GIG reference manual

the attributes menu

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Section contents

Introduction
The attributes menu is used to assign attributes to nodes in the CSG tree. Attributes are surface characteristics that define the appearance of a model when being rendered.

The main options available on the attributes menu to assign attributes are: add diffuse, add specular, add reflect, add transp, add glass and add volume.

diffuse refers to the basic color and shading (ambient) of an object.
specular refers to a highlight on the surface of an object.
reflect refers to mirroring effects.
transp refers to and is short for transparency.
glass stands for transparency with internal reflection.
volume is a solid characteristic more than a surface characteristic, and causes volume rendering effects.

An attribute consits of a number of parameters (e.g., intensity, color, refracion index, etc.). For each of these parameters a value, or a procedural or image map, can be assigned. Multiple attributes can be assigned to a single node. For example, to create a blue reflective material, an add diffuse attribute with a blue color and an add reflection attribute can be assigned. The intensity for each attribute can be specified. To create a realistic effect, be sure the total value of all attributes assigned to one node is 1. Exceptions are add specular, because the intensity for this attribute does not have to be included in the sum of all intensities, and add volume which usually comes instead of diffuse etc.

Attention:
Using the new Texture Editor in the Tools menu, the same materials found in the attributes menu can be created, but in the Texture Editor many more tools are available to edit and animate textures. We advise users to use the Texture Editor instead of the attributes menu. The attributes menu remains within GIG for users who prefer to work with it.

Mapping a sequence of images
It is possible to select a sequence of images to be used as a map for an attribute. Click on the input box of the attribute for which you want to assign a sequence of images.
Enter: '?' and press <enter>:. The selection submenu will then be displayed where you can make your selection.

Comments
The images must be stored in the intmap directory of the active project, the directory where all images for mapping are stored.
The images must be of the 'Tiff Tile format (the Convertor in the tools menu can be used to convert images).
Sequences of images must have names ending in: 'xxxx.tif' (with 'xxxx' representing the frame number). Images with a frame number corresponding to the rendered frame will be used as a map for that particular frame. The last image of a sequence will also be used as a map for the following frames to be rendered.
Images without the xxxx.tif extension can also be selected, in which case the image will then be used as a map for the entire animation.

Example 1:

Animation to be rendered: test
From frame - to frame: 1 - 100
map selected: image I
mages stored in intmap directory: image.tif
Result after rendering: images map used
test0001 - test0100 image.tif

Example 2:

Animation to be rendered: test
From frame - to frame: 1 - 100
map selected: sequence0025
Images stored in intmap directory: sequence0025.tif - sequence0050.tif
Result after rendering: images map used
test0001 - test0024 No color (default value will be used)
test0025 - test0050 sequence0025.tif - sequence0050.tif
test0051 - test0100 sequence0050.tif

Enhanced functionality

As of version 3.2, it is now possible to have better control over an animated TIFF texture. To use this enhanced functionality, you must create an animation specification file in your intmap directory.

This animation specification file has the extention '.animspec'. The prefix must be the name of the animation you want to place on the object. So if you have an animation that consists of the files foo0010.tif through foo0019.tif, then your animation specification file must be called foo.animspec.

So, what goes in this animation specification file? Well, the file is ASCII, and must contain all of the data fields below, in exactly the same order.

  direction  swing|forward|backward|chaos
  loop       yes|no
  start      [numerical value]
  end        [numerical value]
  offset     [numerical value]
Direction 'swing' means back-and-forth playing, direction 'chaos' will map the framenr onto a random image. If 'loop' is set to 'no', then the animation is one-shot, and all preceeding frames are mapped onto the first TIFF image, and all the trailing frames are mapped onto the last TIFF image. 'start' and 'end' specify the range of TIFF images that you want to use from the 'intmap' directory. All images in this range should be existing. With 'offset' you can offset your map-animation in time. So, for example we could have:
  direction swing
  loop      yes
  start     1
  end       10
  offset    0
Using this example, we get the following mapping:
  framenr       image used for map
    0           foo0001.tif
    1           foo0002.tif
          ...
    9           foo0010.tif
   10           foo0009.tif
   11           foo0008.tif
          ...
   17           foo0002.tif
   18           foo0001.tif
   19           foo0002.tif
          ...