Transformation T Layer management Layer Editor List Box Selects the current active layer A layer consists of one shader either a nor mal shader or a toon shader Layers are numbered in order and layer zero is composited first A selection indicates that no layer is selected Layer Editor Text Box Text entered here is used to name the active layer Norm Toon Selects the type of shader to be created when a layer is added Add Adds a new layer of the currently selected type after the current active layer To insert a layer before the zero layer set the active layer to Del Deletes the current active layer Transparency to Background If checked a special layer is composited first before the zero layer This shader renders the mesh triangles to look identical to the background ac counting for the current background texture paper etc Annotatable If unchecked this object is not rendered into the ID image This will cause visibility to fail on all stroke based effects This can be useful to achieve trans parent objects which do not occlude the strokes of objects be
2. NPR Stroke Editor Stroke Shape Appearance c Adjust stroke flare to zero NPR Stroke Editor Style d Apply change permanently NPR Stroke Editor gt Style and press Apply Current 4 Sketching the silhouette offset pattern a With the silhouette selected sketch the silhouette offset pattern such as the one on the lower right of the figure using the left mouse button CA oa Line 50 2 fps 168 8K tgis s Cactus model with modified silhouette and offset pattern b Apply offset pattern to the strokes NPR Stroke Editor gt Stylization and press Apply Sketch Chapter 3 Tutorials WYSIWYG NPR i BD xj Line S J my y NAAA po lt e ad 61 0 fps 205 0K ed Cactus model with modified silhouette with offset pattern 5 Setting the basecoat a Switch to basecoat editing mode Click on Previous Mode to enter Basecoat mode Click on the model to select it again EX WYSIWYG NPR nl x Basecoat rf lt a cz js gt fis os ILS LSJ lt VJ 7 YW sv gt lt gt 50 2 fps 168 7K ed Cactus model selected b Add a normal shader Base Coat Editor Base Coat gt Layer Editor Select Norm and press Add Adjust hue 0 3 saturation 0 5 value 0 6 Chapter 3 Tutorials olx Basecoat 48 2 fps 324 1K Cactus model with normal shader c Add a toon shader Base Coat Editor Base Coat gt Layer Editor Select Toon and
3. Presets r Preview NEW gt Save m E Debug C Stroke Color Texture f C Stroke Shape Appearance f Hatching Plug in Controls Animation Settings r Lo Thresh gall Lo Width oy Trans Time 05 r Hi Thresh 06 Hi Width 15 r Max LOD 3 F rie Scale 0 011 ph Scale 01 Its 0 r Mode Fixed Mode Plane r Mode Neat Type Curves Style r Delete Undo r Settings All Li Last Apply Animation Settings Lo Thresh Hi Thresh Lo Width Hi Width Global Scale Limit Scale Trans Time Max LOD Editing Mode Basecoat Editing Mode The triangle meshes of objects can be rendered using an arbitrary number of shaders composited in layers The result is called the basecoat Mouse Left clicking the mesh will select it Chapter 4 Reference guide 37 Chapter 4 Reference guide GUI The GUI displays the basecoat configuration of the currently selected object Layer management The basecoat is composed of shaders arranged in layers The layer editor dis plays the current set of layers in the order in which they are composited It also facilitates the adding and removing of shader layers 3Basecoat Editor Bl xj Previous Mode Next Mode Basecoat v Transparency to Background v Annotatable
4. Toggle antialiasing on and off Mode A Select an antialiasing scheme i e number of jittered passes 43 Chapter 4 Reference guide Keyboard Commands Warning Key commands are only accepted when the WYSIWYG NPR ren dering window has focus They are case sensitive Tab Arrows and modifiers Ctrl etc affect GUI windows which have focus Global Commands These commands operate under all modes Quit q Terminates the application Save scene s Save the entire scene to out jot Write mesh w Write the mesh under the mouse cursor to out sm Next Mode Change to the next Editing Mode e g Basecoat Edition Mode Previous Mode Change to the previous Editing Mode e g Basecoat Edition Mode Render Mode Menu M Toggle display of the Render Mode Menu Allows global override control of various shaders Select Textured Patch to render with NPR stylization shaders strokes Global Parameters Menu v Toggle display of the Global Parameters Menu Reset View V Adjust camera such that entire scene fits in render window Toggle Animator Mode X Engage frame stepping of exported animation see Tutorial Change Selected Style Cycles through various selection representations e g wireframe bounding box etc Toggle Repair Toggles whether or not system attempts to repair strokes with tight bends work in progress Toggle Paper Shader p Toggles gl
5. Factor Polygon Offset Units Polygon offset parameters used to render mesh in ID image Increase these values if line visibility is lousy Noise Settings Line stylization noise a k a animation of stroke stylization is achieved by as signing more than one stylization to a given line type and changing among them in time Note all additional stylization prototypes for a given line type must share the period or sketched offset baseline length of the first prototype o Previous Mode Next Mode r Stroke Editor r Presets r Preview NEw M Save TN o Debug Stroke Color Texture Stroke shape Appearance f Line Plug in Controls Line Types T Coherence T Mesh T Noise r Per Line Type Prototype Controls Selected I 1of2 Next Del Add Iv Lock r Per Patch Noise Controls Frequency Rand Order Rand Duration E Motion Only 10 0 1 Hiii ed 0 12 Stylization f Noise Settings Selected Indicate which stylization prototype is selected Next Changes to the next stylization prototype Del Delete current prototype Add Add new prototype 33 Chapter 4 Reference guide Lock Force rendering to lock to current prototype Motion Only Animation only occurs when camera is in motion Frequency Number of times per second that the pro
6. Jot user manual Robert D Kalnins rkalninsOcs princeton edu Philip L Davidson philipd cs princeton edu David M Bourguignon bourgui cs princeton edu Jot user manual by Robert D Kalnins Philip L Davidson and David M Bourguignon Copyright O 2003 by Princeton University Here is the Jot user manual abstract Table of Contents E Introduccion ha it Ba Ne noona Bala 1 2 License Informa HON aia Bea aaa a aae aa nana 3 Sato A Nas 5 Ta VSI Tutobldluss cesset A c 5 Intermediate Tutor oo tt EP Qe ute RN 9 Advanced tonal tata rn os a 16 Animation Tutorial cccoooccnnnnnnnccnnnnnnnccnnnnonenocnnonnnoncnnononocnnnnnnorcnnnnnnirccnonnnoss 16 A Reference cuiden kuasa 27 Camera MarnipulatlOfisasssei uu 27 heb cae dr ai M E 27 Talon NE NA EN YA 27 Edite Mode OW Civ LOW a e A NN dup 27 Editing Mode Line Editing Mode Kaset nama mann 27 A ML M uL a tn erie eie LE oM AAN tiun eU 28 EU Scr TUNER 28 Editing Mode Hatching Editing Mode sees 35 INNS Oe es eas DIM MI ea ME MEE MI D M EL 35 C8 n N 35 Editing Mode Basecoat Editing Mode sse 37 MOUS O em Cac bean SA ea ea eni ea NA aod as 37 A us EN LUN M M EOE LOAA A AEE VE EET EE NN E OE EROS Sl E CONO 41 A 41 Dark oro UN iaa 42 apelada dada aa 43 PRIMA La SM t V 43 Keyboard Command di 43 Global oran ss nun 44 Lane Mode ComnandS a Be
7. a This is analogous to pressure wrt paper effect simulation shader Select an alpha texture The texture can be applied as a 1D or 2D texture If 1D then the Y direction is mapped across the width of the stroke If 2D then the X direction is mapped along the length of the stroke If ZERO then texture considered 1D If NON ZERO then the texture is con sidered 2D with period equal to NON ZERO pixel length Phase offset as a fraction of period length applied to stroke parameteriza tion i e longitude in texture coordinates or sketched offset parameteriza tion Paper height field texture for paper simulation shader n b strokes do not use the globally selected paper texture Contrast Brightness Modify the paper height field texture 29 Chapter 4 Reference guide Width Halo Taper Fade Flare AFlare 30 Shape and Appearance These controls influence mainly the shape of the stroke Di x Previous Mode Next Mode r Stroke Editor r Presets r Preview NEw Save NG Debug C Stroke Color Texture T T in 8 bar 40 r Flare 02 iu 0 Ii 3 j es 0 C Line Plug in Controls f Shape and Appearance Pixel width of the stroke Don t ask Distance in pixels over which the end points are tapered Distance in pixels over which the end points are faded using alpha Fraction of the
8. ab AA Sese PAN 45 Hatching Mode Commander 45 Animation Commands ooooooocooooco ooooooo o o o oo Wcooo Wo Wo o Wo oooo 45 D Jot Seru Pena A EN 47 Neo ob ri rasa 47 Regu temen mcr 47 aes ecu SEGUROS UR AA NAN Aa TE HN AN AN EN 47 File Tree and File Formats at hash 47 A A A ln 47 Ele POMAR 49 6 Questions and AMS W ELS aU RE 51 111 10 Chapter 1 Introduction Notes Jot is a program that lets designers artists and animators to directly annotate 3D computer graphics models and animation for stylized NPR rendering Jot currently implements many of the ideas described in the research papers WYSI WYG NPR and Coherent Stylized Silhouettes and will soon include Suggestive Contours as well The long range goals of the project are described here The Jot software is under development at Princeton University in collaboration with researchers at Brown Rutgers and the University of Michigan The imple mentation is intended as a research prototype not commercial software so it comes with the usual caveats we know it has bugs the UI is not well designed and so forth Nonetheless if you encounter obvious bugs please send email to Xjot bugs cs princeton edu For other concerns such as problems with these web pages send mail to lt jot admin cs princeton edu gt Our current release runs on PC Windows only though we anticipate a release on LINUX soon and Mac OS X after that We are currently releasing softw
9. affect stylization Right button Navigation In all modes the right mouse button is used for camera manipulation Click in the center of the window and drag with horizontal motion Translation parallel to image plane Click in the center of the window and drag with vertical motion Translation perpendicular to image plane Zooming Click near the border of the window and drag Rotation Click anywhere and release then drag Define a center of rotation blue sphere and use it Double click on the model Define a point on the model surface and position it at the center of the win dow Tablet TODO Editing Mode Overview At any given time Jot is in one of three Editing Modes The current is indicated in the upper left of the rendering window In each different mode the left mouse button some key strokes and the GUI window behave differently We describe in the following sections the three Editing Modes The first concerns line editing e g silhouettes and creases the second hatching editing the third basecoat editing i e shaders for the triangle meshes 2 Chapter 4 Reference guide Editing Mode Line Editing Mode Presets Save 26 In this mode various lines types arising from the geometry e g silhouettes creases or sketched unto mesh surfaces by the user e g decals can be selected and stylized Stylization controls described in this section include appearance pa rameters e g wid
10. are executables only but intend to make source code available in the long run Made with DocBook 1 http www cs princeton edu gfx proj wnpr 2 http www cs princeton edu gfx proj css 3 http www cs princeton edu gfx proj sc 4 http www cs princeton edu gfx proj 3Dcontent 5 http opensource bureau cornavin com crash course index html Chapter 1 Introduction Chapter 2 License Information License info coming soon Chapter 2 License Information Chapter 3 Tutorials We present below two tutorials of increasing complexity to describe Jot work flow Basic Tutorial Drawing the Cactus Picture In this tutorial we will create a picture of a cactus 1 Loading the cactus model in flat rendering C cd JOT ROOT C N cd manualNtutorialsNtutorial 1 C jotq cactus 1 jot olx Line 24 8 fps 251 3K trfis se The 3D geometric model of the cactus in flat shading 2 Rendering the model in default NPR renderer black silhouettes and no fill Click with left mouse button on the model 0x Line 50 2 fps 168 7K tqis se Chapter 3 Tutorials The 3D geometric model of the cactus with default NPR rendering 3 Editing the silhouette a Select the silhouette by clicking on it with left mouse button The sil houette turns red A eee l0 x Line Stroke style applied 48 2 fps 162 0K tgis s Cactus model with selected silhouette b Adjust stroke width with the slider
11. ask Chapter 4 Reference guide Edit Selected h Edit the sketched offset stylization of selected line types Clear Selected Clear the sketched offset stylization of selected line types or clear the se lected decal Undo Sketch Esc Remove the last mark from the current set of sketched offsets Apply Sketch y Apply the current set of sketched offsets to the chosen line type or generate decals Apply Current u Apply the current stroke parameters as seen in the Preview window to the currently selected entity Get Selected j Replace the current stroke parameters as seen in the Preview window with those of the currently selected entity Vary Width Vary Alpha Toggle effects caused by tablet pressure Virtual Baseline Selected Baseline Type of baseline for sketched offsets Add New Delete Add and remove legacy style crease strokes don t ask Synthesis Stylization synthesis for legacy style crease strokes don t ask Editing Mode Hatching Editing Mode TODO Mouse TODO GUI TODO Common Stroke Controls See previous line editing section Hatching Mode Specific Controls TODO 35 Chapter 4 Reference guide Editing Controls TODO EZINPR Stroke Editor Editing Controls Type Curves Style All Last Apply Animation Settings TODO 36 EXNPR Stroke Editor gt 5 xl Previous Mode Next Mode r Stroke Editor r
12. aturation J r Value Background f Paper f Antialiasing f EIE T T t Suggestive IMG t Suggestive OBJ 0 cross b Suggestive OBJ 2 Global lighting parameters 0 1 2 3 Select one of the four positional directional lights to edit When a light is selected the other controls will change to reflect the chosen light settings 41 Chapter 4 Reference guide G Dir Cam Dif Amb Pos Dir Radius Select global ambient light Light is active when checked Light is directional when checked positional when not checked Light position direction is defined in terms of camera frame when checked world frame when not checked Select the editing of diffuse ambient color of light Adjust position direction of the light Adjust the radius from world cam origin associated with positional light Hue Saturation Value Adjust color of the chosen light Background The background is rendered as a solid colored quad with optional texture map ping and paper shader Global Parameters Apply Paper to Bkg iol x E Lighting f r Texture Hue J r Saturation J Value Alpha t Suggestive t Suggestive OBJ 0 crass OBJ 2 n Paper G Antialiasing t Suggestive IMG 1 1 ul Ens E Global background parameters Hue Saturat
13. current diffuse lighting environ ment Specular Lighting Adds a white specular component to each active light Refresh Regenerates the texture list 29 Chapter 4 Reference guide Toon Shaders When a toon shader layer is selected the remaining basecoat controls adapt to display the relevent settings Toon shading is defined by a diffuse lighting calcu lations which looks up into a 1D texture Here the toon shader consists of a solid color a 1D texture map a lighting description an optional alpha and an optional paper shader 3Basecoat Editor 1 Bl x Previous Mode Next Mode Basecoat v Transparency to Background v Annotatable r Layer Editor 1 Toon Shader B eNom Add Toon Del v Apply Paper Effect Jw Use Global Lighting v Mobile Paper Co ords 9 Specular Lighting Toon Lighting C LO NEEDS cu v Direction V Cam Frame C L Radius FL 0 9999998 eu 4 Dir Pos Hue r Saturation J r Value r Alpha J r Texture alpha_thin png gt Refresh Toon Shaders Hue Saturation Value Sets the solid color Alpha Sets the alpha used for compositing this layer This is analogous to pressure w r t paper effect simulation shader Texture Sets the 1D lookup texture Optionaly contains alpha Apply Paper Effect Enable paper effect shad
14. e number When dis engaged system time is interactive real time Toggle Disk Toggle if playback causes frames to be rendered to disk Requires Sync Mode to be enabled Notes 1 http www cs princeton edu gfx proj css 46 Chapter 5 Jot Setup How to obtain Jot Got to the Jot Homepage Requirements Jot requires nVidia GeForce or ATI Radeon 8000 series graphics hardware on Microsoft Windows Linux coming soon Installation 1 Unpack the jot zip in the desired directory DEST 2 Edit jot config bat so that JOT_ROOT is now equal to DESTN jot 3 For MS Windows users Edit the properties of the jot cmd file and set its tar get to DESTNjotNbatchNjot config bat 4 Execute jot cmd shortcut to launch Jot command line 5 Start out with the basic tutorial File Tree and File Formats File Tree jot Location of Jot command line shortcuts and README txt batch Various batch files for configuring and invoking Jot bin Handy shell tools for MS Windows e g cd 1s and ti 2png DA Debug binary invoke with jotd bat ON Optimized binary invoke with jotq bat BA Release binary invoke with jotr bat 47 Chapter 5 Jot Setup manual This manual in html and pdf format tutorfialsx tutorial 1wN Jot scene files for the basic tutorial tutorial 2wN Jot scene files for the intermediate tutorial tutorial 4wN Lightwave scene files and sample exported Jot scenes for the ani
15. er on this layer Mobile Paper Co ords If unchecked the paper shader s height field texture for this layer is fixed in screen space If checked the height field texture moves with the bounding box of the object LO L1 L2 L3 L Switch the light to use LO through L3 are the global lights L specifies a light unique to the active layer Direction If checked directional light if unchecked positional light Cam Frame If checked light is stationary in camera frame if unchecked light is station ary in world frame 40 Chapter 4 Reference guide Dir Pos Sets direction position of light Radius Sets the radius of light from the camera world origin Refresh Regenerates the texture list Transform Controls for transforming objects in the scene This is mostly a hack these opera tions will be performed in Maya Lightwave etc Ic ETT Editor loj x Previous Mode Next Mode C Basecoat r Rotation X Y C Hacks T Transform Global Parameters These windows collect all the global settings such as background and lighting Lighting Jot supports up to four positional directional light sources and one global am bient light source Lighting can have an effect on the normal and toon shaders described in the basecoat section Global Parameters loj x CiN Pos Dir b r S
16. h Mv Mp M Hj Ht 32 Weights in energy expression for optimization fitting policy Minimum number of votes per vote group Minimum pixel length per vote group Minimum percentage of the lenght of the silhouette path per vote group Pixel length threshold for healing together brush paths Pixel length threshold for coercing brush paths to heal Mesh Settings Various meshwide settings INP Stroke Editor NN NE AO x Previous Mode Next Mode Stroke Editor r Presets r Preview NEw si Save TN o Debug C Stroke Color Texture Stroke Shape Appearance Tp Line Plug in Controls C Line Types T Coherence Mesh Crease Detect Angle Polygon Offset Factor Regen Creases 60 1 E Visibility Step T Crease Joint Angle 0 Polygon Offset Units 1 C Noise f m Stylization sap Mesh Settings Chapter 4 Reference guide Crease Detect Angle Dihedral angle threshold for considering a mesh edge to be a crease Regen Creases Regenerates the mesh creases using the current Crease Detect Angle thresh old Crease Joint Angle Adjacent crease edge joint angle threshold for connecting creases in contigu ous paths Crease Visibility Step Pixel spacing of crease visibility testing under legacy crease rendering mode don t ask Polygon Offset
17. hind them 38 Chapter 4 Reference guide Normal Shaders When a normal shader layer is selected the remaining basecoat controls adapt to display the relevent settings The normal shader consists of a solid color op tional texture map optional alpha and optional paper shader and can be lit by the global lighting environment EXBasecoat Editor Bl x Previous Mode Next Mode Basecoat v Transparency to Background v Annotatable r Layer Editor 0 Norm Shader B Nom Add C Toon Del v Apply Paper Effect v Use Global Lighting Mobile Paper Co ords M Specular Lighting Toon Lighting rp Hue 03 r Saturation 0 5 r Value 0 6 r Alpha r Texture E Refresh Normal Shaders Hue Saturation Value Sets the solid color of the shader Alpha Sets the alpha used for compositing this layer This is analogous to pressure w r t paper effect simulation shader Texture Selects an optional texture map to modulate the triangles This texture map could include alpha Apply Paper Effect Enable paper effect shader on this layer Mobile Paper Co ords If unchecked the paper shader s height field texture for this layer is fixed in screen space If checked the height field texture moves with the bounding box of the object Use Global Lighting If checked triangles are modulated by the
18. ible line types Sil Hid Bak Hid Bor Hid Cre Hid Toggle rendering of the hidden line types Sil Occ Bak Occ Bor Occ Cre Occ Toggle rendering of the occluded line types Coherence Settings Settings which govern how a coherent parameterization is applied to each line type from frame to frame see corresponding paper iner stroke eaitor 9 oT Previous Mode Next Mode r Stroke Editor r Presets r Preview Save Debug C Stroke Color Texture f Stroke Shape Appearance f Line Plug in Controls Line Types f Coherence riGeBa e Rae P as f ne TN Pads TN NoSig ArcL y i C Major C Phase My Mp M95 Hi Ht C 1101 C Interp 2 5 1 3 15 Hybrid Optim J J J J C Mesh T C Noise T L Stylization T Coherence Settings 31 Chapter 4 Reference guide If checked all other parameters in this section are ignored and the global If checked the onscreen mesh size doesn t influence parameterization i e Global defaults are used NoSig sigma rho 1 Major 1 to 1 Hybrid Policy for assigning brush paths Rand ArcL Phase Interp Optim Pix Policy for fitting parameterization to brush paths Pixel spacing of polylines vertices for optimization fitting policy Wf Ws Wb W
19. ion Value Alpha Texture 42 Adjust the color of the background Adjust the alpha of the background This has effect in conjunction with the paper shader Select an optional texture map to apply to background quad The list box is populated with textures from the appropriate directory see description of file tree Chapter 4 Reference guide Apply Paper to Bkg Apply paper shader Paper A paper effect shader can be applied to basecoat shader strokes and the back ground The paper parameters selected here affect only basecoat and the back ground Global Parameters loj x Lighting rp Background f r Texture r Brightness 1 05 r Contrast i 05 C Antialiasin h t Suggestive OBJ 2 Global paper parameters Active p Global override to disable all paper shaders including strokes Texture Select global paper height field texture The list box is populated with tex tures from the appropriate directory see description of file tree Brightness Contrast Adjust the global height field texture Antialiasing Full scene jittered antialiasing is implemented using the accumulation buffer This incurses a tremendous performance hit making it useful for batch rendering of animations Global Parameters Bl xl Mode Jitterea 4 Samples M Suggestive IMG Global antialiasing parameters Active a
20. mation tutorial modelsA Sample models in Jot format nprdata background_textures Background images Can contain alpha debugging Don t ask other textures 2D Texture maps for the Normal Shader Can contain alpha paper textures Can contain alpha as well stroke presets Saved stroke styles stroke textures Stroke texture maps Can be 1D or 2D White in the color channel and pressure in the alpha channel system texturesN Don t ask Loon Lextures 1D Texture maps for the Toon Shader Can contain alpha 46 scripts Notes Chapter 5 Jot Setup Script files for exporting to Jot format from Lightwave 3DS Max Blender etc File Formats jot File Format Contains entire scene sm File Format Contains a single mesh npr File Format Contains stylization information view File Format Contains global scene parameters Animation File Format TODO 1 http www cs princeton edu gfx proj jot 49 Chapter 5 Jot Setup 50 Chapter 6 Questions and Answers 1 What is Jot No one can tell you what Jot is you must see for yourself 51 Chapter 6 Questions and Answers 02
21. n Stroke Controls These controls comprise the parameters which govern stroke rendering Presets Management Strokes parameter sets can be grouped together into named presets and saved to disk aio x Previous Mode Next Mode Stroke Editor r Presets Preview NEW M Save XX Debug Presets Management List box for selecting amongst the available presets If NEW preset is selected a new preset will be created from the cur rent settings If an existing preset is selected it will be overwritten with the current settings Debug Preview Chapter 4 Reference guide Don t ask Displays the current active settings Up to five example strokes can be sketched in this box Color and Texture Settings Parameters which govern the rendering of the stroke triangle strip 0 x Previous Mode Next Mode r Stroke Editor r Presets Preview ol T Texture r Paper 3 dark 8 png gt y r saturation 2 i 0 jus 0 Contrast 05 r Value E Enn 0 E 0 Brightness 05 Alpha EE TE i i 002 0 1 oo 0 C Stroke Shape Appearance f C Line Plug in Controls xp Color and Texture Settings Hue Saturation Value Alpha Texture Period Phase Paper Set the stroke color Set the stroke alph
22. n the Last Frame field The scene will be exported including both the first and last frames 21 Chapter 3 Tutorials Jot Export E r ots Lightwave GUI 7 Enter a filename to save the exported scene as The extension of the file will be changed to jot regardless of what extension is entered here Additionally potentially many other files will be created during the export so you may want to create a directory to save the exported files in 22 Chapter 3 Tutorials Jot Export z yot mancual tutorials stulta Lightwave GUI Click Ok The frame slider will move from the first frame to the last frame you entered and you will see your scene animated as it is exporting A dialog box will alert you to the end of the export process Now import the exported files in directory manual tutorials tutorial 4 jot_files into Jot A copy of the files which should have exported into the directory manualNtutorialsNtutorial 4Vjot files is provided in manualNtutorialsNtutorial 4Njot files bak C N cd JOT ROOT C N ed manualNtutorialsNtutorial 4Njot files C jotq cactus export jot ox Line 48 3 fps 381 2K tris sec Cactus model with default style 23 Chapter 3 Tutorials 10 The various components of the cactus can be stylized using the techniques demonstrated in the previous tutorials You may stylized this cactus and save the result by pressing s However manualNtutorialsNtuto
23. obally enabled defeat paper shader Toggle Antialiasing a Toggles full scene antialiasing 44 Chapter 4 Reference guide Antialiasing Mode A Cycle through the available Antialiasing Modes All of which are slow with out a hardware accumulation buffer Line Mode Commands See section on Line Mode Edit Selected h Edit the sketched offset stylization of selected line types Undo Sketch Esc Remove the last mark from the current set of sketched offsets Apply Sketch y Apply the current set of sketched offsets to the chosen line type or generate decals Apply Current u Apply the current stroke parameters as seen in the Preview window to the currently selected entity Get Selected j Replace the current stroke parameters as seen in the Preview window with those of the currently selected entity Hatching Mode Commands See section on Hatching Mode TODO Animation Commands See tutorial on Animation Toggle Animator Mode X Engage frame stepping of exported animation see Tutorial Back 1 Frame 4 Step 1 frame backward Forward 1 Frame 6 Step 1 frame forward Back 10 Frames 2 Step 10 frames backward Forward 10 Frames 8 Step 10 frames forward First Frame 5 Go to first frame Play Play entire animation 45 Chapter 4 Reference guide Stop Stop playing animation Toggle Sync When engaged system time is synchronized with fram
24. ot files nprNcactus export avi 25 Chapter 3 Tutorials 26 cx jot cmd jotq cactus export jot DISTRIB load file Founder Header Hjot HatchingCollection notify_ change VERT POSITIONS CHANGED HatchingCollection notify change UERT POSITIONS CHANGED HatchingCollection notifu change UERT POSITIONS CHANGED finimator post draw CBO Writing cactus export I38FPS 1 1t0128 1 888014 png DISTRIB load file Founder Header Hjot HatchingCollection notify_ change VERT POSITIONS CHANGED HatchingCollection notifu change UERT POSITIONS CHANGED HatchingCollection notifu change UERT POSITIONS CHANGED finimator post draw CBO Writing cactus_export 3BFPS 1 1t01280 1 880015 png DISTRIB load file Founder Header jot HatchingCollection notify change UERT POSITIONS CHANGED HatchingCollection notifu change UERT POSITIONS CHANGED HatchingCollection notifu change UERT POSITIONS CHANGED finimator post drav CBO Writing cactus export I30FPS 1 1t0126 66616 png Frames are rippen to disk Chapter 4 Reference guide Camera Manipulation Mouse Left button Model Interaction The left button is used for selection and stylization of the scene This specific behavior depends upon the current mode In general click once on an object to select it Object attributes can now be edited In general hold the button down and move to draw The lines you draw
25. ot texture information i Select the object you wish to export from the All Objects list Click Export This will move the object you have selected from 17 Chapter 3 Tutorials the All Objects list to the Export List and will disregard any textures belonging to that object zl P l m m pm Nabsmarit Lightwave GUI 18 11 Chapter 3 Tutorials Lightwave GUI Alternately to export all objects without texture information click Export All This will move all objects in the All Objects list to the Export List and will disregard any textures belong ing to these objects Objects already exported with textures will remain unchanged 19 Chapter 3 Tutorials Tan k ry SS A yotymanua Lightwave GUI b To export geometry with texture information i Select the object you wish to export from the All Objects list it must be an object with at least one texture Click the Export with Texture button 20 Chapter 3 Tutorials Jot Export B P Lightwave GUI ii Ifthe object has more than one texture you must choose one to be exported with the object from the dialog box that appears Choose a Texture to Export Lightwave GUI The object now appears in the Export List with tex af ter it to indicate that this object is being exported with texture coordinates 6 Enter the starting frame in the First Frame field and the final frame i
26. press Add Select alpha thin png texture Base Coat Editor Base Coat Texture and adjust alpha 0 5 Base Coat Editor Base Coat Alpha EN WYSIWYG NPR IN ici xl Basecoat 50 2 fps 506 5K Cactus model with toon shader d Adjust lighting Base Coat Editor Base Coat Toon Lighting Se lect custom light L and adjust lighting direction with Dir Pos ES WYSIWYG NPR 10 xl Basecoat 59 1 fps 595 9K Cactus model with lighting 6 Done Ea WYSIWYG NPR Basecoat 40 3 fps 476 7K t Cactus model completed Intermediate Tutorial Drawing the Mechanical Part Picture In this tutorial we will create a picture of a mechanical part 1 Loading the model in flat rendering C ed JOT ROOT C N cd manualNtutorialsNtutorial 2 C jotq mechanical l jot Chapter 3 Tutorials Chapter 3 Tutorials ipi xi Line 75 9 fps 982 1K tris sec The 3D geometric model of the mechanical part in flat shading 2 Setting the background a while in the the WYSIWYG NPR window press v for bringing up Global Parameters b Adjust color Global Parameters Background Adjust hue 0 65 saturation 0 12 value 0 9 alpha 0 9 Check box Apply Paper to Bkg c Adjust paper Global Parameters Paper Check box Active Select p cement 6 png in paper in Texture Adjust brightness 0 6 contrast 0 3 olx Line 76 8 fps 995 0K tris sec Mechanical part model wi
27. rial 4NVjot files npr contains another copy of the exported files which already have been stylized C N ed JOT ROOT C N cd manualNtutorialsNtutorial 4Njot files npr C jotq cactus export jot Pa RTT Line 48 2 fps 1 1M tris sec Cactus model with npr style 11 To access the other frames of the animation engage Animator Mode by pressing X WYSIWYG NPR rendering window must have focus to receive keystroke commands IBl xl Line An Aa a ON 49 2 fps 1 2M tris sec Cactus model with Animator Mode ON 12 Step through the frames using the numeric keypad 4 and 6 step backward and forward by one frame 2 and 8 step backward and forward by ten frames 5 returns to the first frame 24 Chapter 3 Tutorials IBI x Line Frame 38 of 1 to 120 39 4 fps 932 7K tris sec Stepping through the frames of the cactus animation 13 To play back the entire animation press Press to stop Each frame is loaded from disk so playback is slooow Don t ask EX WYSIWYG NPR Line TES Plaxi 7 5 fps 177 5K tris sec Playing the cactus animation 14 To render frames to disk engage time sync with and render mode with CT 0x Line Render sos sak Mode ON 44 3 fps 1 0M tris sec Engaging render to disk mode 15 Pressing now with render to disk mode on will play back the frames and render them to disk A DivX movie file of these frames is provided manualNtutorialsNtutorial 4Nj
28. silhouette lines Select a silhouette line SIL VIS Apply change permanently NPR Stroke Editor Line Plug in Controls Stylization Style Select Apply Current EZ WYSIWYG NPR NE Mechanical part model with new silhouette line style 5 Stylizing hidden lines a Enable hidden lines NPR Stroke Editor Line Plug in Controls Line Types Select See Thru Sil Hid and Cre Hid 13 Chapter 3 Tutorials 14 ES WYSIWYG NPR Mechanical part model with hidden lines in default style b Apply style to hidden crease lines Select a hidden crease line CRE_HID ES WYSIWYG NPR Mechanical part model with selected hidden crease line Select a preset line style NPR Stroke Editor gt Stroke Editor Presets Select preset mech 1ight Adjust period of 2D texture NPR Stroke Editor Stroke Editor Stroke Color Texture Adjust Period to 20 pixels use arrow keys for fine adjustment Apply change permanently NPR Stroke Editor Line Plug in Controls Stylization Style Select Apply Current Chapter 3 Tutorials E WYSIWYG NPR Mechanical part model with hidden crease line style c Apply style to hidden silhouette lines Manipulate the camera to re veal a hidden silhouette line SIL HID Learn about camera manipu lation Select it IAEA NPR Mechanical part model with selected hidden silhouette line Apply the same active style to hidden silhouet
29. stroke over which the width is tapered from one end Fraction of the stroke over which the width is faded from one end Line Mode Specific Controls These remaining controls are specific to the line mode Line Type Settings These flags control which line types are rendered for the selected mesh Silhouette SIL backfacing silhouette BAK border BOR and crease CRE line types can be optionally rendered The visible VIS hidden HID and occluded OCC portions of each line type can be toggled for rendering separately Chapter 4 Reference guide EZINPR Stroke Editor Dl xj Previous Mode Next Mode r Stroke Editor r Presets _ _ r Preview as Save Debug C Stroke Color Texture f Stroke Shape Appearance f Line Plug in Controls Line Types Iv Sil Vis Bak Vis Bor Vis v Cre Vis sil Hid FP Bak Hid Bor Hid FP Cre Hid Sil Occ M Bak Occ Bor Occ cre Occ FF Sug Vis Sug Hid F Sug Occ See Thru C Coherence C Mesh C Noise G Stylization Line Type Settings See Thru See thru objects can render hidden and occluded line types Non see thru objects can render only visible types Non see thru objects can cause hidden lines on see thru objects to become occluded lines Sil Vis Bak Vis Bor Vis Cre Vis Toggle rendering of the vis
30. te lines Apply change permanently NPR Stroke Editor Line Plug in Controls Stylization Style Select Apply Current 15 Chapter 3 Tutorials ES WYSIWYG NPR Mechanical part model with new hidden silhouette line style 6 Done BA WYSIWYG NPR Mechanical part model completed Advanced Tutorial This tutorial will include Hatching Editing Mode Animation Tutorial 16 Dances with Cactii In this tutorial we will export from Lightwave an animated scene and then im port the result to Jot 1 Load the lightwave scene in Ligthwave C N ed JOT ROOT c cd manualNtutorialsNtutorial 4Mlw files C lightwav exe cactus dancing lws 2 Manually indicate to Lightwave the location of object file manual tutorials tutorial 4 lw_files cactus_dancing 1lwo Chapter 3 Tutorials po AA Cactus model loaded in Lightwave 3 If this is the first time you are exporting from Lightwave to Jot load the Jot Export plugin a In the Layout menu select Plug ins Add Plug in b Navigate to the file Jot Export p located in scriptsN1w2jot p Click Ok c Click Ok in the Information dialog 4 Start the Jot Export plug in from the Layout gt Plugins gt Generic menu Lightwave GUI 5 The left hand list All Objects shows a list of objects in the scene and if the object is textured the number of textures on that object a To export geometry but n
31. th color path parameters e g directly oversketched wiggles and temporal parameters e g frame to frame coherence behavior and stroke an imation Mouse In general the left mouse button is used to select line entities e g decals sil houettes to be stylized and then sketch their associated stylization If a mesh or existing decal is left clicked then decal editing mode is entered as indicated at the top of the rendering window and in the status field of the GUI The selected mesh will be indicated by showing a bounding box and any selected decal will be highlighted Sketching in decal mode serves to define additional decals If any other line type i e silhouette crease border is selected then line editing mode is entered as indicated at the top of the rendering window and in the status field of the GUI The selected mesh will be indicated by showing a bounding box and selected line will be highlighted Sketching in line mode serves to define offset based stylization for the selected line type Clicking on the background or another entity will deselect the current entity If stroke style changes in the GUI or sketched offsets are not yet applied they will be lost upon deselection GUI In this mode the GUI is used to edit the stylization and behavior of the currently selected line type Controls common to this mode and hatching mode are de scribed first followed by the controls specific to line editing mode Commo
32. th background Type v again to hide the Global Parameters window 3 Setting the basecoat a Switch to basecoat editing mode Click on Previous Mode to enter Basecoat mode Click on the model to select it again 10 Chapter 3 Tutorials ES WYSIWYG NPR Mechanical part model selected Add a toon shader Base Coat Editor Base Coat Layer Editor Select Toon and press Add Select alpha thin png texture Base Coat Editor Base Coat Texture and adjust alpha 0 5 Base Coat Editor Base Coat gt Alpha Select Apply Paper Effect Sa WYSIWYG NPR Mechanical part model with toon shader Adjust lighting Base Coat Editor Base Coat Toon Lighting Select custom light L and adjust lighting direction with Dir Pos 11 Chapter 3 Tutorials ES WYSIWYG NPR Mechanical part model with lighting 4 Stylizing visible lines a Switch to line editing mode Click on Next Mode to enter Line mode Click on a visible crease line CRE VIS to select it ES WYSIWYG NPR Mechanical part model with line selected b Select a preset line style NPR Stroke Editor Stroke Editor Presets Select preset mech solid Apply change permanently NPR Stroke Editor Line Plug in Controls Stylization Style Select Apply Current 12 Chapter 3 Tutorials EZ WYSIWYG NPR Mechanical part model with new crease line style c Apply the same active style to
33. totype is cycled Rand Order Degree to which the prototype cycling order is randomized Rand Duration Degree to which the prototype cycling duration is randomized Stylization Controls These controls govern the selection adding removal and editing of stroke styl ization for lines types ABI xl Previous Mode Next Mode r Stroke Editor r Presets Save Debug r Preview C Stroke Color Texture F C Stroke shape Appearance zb Line Plug in Controls C Line Types r Status r Offsets r Pressure r Synthesis Edit Line SIL VIS Edit Selected Vary Width Rubberstamp Vary Alpha Proto 1 of 2 Clear Selected synthesize r Cycle Select Undo Sketch j Baseline Protos X Line Types fe Virtual Apply Sketch Selected Add Proto Decal Marks Clear Last Style Strokes Clear Aji Crease Paths Apply Current Add New Crease Strokes Get Selected Delete Clear Creases Stylization Controls Status This field indicates the currently selected entity Line Types Cycle selection between the line types e g SIL VIS CRE HID Decal Marks Enter decal editing mode and cycle selection of existing decals Crease Paths Cycle selection of legacy style crease paths don t ask Crease Strokes 34 Don t
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