WWW.DANCAD3D.COM (sm): THE OFFICIAL DANCAD3D (tm) "BETA TEST" WEB SITE.

TERMS OF USE, HOME, INDEX, SHORTCUT, WHAT'S NEW, DOWNLOADS, GET MAIN ZIP, DOCUMENTATION, VIDEO, HOOKUP#1, #2, #3, KEYWORDS

FEATURE FILM 4K+ DIGITAL CINEMA UNCOMPRESSED EDITING AND SOUND MIXING
PLUS DIY MOVIE 35mm FILM SCANNING AND DIY 35mm FILM RECORDER SOFTWARE.

DANCAD3D (tm) DRAWING EDITOR, click on image for more info. and larger images. 3D ROBOTIC ANIMATION, click on image for more info. and larger images. 3D CONTOUR SURFACE, click on image for more info. and larger images. 3D CAM TOOL PATH, click on image for more info. and larger images. STEPPER MOTORS FOR CAM, click on image for more info. and larger images. DANCAM.EXE (tm) OPERATING 3D MILL, click on image for more info. and video. IM HELP STATUS, click on image for more info. and IM address.
Kodak (tm) LAD film negative scan image made with Canon XTi (tm) DSLR. Kinema Edit list Grading Levels #1 color correction tool . Kinema Edit list Grading Curves #1 color correction tool. Kinema Edit list Grading chroma Masking tool Vector display. Kinema Edit list Grading chroma Masking tool Waveform display. Kinema Edit list Grading Sharp/Soft filter tool. Kodak (tm) LAD image color corrected positive.
Click on these thumbnails for related information about my current software, features, and IM support. Hold [Shift] and click [Reload] to refresh IM thumbnail.

If are helping "Beta Test" you should report bugs and feel free to ask questions about the program's commands, it is best to email me at tempnulbox (at) yahoo (dot) com and put "DANCAD3D (tm) 24x7 SUPPORT SUBMISSION" in the email subject line so your mail is not deleted as junk. See Section: 8 for more information about support related issues. I want you to ask questions so long as they are on the subject and relate to the current program's commands. If you do not get some kind of reply assume I did not get your message and resend it and also try voice mail, postal form, etc. All submissions and correspondence become the sole property of Daniel H. Hudgins to do with as he sees fit, so stay on subject.

SECTION: 4.20.6.0
Series 50 Perspective Display Modes.
This Section, Series 50 Perspective Display Modes, Perspective Display Mode 50, Perspective Display Mode 51, Perspective Display Mode 52, Perspective Display Mode 53, Perspective Display Mode 54, Example with lighting near and far set too wide, and Example with lighting near and far set too narrow.

Copyright (C) 1986-2008 by Daniel H. Hudgins, All Rights Reserved.

No part of "This Web Site" (HTML document), including associated files, may be: distributed, sublicensed, transmitted, copied, archived, mirrored, modified, bundled, embedded, sold, given away, rented, loaned, or shared in any form without express written permission in a formal Vendor agreement contract dated and signed in ink obtained directly from Daniel H. Hudgins by registered postal mail. All agreements for permission to distribute expire after a period no greater than one year from the date of the signing of the agreement by Daniel H. Hudgins. See the current "EULA" for information regarding limited copying and storage for the purpose of "Beta Testing" "This Web Site."

To view or use the current version of this Web page you may need to reload or refresh the display of this page by your browser. Just clicking on the browser's [Reload] or [Refresh] icon may not be enough to insure that all of the page's most current contents have been cached and displayed. Some browsers may have additional commands to help display the page's most current contents such as: holding down the [Shift] key and clicking on the [Reload] icon, holding down the [Control] key and clicking on the [Refresh] icon, holding down the [Control] and [Shift] keys and clicking on the [Refresh] icon, pressing the [Control] and [F5] keys, pressing [Control] and the [R] key, or some other combination of keys or clicks. Check to see which commands your HTML browser uses to load the most current page contents into its cache and then to display them onto the screen.

This Web site is dedicated to the thousands of "users" of my programs, those who have helped test my programs over the last 22 or so years, and especially those who shared their experiences with me.

You must read this notice: This is a licensed Web site (HTML document and associated files). You must read and agree to be legally bound in contract by the Terms of Use and conditions given in the End User License Agreement ("EULA"), Legal Notices, Instructions, Warnings, Disclaimers, and all other text in "SECTION: 0" of "This Web Site" (HTML document and associated files) before reading or using any of the information, software programs, and or files, contained in, linked to, and or associated with, "This Web Site" (HTML document and associated files). Any use or "Beta Testing" of "This Web Site" constitutes your acknowledgment of your full agreement with the current End User License Agreement ("EULA") and your decision to have this current license supersede all prior and contemporaneous agreements and understandings. Information and files in "This Web Site" (HTML document and associated files) have been placed here so that long time users of "The Author's" programs DANCAD3D.COM (tm) , DANCAM.EXE (tm) , or DANPLOT.EXE (tm) could help proofread the text of the documentation files or screens displayed, and also help test data files, example files, and or any software programs that might be made available from time to time, to aid "The Author" in finding mistakes, bugs, and other errors, omissions, defects, mistakes, and faults. Everything in "This Web Site" (HTML document and associated files) is "Beta Test", "Beta Code", Experimental, Preliminary, requires proofreading, or is being evaluated for possible revision, and is NOT warranted to be free of defect. To help "The Author" report any bugs, foul-ups, defects, or mistakes that you find, see "SECTION: 8" for instructions. "This Web Site" (HTML document and associated files) and all other files and programs by Daniel H. Hudgins are made available "AS IS" without warranty of any kind express, expressed, or implied. All offers and specifications are subject to change or discontinuation without notice of any kind. Please read "SECTION: 8" of "This Web Site" (HTML document and associated files) before trying to contact "The Author."


Click here to go back to SECTION 4.0.0.0 Index.
Click here to go back to SECTION 4.20.0.0 Index.
Click here for top of DANCAD3D.COM (tm) Web site home page or here for home page INDEX.
Click here to check the current internet document if you are viewing this from a disk copy.
Note: If you want to go back to the previous link use the [Back] button in your browser.

This Section.

SECTION: 4.20 is for some information and illustrations relating to example images of the various Display Modes that affect the way drawing elements are displayed.

The Perspective Display Modes relate to the way the lines and edges of the triangle elements are colored in and outlined. The Perspective Display Modes also control how line elements, triangle elements, or mixed elements will be processed for display.

See Section: 3.1.25.0 for a detailed discussion of issues relating to Perspective Display Modes, Printing Display Modes, and other issues related to this Section.

The Stereoscopic Display Modes relate to the way the right and left eye views will be formatted for display. Different stereoscopic viewing methods require different formatting of the two images, these formatting options are controlled through a code number. Various other values are associated with each formatting code number so as to optimize the display for each Stereoscopic Display Mode, and its relation to the particular elements being displayed. The Perspective Display Mode selected affects the appearance of the images used for the Stereoscopic Display Formatting, i.e. you can use all of the Perspective Display Modes with any of the Stereoscopic Display Modes giving a large variety of combinations, only some of which would be of interest generally.

See Section: 3.3.7.8 for a detailed discussion of issues relating to Stereoscopic Viewing Methods, Anaglyph glasses, and other issues related to this Section.

The modes available and the images they produce may be altered in other program revisions, so the images generated by the program version you have may not match the illustrations shown here. Variations in the code used in different program, revisions and versions can affect the results, so you should not expect the same results from different versions and revisions of the programs. The Author reserves the right to make any kind of changes at any time without notice.

Some Browsers may not display the larger size illustrations properly, so you may only be able to view the smaller sizes of each illustration. You should turn off the shrink-to-fit feature in your browser, if it has one, since that can distort or degrade the illustrations or make thin lines disappear.

Click here to go back to the top of this page.

Series 50 Perspective Display Modes.

Series 50 Perspective Display Modes includes modes within the range 50 through 59, although not all of the mode numbers in this range are in use as of the initial release of v3.7L. The different Perspective Display Mode code numbers control how triangle elements are displayed. Line elements are normally displayed using Perspective Display Mode code number 1 when all elements to be displayed are just line elements, and Perspective Display Mode code number 10 when mixed triangle and line elements need to be displayed at the same time. The Mutate command can be used to convert line elements into triangle elements so that some of the other Perspective Display Modes can be used to display the mutated line elements along with triangle elements.

Click here to go back to the top of this page.

Perspective Display Mode 50.
Note: See also the description of Perspective Display Mode 40.
DMXLN050.JPG (default resolution) Perspective Display Mode 50.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

Perspective Display Mode 50 is like Perspective Display Mode 40 except that the near and far points that control the diffuse fill lighting are adjustable. Normally you would use Perspective Display Mode 40 to have the program find the near and far lighting points as a trial run, then select Perspective Display Mode 50 and increase the spacing between the near and far lighting points to allow the elements to be displayed to rotate or move between frames of an animation without having their parts move outside the lighting point range, and clip the lighting values maximum and minimum values.

Perspective Display Mode 50 is mostly for use in controlling the lighting during an animation. Perspective Display Mode 40 sets the lighting near and far points close to the elements to be displayed to maximize the lighting contrast. When elements are moving around if Perspective Display Mode 40 is used the lighting will change as the elements move, which may not be suitable if you want the element to appear to be moving through a fixed lighting field. To get a fixed lighting field you use Perspective Display Mode 50 and set the near and far lighting points closer and farther than the maximum movement of the elements to be displayed. If an element moves closer than the near point it will "burn out" at full white, and if an element moves farther away than the lighting far point it will render in "shadow black" and become hard to see.

Click here to go back to the top of this page.

Perspective Display Mode 51.
Note: See also the description of Perspective Display Mode 41.
DMXLN051.JPG (default resolution) Perspective Display Mode 51.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

Perspective Display Mode 51 is like Perspective Display Mode 41 except that the near and far points that control the diffuse fill lighting are adjustable. Normally you would use Perspective Display Mode 41 to have the program find the near and far lighting points as a trial run, then select Perspective Display Mode 51 and increase the spacing between the near and far lighting points to allow the elements to be displayed to rotate or move between frames of an animation without having their parts move outside the lighting point range, and clip the lighting values maximum and minimum values.

Perspective Display Mode 51 is mostly for use in controlling the lighting during an animation. Perspective Display Mode 41 sets the lighting near and far points close to the elements to be displayed to maximize the lighting contrast. When elements are moving around if Perspective Display Mode 41 is used the lighting will change as the elements move, which may not be suitable if you want the element to appear to be moving through a fixed lighting field. To get a fixed lighting field you use Perspective Display Mode 51 and set the near and far lighting points closer and farther than the maximum movement of the elements to be displayed. If an element moves closer than the near point it will "burn out" at full white, and if an element moves farther away than the lighting far point it will render in "shadow black" and become hard to see.

Click here to go back to the top of this page.

Perspective Display Mode 52.
Note: See also the description of Perspective Display Mode 42.
DMXLN052.JPG (default resolution) Perspective Display Mode 52.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

Perspective Display Mode 52 is like Perspective Display Mode 42 except that the near and far points that control the diffuse fill lighting are adjustable. Normally you would use Perspective Display Mode 42 to have the program find the near and far lighting points as a trial run, then select Perspective Display Mode 52 and increase the spacing between the near and far lighting points to allow the elements to be displayed to rotate or move between frames of an animation without having their parts move outside the lighting point range, and clip the lighting values maximum and minimum values.

Perspective Display Mode 52 is mostly for use in controlling the lighting during an animation. Perspective Display Mode 42 sets the lighting near and far points close to the elements to be displayed to maximize the lighting contrast. When elements are moving around if Perspective Display Mode 42 is used the lighting will change as the elements move, which may not be suitable if you want the element to appear to be moving through a fixed lighting field. To get a fixed lighting field you use Perspective Display Mode 52 and set the near and far lighting points closer and farther than the maximum movement of the elements to be displayed. If an element moves closer than the near point it will "burn out" at full white, and if an element moves farther away than the lighting far point it will render in "shadow black" and become hard to see.

Click here to go back to the top of this page.

Perspective Display Mode 53.
Note: See also the description of Perspective Display Mode 43.
DMXLN053.JPG (default resolution) Perspective Display Mode 53.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

Perspective Display Mode 53 is like Perspective Display Mode 43 except that the near and far points that control the diffuse fill lighting are adjustable. Normally you would use Perspective Display Mode 43 to have the program find the near and far lighting points as a trial run, then select Perspective Display Mode 53 and increase the spacing between the near and far lighting points to allow the elements to be displayed to rotate or move between frames of an animation without having their parts move outside the lighting point range, and clip the lighting values maximum and minimum values.

Perspective Display Mode 53 is mostly for use in controlling the lighting during an animation. Perspective Display Mode 43 sets the lighting near and far points close to the elements to be displayed to maximize the lighting contrast. When elements are moving around if Perspective Display Mode 43 is used the lighting will change as the elements move, which may not be suitable if you want the element to appear to be moving through a fixed lighting field. To get a fixed lighting field you use Perspective Display Mode 53 and set the near and far lighting points closer and farther than the maximum movement of the elements to be displayed. If an element moves closer than the near point it will "burn out" at full white, and if an element moves farther away than the lighting far point it will render in "shadow black" and become hard to see.

Click here to go back to the top of this page.

Perspective Display Mode 54.
Note: See also the description of Perspective Display Mode 44.
DMXLN054.JPG (default resolution) Perspective Display Mode 54.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

Perspective Display Mode 54 is like Perspective Display Mode 44 except that the near and far points that control the diffuse fill lighting are adjustable. Normally you would use Perspective Display Mode 44 to have the program find the near and far lighting points as a trial run, then select Perspective Display Mode 54 and increase the spacing between the near and far lighting points to allow the elements to be displayed to rotate or move between frames of an animation without having their parts move outside the lighting point range, and clip the lighting values maximum and minimum values.

Perspective Display Mode 54 is mostly for use in controlling the lighting during an animation. Perspective Display Mode 44 sets the lighting near and far points close to the elements to be displayed to maximize the lighting contrast. When elements are moving around if Perspective Display Mode 44 is used the lighting will change as the elements move, which may not be suitable if you want the element to appear to be moving through a fixed lighting field. To get a fixed lighting field you use Perspective Display Mode 54 and set the near and far lighting points closer and farther than the maximum movement of the elements to be displayed. If an element moves closer than the near point it will "burn out" at full white, and if an element moves farther away than the lighting far point it will render in "shadow black" and become hard to see.

Click here to go back to the top of this page.

Example with lighting near and far set too wide.
Note: Try using the Series 40 display modes to initialize the near and far values.
DMXLN05W.JPG (default resolution) Example with lighting near and far set too wide.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

This example shows what happens when you set the near and far values too wide under Series 50. Under Series 70 this state might be useful, particularly with the elements centered near the far point, in order to increase the contrast of the movable lighting source. Since Series 50 does not have the movable light source as a backup for the lighting the relief of the elements becomes too flat when the contrast is reduced by setting the near and far points too wide.

Click here to go back to the top of this page.

Example with lighting near and far set too narrow.
Note: Try using the Series 40 display modes to initialize the near and far values.
DMXLN05N.JPG (default resolution) Example with lighting near and far set too narrow.
Click here 120 640 1024 to see if there is a bigger illustration, use the back button in your browser to return.

This example shows what happens when you set the near and far values too narrow under Series 50. Under Series 70 this state should probably be avoided as well since the compounding of the lighting with the movable lighting source will probably only burn out more of the surface. Having the fill lighting points too close under Series 50 might have some utility in the making of tool path files through the conversion of BMP or Pixel files into ASCII files where the brightness of the pixels is converted to tool path line height, and you want to clip the top and or bottom of the tool movement by clipping the brightness values of the elements rendered. Saturating the brightness values might make the tops of bottoms of the cuts flatter or less rough. Such a saturation might also be useful in processing scanned images for conversion into tool path files, and might be done with the Files Utilities BMP Combine command in the Files Utilities BMP sub-menu off of the Main Menu.

Click here to go back to the top of this page.

TERMS OF USE, HOME, INDEX, SHORTCUT, WHAT'S NEW, DOWNLOADS, GET MAIN ZIP, DOCUMENTATION, VIDEO, HOOKUP#1, #2, #3, KEYWORDS

WWW.DANCAD3D.COM (sm): THE OFFICIAL DANCAD3D (tm) "BETA TEST" WEB SITE.

This copy of this page was compiled on or around: Y2008.M05.D14, you might check the "On-Line" version, or come back later, to see if there is a newer compile.