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!AWSept94/Goodies/Ray3D/!Help+/Help_On/!Ray3d

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@page:contents@!Ray3d











    @Sprite:arcworld@
            Bring you a complete raytracing package written
                           by Robert Taylor.

                                                  
        @goto:list:                       Contents                        @

@end@
@page:list@List of contents


                           

                           
    @Sprite:Wyvern@                
      _______________________________________________________

          @goto:2:  Introduction           @
          @goto:ih:  Interactive Help       @
          @goto:3:  Using !Ray3d           @
          @goto:tutorial:  Tutorial               @
          @goto:21:  The Menus              @ 
          @goto:22:  The Toolbox            @ 
          @goto:120:  Keyboard shortcuts     @
          @goto:4:  Copyright              @
          @goto:5:  Bugs, etc.             @
          @goto:6:  Credits                @

@end@
@page:2@Introduction Menu


                           

                           
    @Sprite:Wyvern@                
      _______________________________________________________

            @goto:7:  Introduction         @
            @goto:8:  Features             @
            @goto:9:  Installation         @
            @goto:10:  Loading and Running  @
            @goto:11:  What is Raytracing?  @
            @goto:12:  The !Ray3d world     @
            @goto:13:  Using the editor     @
            @goto:14:  Tri-view             @

@end@
@Page:3@Using !Ray3d


                           

                           
    @Sprite:Wyvern@                
      _______________________________________________________

        @goto:15:  Moving around       @   @goto:87:  Select Operations   @
        @goto:16:  The grid            @   @goto:grouping:  Grouping            @
        @goto:23:  Creating a scene    @   @goto:18:  Hiding objects      @     
        @goto:30:  Creating Objects    @   @goto:19:  Macros              @
        @goto:31:  Creating Lights     @   @goto:20:  Printing            @
        @goto:24:  Saving a scene      @   @goto:26:  Customizing !Ray3d  @
        @goto:25:  Libraries           @   @goto:27:  Raytracing          @     

@end@
@Page:4@Copyright

@colour:11@   Copyright (C) 1992,93,94  Archimedes World

   Ray3d is NOT public domain, and as such no part of the Ray3d app-
   lication may be copied, reproduced or translated without the prior
   written permission of the @goto:6:Author@. While every effort has been made
   to ensure the accuracy of the manual, Ray3d is being continually
   developed and mistakes may have been made.
      
   This software is supplied �as is�; no warranty, express or implied,
   of the merchantability of this software or its fitness for any
   particular purpose is given. In no circumstances shall the author be
   liable for any damage, loss of profits, or any indirect or
   consequential loss arising out of the use of this software or
   inability to use this software.
   
@end@
@Page:5@Bugs, Features and Cautions
   
@colour:11@   Bugs, Features and Cautions
   
   Unforeseen errors are sometimes reported as �Internal error� and
   a message. If you get one of these, let me know what happened with
   as much information as possible, namely:
   
      Machine type, OS version and memory available
      Version of !Ray3d
      What was being done at the time
      Error message or other symptoms
      Is the problem repeatable?
      Is the problem confined to just one scene?

@colour:11@   Known Bugs
   
   Sometimes when loading, if too many applications are running at the
   same time the wimp reports an error �Too many windows�. This only
   occurs on RISC OS 2.
   
@end@
@Page:6@Credits

@colour:11@   Credits

   !Ray3d was fully designed and coded for Archimedes World by:

       Robert Taylor
       5 Mayfield Grove
       Skegness
       Lincolnshire
       PE25 3RY

   Special thanks to Robert Garfoot, for continually testing, finding
   bugs, and generally moaning to such an extent that I ended up
   including extra features or fixing some difficult but minor bugs
   just to shut him up.
   
   I hope you like using and are satisfied with Ray3d. If so, tell your
   friends. If not, or if you have any suggestions for improvements you
   can contact me at the above address.

@end@
@Page:7@Introduction

@colour:11@   Introduction
   
   This document describes !Ray3d, an alternative to other commercial
   raytracing packages, but which still has lots of features.

   !Ray3d allows the user to create a scene in 3 dimensions by using
   a graphical editing system, which can then transformed into the
   textual data needed to raytrace a scene by the supplied applications.

   All of the options are described, although it is assumed that the
   reader is familiar with RISC OS.

@end@
@Page:8@Features

@colour:11@   Features
   
   Here is a list of some of the major features of Ray3d.
   
      Easy generation of scenes using a 3d tri-view system
      Up to a user definable number of surfaces allowed.
      Up to a user definable number of objects in any one scene
      Default start-up file makes it easy to customize Ray3
      User definable grid, with grid snap option
      Program colours may be altered and saved
      Wireframe preview of scene generated.
      Macro facilities for repetitive object creation.
      Can create fractal surfaces.
      Zoom from 100% to 800%
      Many object types
      Rubber banding when creating objects
      Select / delete / rename / rotate / scale any object
      3 pre-defined textures - wood / marble / checker
      3 texture effects - blotch / gloss / bump map
      Can select which raytracer you are using.
      Runs on base machines, no extras needed
      Each object can be uniquely named
      Auto naming of objects possible
      Different light types
      Lights can be coloured
      User definable background colour
      Mouse pointer changes to indicate status

@end@
@Page:9@Installation

@colour:11@   Installation

   The !Ray3d package consists of the following directories:

                * @goto:info_help: !Help     @      * @goto:info_library: Library  @
                * @goto:info_mtv: !MTV-Spr  @      * @goto:info_rayfiles: RayFiles @
                * @goto:info_ray3d: !Ray3d    @
                * @goto:info_rayshade: !RayShade @

@colour:11@   Hard Disc

   It is a simple matter to install !Ray3d onto a hard disc. Simply
   copy the required directory onto the hard disc in the normal RISC OS
   way. It is advisable to have !System in the root directory of the
   hard disc, as !Ray3d needs to �see� it before it can run.

@colour:11@   Floppy Disc

   To set !Ray3d up on a floppy based system I recommend that you split
   these directories over two discs.

   The first disc, which you should use to design your scenes and save
   them to will need the following directories:

                *  !Help
                *  !Ray3d
                *  !System        (your system directory)
                *  Library
                *  RayFiles

   Note that !Help is included on this disc, as you will probably need
   to refer to it while creating a scene.

   The second disc should be used when you wish to raytrace a scene, and
   convert it to a sprite. It should contain:

                *  !RayShade
                *  !MTV-Spr
                *  !Scrap         (your scrap directory)

@end@
@Page:10@Loading and Running

@colour:11@   Loading and Running
   
   The latest versions of the shared C library (CLib), the Floating
   Point Emulator (FPE) and the ColourTrans module (Colours) must be
   available in the system�s modules directory. The desktop must have
   already seen the !System directory, or the error �System resources
   cannot be found.� will occur.
   
   To run the application, double click on the !Ray3d icon in the normal
   way.
   
   Sometimes you might get an error �Too many windows�, this is because
   !Ray3d uses a lot of windows, and RISC OS only allows so many windows
   to exist. If this happens, save your work and quit the other
   applications that are running. !Ray3d will now load OK.

@end@
@Page:11@What is raytracing?
   
@colour:11@   What is raytracing?

   Raytracing is the technique used for generating realistic pictures
   from a 3d scene. Each ray of light is traced from where it �hits�
   the scene, back to the light source it came from. This process then
   ensures that the scene generated is close to real life because it
   follows the same physical laws.
   
   Ray3d does not actually do the raytracing, it simply defines the
   scene and passes this information to the selected PD raytracer,
   which then raytraces the scene.

@end@
@Page:12@The Ray3d world

@colour:11@   The Ray3d world
   
   Scenes generated in the Ray3d world consist of a number of objects
   called primitives. These can be of a number of pre-defined shapes
   such as cone, sphere, box etc. In order for an object to be seen, it
   must have a surface associated with it. Surfaces specify the colour
   of the object, whether it is mirror-like, transparent and other such
   factors.
   
   Objects may also have a texture applied to them, which may be of a
   number of types. There is wood, marble, bumps, checker, gloss and
   blotch.
   
   The user also sets the position of the observer within the scene and
   the direction that they are looking in. It is possible for the
   observer to be placed within a transparent object, such as a goldfish
   bowl, or from any distance.
   
   Finally, in order to be able to draw the scene, there must be light,
   and Ray3d allows two different forms of lighting, and up to ten
   individual light sources.

@end@
@Page:13@Using the editor

@colour:11@   Using the editor
   
   The 3d editor has been designed to be as easy to use as possible,
   although some people may find the tri-view system difficult to work
   with.
   
   When !Ray3d has been loaded, clicking on the icon on the icon bar
   brings up four windows. Three of these windows show views onto the
   Ray3d world, whilst the fourth is the tools window.
   
   All of the most used operations can be found on the tools window.

@end@
@Page:14@Tri view

@colour:11@   Tri-view
   
   Tri-view is the name given to the form of 3d representation that
   !Ray3d uses in order to make 3d editing possible.

   !Ray3d opens three windows, each of which looks at the world from
   a different direction. By using all three of these windows it is
   possible to represent the 3 dimensional world.

   If you imagine a cube, then the plan view is what you see if
   looking from above straight downwards. The front and side views
   represent what you would see if looking from the front and side
   respectively.

   When you are designing your scene, I suggest you First click in the
   Front or Side view windows to set the height of the object. Then
   click in the plan window to decide where the object will be placed.

   Eg: To place a box in the middle of the world, on the floor.









         @sprite:views@
                Front View                  Plan view

@end@
@page:15@Moving around

@colour:11@   Moving around the !Ray3d world

   To view a different part of the scene simply use the scroll bars
   on the view windows.

   To locate a point in three dimensions it is necessary to click
   the mouse in two of the three view windows. This is because in 3d
   a point has three coordinates (x,y,z) and clicking in one window
   only sets two of the coordinates. Clicking in the second window
   will set the third coordinate.


@colour:11@   Selecting objects                 @sprite:point@

   When this icon is selected, clicking in the view windows will set
   the position of the cursor which is shown as a blue cross.
   If you experiment moving the cursor around you will get the hang
   of the tri-view system.

                                                
@colour:11@   Zooming                           @sprite:zoomin@    @sprite:zoomout@

   These two icons located in the toolbox zoom in or out of the scene.
   Clicking on one will cause the scene to be redrawn at a different
   zoom factor.

   After zooming the window, the scene is always positioned so that
   the cursor appears in the centre of the window. So to zoom in on
   a specific point, position the cursor on the point of interest and
   click on the zoom in icon.

   It is also possible to set the zoom by selecting the desired zoom
   factor from the zoom sub-menu on the main program menu.

   Note: The minimum zoom is 100% and the maximum zoom is 800%

@end@
@page:16@The Grid

@colour:11@   The Grid

   The grid options are located on the �Grid� sub-menu which is
   accessible from the main program menu.

   !Ray3d can superimpose a rectangular grid on the scene. This is
   often useful for lining up objects and for checking their size.
   The grid is shown as horizontal and vertical lines which intersect
   at �grid points�.

   You can use the grid either just as a general guide for creating
   objects or you can lock points to it, so that they always align with
   points in the grid. When you are creating objects with snap to grid
   on, you will see them attach to the nearest grid point to the mouse
   position.

@colour:08@   Show Grid

   Selecting this option toggles whether the grid should be displayed.

@colour:08@   Snap To grid

   This switches snap to grid on or off. The grid does not need to be
   visible for this option to function.   

@colour:08@   Grid Options

   This sub-menu leads to a window which allows you to set the colour
   and spacing on the grid.

   To change the grid colour, simply select a new colour from this
   window.

   To change the grid size, alter the number in the writable icon.

   Clicking on OK sets the new colour and grid size.

@end@
@page:grouping@Grouping

@colour:11@   Grouping

   It is often desirable to group several objects together so that
   they may be moved, scaled, rotated, etc. as if they were one
   object.

   The grouping operation applies to objects which have been selected
   on the @goto:86:Objects list@.

   Another benefit of grouping objects together is that it reduces
   the number of objects in the main object list, and thus locating
   an object is easier.

@colour:08@   Grouping objects together         @sprite:group@

   To group the selected objects together, first enter a new unique
   name in the writable icon at the bottom of the Toolbox.

   Now click on the group icon, or select group from the select sub-
   menu which can be found on the main program menu.

@colour:08@   Removing objects from a group     @sprite:ungroup@

   To remove the selected objects from a group simply click on the
   ungroup icon in the toolbox, or select ungroup from the select
   sub-menu in the main program menu.

   Any groups which become empty after this operation are deleted.

@end@
@page:18@Hiding

@colour:11@   Hiding.

   Sometimes, when creating a large scene it becomes impossible to
   see exactly where points are being positioned due to other
   objects getting in the way.

   !Ray3d allows you to �hide� objects so that they are not shown
   in the view windows. They will however be present if the scene
   is raytraced.

   To hide objects, simply select them on the @goto:86:Object list@ and
   then choose the hide option off the select sub-menu on the main
   program menu.

@colour:11@  Showing hidden objects

  To re-display hidden objects in the view windows, select the desired
  objects off the object list and then choose the show option from
  the select sub-menu on the main program menu.


@end@
@page:19@Macros


@colour:11@   @sprite:file_0fa@       Macros

   When constructing complex objects using !Ray3d there are often
   times when a couple of actions such as copy and move need to be
   performed repeatedly.

   Because this task is time consuming and boring, !Ray3d allows you
   to automate it by using Macros.

   Macros need to be recorded, which is where the actions that need
   to be repeated are specified, and then they are executed a given
   number of times.

        @goto:54: Click here for an example @
        
@colour:08@   Recording Macros.

   The record option can be found on the macro sub-menu which is
   located on the main program menu.

   Moving across the �Record� option brings up a save window where
   you give your macro a name and save it to disc. This starts the
   recording process.

   While a macro is being recorded, the following @goto:87:select operations@
   are stored:
                   Rotate
                   Scale
                   Select
                   Copy
                   move

@colour:08@   Finishing a macro

   To finish recording a macro choose the �stop� option from the
   macro sub-menu.

@colour:08@   Performing a macro.

   To perform a macro simply drop the macro file onto the !Ray3d icon
   or onto a !Ray3d window.

   A window will open in which you can set the number of times to
   perform the macro. Clicking on OK will execute it.

@end@
@page:20@Printing

@Colour:11@   Printing                          @sprite:print@

   The Print option can be found on the �Project� sub-menu, on the
   main program menu, or the icon in the toolbox may be used.

   Moving over the �print� option opens a window which shows you the
   current printer driver, and which view will be printed..

   Choose which view you wish to print by clicking on the radio icons,
   and then click on OK to start printing.

   NOTE: To print, you must have loaded a RISC OS printer driver.

@end@
@page:21@The Menus


                           

                           
    @Sprite:Wyvern@                
      _______________________________________________________

  There are four different menus associated with !Ray3d, depending on
  which window the mouse is over when the MENU button is clicked.

          @goto:39:  The icon bar menu      @
          @goto:40:  The main program menu  @
          @goto:41:  The lights menu        @
          @goto:42:  The surfaces menu      @

@end@
@Page:22@The Toolbox

@Colour:11@   The Toolbox

   Apart from the viewing windows, this is most probably the most
   important window in !Ray3d. It allows the creation of objects, as
   well as providing many shortcuts to features found on the menus.

   At the bottom of the window is a writable icon which is used
   for entering names when creating a new object or grouping objects.

   On the left hand side of the window is the @goto:86:object list@, which is
   used to select and deselect objects.


   @sprite:parent@    @sprite:group@    @sprite:ungroup@    @sprite:rename@

   @sprite:copy@    @sprite:select@    @sprite:unselect@    @sprite:delete@

   These icons allow operations to be performed on the selected
   objects. These are known as @goto:87:Select operations@.


   @sprite:sphere@    @sprite:box@    @sprite:pyramid@    @sprite:poly@

   @sprite:cylinder@    @sprite:rbox@    @sprite:rect@    @sprite:disc@

   @sprite:cone@    @sprite:triangle@    @sprite:plane@    @sprite:light@

   These icons are for @goto:30:Creating Objects@.


   @sprite:eye@    @sprite:target@    @sprite:zoomin@    @sprite:zoomout@

   These objects are used for @goto:32:Setting the view@ and @goto:15:moving around@.


   @sprite:rotate@    @sprite:move@    @sprite:point@    @sprite:paint@

   @sprite:surface@    @sprite:print@    @sprite:3d@ 

   This group of icons provide more @goto:87:Select operations@ as well as
   Several shortcuts for:

        @goto:65:  Preview scene       @
        @goto:20:  Print               @
        @goto:80:  The surface editor  @
        @goto:79:  Linking             @

@end@
@Page:23@Creating a scene


                           

                           
    @Sprite:Wyvern@                
      _______________________________________________________

        @goto:38:  Clearing a scene    @   @goto:34:  Surfaces            @
        @goto:30:  Creating Objects    @   @goto:35:  Textures            @
        @goto:31:  Creating Lights     @   @goto:79:  Linking             @
        @goto:32:  Setting the view    @   @goto:29:  Background          @


   To create a scene, you must first define the objects that will be
   raytraced. Each of these objects must then be given a surface which
   determines the colour, reflectivity, etc. of the objects, and
   optionally a texture to apply such as marble.

   The observer must be placed at a point in the scene, as well as
   another target point which is what the observer will look at.

   Finally, light must be present to raytrace a scene, so up to ten
   light sources may be defined.

@end@
@page:24@Saving a scene

@colour:11@   Saving

   To save your scene, you do it in the normal RISC OS manner, using
   the save option which is located in the Project sub-menu on the
   main program menu.

   Moving the mouse over the save option opens a sub-menu which allows
   you to save your scene in different ways.


@colour:08@   @sprite:file_0fc@       3d File

   This is the normal manner of saving. All surfaces, objects, textures
   etc. are saved and can be re-loaded and edited at a later date.


@colour:08@   @sprite:file_0fb@       Selected

   This option saves the selected objects only into a @goto:25:library@ file.

@end@
@page:25@Libraries

@colour:11@   Library Files

   Using the �save selected� option, located on the �Project� sub-menu
   in the main program menu, it is possible to build up a library of
   objects which can be included in other scenes at a later date.

@colour:08@   Creating a Library file

   To create a Library file simply select the objects you wish to save
   and then save in the normal RISC OS manner using the �save selected�
   dialog box.

@colour:08@   Loading a Library file.

   To merge a library file with the existing scene, just drag the
   library file onto the !Ray3d icon on the icon bar, or onto a view
   window. The objects in the file will then be added to the scene,
   and a new group created with the objects inside it. The group name
   will be the same as the library file.

@end@
@page:26@Customizing !Ray3d

@Colour:11@   Customizing !Ray3d

   There are two ways of customizing !Ray3d to suit your particular
   needs and styles.

   Firstly, certain settings in !Ray3d may be saved so that they
   become the default, by choosing the @goto:44:Save Config@ option from the
   icon bar menu.

   Secondly, !Ray3d loads default 3d file when it is first run. This
   file may contain anything that makes up a scene, including objects,
   lights, surfaces, etc.

@colour:08@   Saving the default file

   To save the default file, create all the objects, lights etc. which
   you require to be loaded when !Ray3d is first run. Now choose the
   �save default� option from the �project� sub-menu on the main program
   menu.

   Whenever !Ray3d is run, it will start up with the scene you just
   saved already loaded.

@colour:08@   Loading in the default file

   The default file is loaded when !Ray3d is first run, but it is
   possible to re-load it later. To do this select the �load default�
   option from the �project� sub-menu on the main program menu.

@colour:11@   Advanced users

   It is possible to alter the amount of objects and surfaces that
   may be defined, and therefore the amount of memory that !Ray3d uses.

   To do this, hold down SHIFT and double click on the !Ray3d application
   to open up the !Ray3d directory. Now load the �!Run� file into a text
   editor and you will see two lines like those below:

@colour:04@     Set max_objects    950
@colour:04@     Set max_surfaces   100

   Alter the numbers in these lines to set the number of objects and
   surfaces that may be used. You will also notice a table giving
   approximate memory usage for given settings.


@end@
@page:27@Raytracing

@colour:11@   Raytracing

   The process which turns your three dimensional scene, into a
   photo-realistic picture is called raytracing. When calculating how
   the scene will appear, the same rules are used that physical light
   follows. In this manner highly realistic pictures are generated.

   !Ray3d allows the user to create a scene in 3 dimensions by using
   a graphical editing system, which can be raytraced using any of
   the raytracing applications included with !Ray3d.

   For more information on a specific raytracing application, read the
   relevant Help files (using this application).

@end@
@page:29@The Background

@colour:11@   The Background.

   The basis of raytracing is that every ray of light that the observer
   can see is traced back through the scene, hitting, passing through
   or reflecting off each object.

   If the ray of light does not hit any objects then it is given the
   background colour.

     eg: A scene consisting of only a sphere will have many rays that
         do not hit the sphere, and so are coloured black (the default
         background colour).

   !Ray3d allows you to alter the background colour to any other colour
   that you wish.

   To do this choose the �Background� option from the �World� sub-menu
   on the main program menu. This will open a window with three slider
   bars which can be dragged to set the required colour.

@colour:11@   Advanced users

   When using this option you may notice that the background colour is
   constant throughout the scene, which is not always desirable.

   To make the sky fade from light to dark blue in the distance, the
   background colour should be left as black, and a @goto:107:plane@ created where
   the sky / ceiling should be.

@end@
@page:30@Creating Objects

@colour:11@   Creating Objects

   !Ray3d allows you to create many different types of objects, which
   can then have surfaces and textures applied to them to create a
   realistic scene.


      @goto:100:  Spheres        @   @goto:106:  Rectangles     @   
      @goto:101:  Cones          @   @goto:107:  Planes         @
      @goto:102:  Cylinders      @   @goto:108:  Triangles      @ 
      @goto:103:  Boxes          @   @goto:109:  Discs          @ 
      @goto:104:  Rounded boxes  @   @goto:110:  Polygons       @   
      @goto:105:  Pyramid        @  


   To create a shape, you must first enter the name you wish to give
   your shape into the icon at the foot of the toolbox. If you do not
   do this, !Ray3d will choose an appropriate  name for you.

   Clicking on the @goto:15:select@ icon at any time while creating a shape will
   cancel the operation.

@end@
@page:31@Creating lights

@Colour:11@   Creating Lights.                  @sprite:light@

   To create a light source, you must first decide what type of light
   will be cast upon the scene. There are currently two @goto:76:types of light@
   available, point and extended.

   Next, position the cursor at the point where the light source is to
   be, and click on the �light� icon.

   Clicking anywhere in the view windows will allow you to set the size
   of the light. The larger the light is, the more light is cast upon
   the scene.When the light is of the required size, click the ADJUST
   button to create it.

   Beware: Lights that are too large will make everything in the scene
           appear white and over-exposed.

   To change the colour of a light, use the @goto:77:Modify@ option from the
   �Lights� sub-menu on the main program menu.

@end@
@page:32@Setting the view

@colour:11@   Setting the view

   In order for a scene to be raytraced, you must have first positioned
   the observer, and the point at which the observer is looking at.

   The toolbox provides two icons which allow you to set these
   points:

@colour:08@   The observer                      @sprite:eye@

   When this icon is selected, clicking anywhere in the view windows
   will set the position of the observer which is indicated by a
   small red circle.

@colour:08@   The observer                      @sprite:target@

   When this icon is selected, clicking anywhere in the view windows
   will set the position of the point that the observer is looking at,
   which is indicated by a small red cross.

@end@
@page:34@Surfaces

@colour:11@   Surfaces                          @sprite:surface@

   Every object in the !Ray3d world needs to have a surface
   associated with it in order for it to have a colour and other
   characteristics, such as transparency.

   !Ray3d comes with quite a few pre-defined surfaces which may be
   edited if required. New surfaces may also be defined is necessary
   to make new colours, or materials. To do this use the @goto:80:Surface editor@
   which may be brought up by clicking on the �surfaces� icon in the
   toolbox, or selecting the �Surfaces� option from the world sub-
   menu on the main program menu.

   To link a surface to an object you should have already defined
   both the surface and the object, and then use the @goto:79:link@ window.

@end@
@page:35@Textures

@colour:11@   Textures

   On the bottom right hand side of the @goto:79:link window@, are icons which
   allow you to set the textures that will be applied to specified
   objects. The textures available are as follows:

@colour:08@   None

   When this icon is selected, no texture will be applied to the
   object, which will appear the colour specified by the main surface
   associated with it.

@colour:08@   Wood

   Selecting this icon will cause a wood like texture to be applied to
   the object. The colour of the texture is set by the colour of the
   main surface associated with the object.

@colour:08@   Marble

   Selecting this icon will cause a marble like texture to be applied to
   the object. The colour of the marble is set by the colour of the
   main surface associated with the object.

@colour:08@   Checkered

   This texture will cause the object to become checkered, with the two
   surfaces associated with the object controlling the appearance of
   each square. The size of each square may be set as described below.

@colour:08@   Blotch

   This texture will give a blotchy effect where the two surfaces appear
   to fade between each other randomly. The % controls how much the main
   Surface  dominates the secondary surface. For example, a value of 100%
   means a 50/50 mix, anything less means that there is more of the main
   surface.

@colour:08@   Bump Map

   This applies a random bump map to the object selected. The value it
   takes controls how large the bumps should be.

@colour:08@   Gloss

   This texture makes a mirrored object glossy. A value of 0% gives perfect
   mirror like reflections, while 100% gives fuzzy reflections.

@colour:11@   Setting the size of the Texture

   Another icon, marked �Scale� allows you to set the size of the
   texture. For example, a value of 100% gives a reasonable checker
   size, but if a larger checker is required, a value of 200% would
   make the squares twice as big.

@end@
@page:37@Fractalise

@colour:11@   Fractals

   Sometimes, it is desirable to create objects which are not uniform,
   like when we are trying to imitate nature. (mountains, rocks, etc.)

   !Ray3d allows you to take a triangle, and randomly break it up into
   a number of smaller triangles each of which �sticks out� from the
   original. (this option only works on Triangles.)

   To fractalise a triangle, select it in the normal manner, and then
   move over the �Fractal� option from the �Select� sub-menu on the main
   program menu.

   On the window that appears, you may set the number of triangles that
   !Ray3d will split each selected triangle into, and the roughness of
   the resulting shape. The roughness value may range from 0 to 9.

@colour:11@          NOTE: this really has to be tried to appreciate it.

@end@
@page:38@Clearing the scene

@colour:11@   Clearing the Scene

   There are two methods to start editing a new scene.

   The first is to use the @goto:60:Clear@ option from the �Project� sub-menu
   on the main program menu. This will allow you to clear all or
   part of the scene (such as the lights).

@colour:11@   Default scene

   The second method is to re-load the default file into !Ray3d which
   can be @goto:26:Customized@ so that each scene starts with certain objects
   and surfaces.

   This can be done by selecting the option from the �Project�
   sub-menu which can be found on the main program menu.

     For example: you may wish to have a ground and sky already
                  defined when you load !Ray3d.

@end@
@page:39@The Icon bar menu

@colour:11@   The Icon bar menu

  If the mouse is over the icon on the icon bar when MENU is clicked
  on, a menu with these options is displayed

          @goto:43: Info         �@
          @goto:44: Save Config   @
          @goto:45: Fast          @
          @goto:46: Colours       @
          @goto:47: Quit          @

@end@
@page:40@The main program menu

@colour:11@   The main program menu

  If the mouse is over a view window, or the toolbox when MENU is
  clicked on, a menu with these options is displayed

        @goto:48: Project   �@
        @goto:50: Select    �@
        @goto:51: Lights    �@
        @goto:52: World     �@
        @goto:19: Macro     �@
        @goto:16: Grid      �@
        @goto:15: Zoom      �@
        @goto:56: Tools...   @

@end@
@Page:41@The Lights menu

@colour:11@   The lights menu

   Clicking MENU over the @goto:77:Modify lights@ window brings up the lights
   menu.

   It contains a list of all the currently defined light sources.
   Clicking on one selects it so that it can be modified.


@end@
@Page:42@The Surfaces menu

@colour:11@   The surfaces menu

   Clicking MENU over the @goto:80:Surfaces...@ window brings up the
   surfaces menu.

   It contains a list of all the currently defined
   surfaces. Clicking on one selects it so that it can be modified.

@end@
@page:43@Info

@colour:11@   Info

  This option leads to a sub-menu displaying information about
  !Ray3d, the version you have, and what your registrations number
  is.

@Colour:11@   A note about Piracy.

   Copying this software for any reason except for personal backup
   purposes is illegal.

   Each version of !Ray3d has a registration number encoded into
   the program which identifies who the copy belongs to. In this
   manner it is possible to trace where pirated copies of this
   program have originated and who it was done by.

   Anyone found copying this software for illegal purposes will
   be prosecuted.

@end@
@page:44@Save Config

@colour:11@   Save Config

   Choosing this option will cause the current settings of !Ray3d
   to be saved so that they will be the same next time it is run.

   All the settings saved are:

       -  The Colour scheme

       -  Current zoom factor

       -  Grid options:
              Grid visible \ invisible
              Grid snap on \ off
              The Grid spacing

       -  Window positions:
              The toolbox
              Front, side and plan views

@end@
@page:45@Fast

@colour:11@   Fast

   This option is on when a tick is shown next to the menu item.
 
   A feature of Acorns memory controller chip makes it possible to
   access the ROM using a faster technique. However, Acorn say that
   this is dangerous and can cause the machine to crash. However more
   people are using this technique to speed up their machines. No one
   I have ever spoken to has had problems. I myself often turn this
   option on, and save any work more often.
 
   However, if you use turn this option on, it is at your own risk as
   I appreciate the risks involved.
 
@colour:08@   ** if you are unsure, leave this option turned off **

@end@
@page:46@Colours...

@Colour:11@   Colours...

   Choosing this option will open a window where you may alter the
   colours used by !Ray3d.

   Clicking on a colour with SELECT will step through the available
   colours forwards, while clicking with ADJUST will step backwards.
   Each of the colour options may be changed in this way.

   The available colours are those displayed in the !Palette utility.

   To set the selected colours, click on OK.

   To save the altered colours for when you run !Ray3d again, choose
   the @goto:44:Save Config@ option off the icon bar menu.

@end@
@page:47@Quit

@colour:11@   Quit

   Selecting this menu option quits !Ray3d.

   If you have an unsaved scene, !Ray3d will prompt you to either
   save or discard it.

@end@
@page:48@Project

@colour:11@   The main program menu

          @goto:57: About    �@
          @goto:24: Save     �@
          @goto:20: Print    �@
          @goto:60: Clear    �@
          @goto:26: Default  �@

@end@
@page:50@Select

@colour:11@   The main program menu

          @goto:67: Select All   @
          @goto:67: Clear        @
          @goto:18: Hide         @
          @goto:18: Show         @
          @goto:grouping: Group       �@
          @goto:72: Delete       @
          @goto:73: Rotate      �@
          @goto:74: Scale       �@
          @goto:37: Fractal     �@

@end@
@page:51@Lights

@colour:11@   The main program menu

          @goto:76: Type    �@
          @goto:77: Modify   @

@end@
@page:52@World

@colour:11@   The main program menu

          @goto:29: Background...  @
          @goto:79: Link...        @
          @goto:80: Surface...     @

@end@
@page:54@Macro Example

@colour:11@   Macro Example - A spiral staircase

   To create a spiral staircase, the following operations are needed.

     1)  Create the first step
     2)  Select the step
     3)  Copy
     4)  Move the new step up so that it sits ontop of the old step
     5)  Rotate it by 20 degrees
     6)  Repeat steps 3 to 5 for as many steps as you want.

   To do this by hand would be hard work so.... use a macro.


@colour:08@   Create the first step

   Create a box, 2 x 4 grid squares. This is to be the first step on
   the staircase.

   Now move the cursor so that it is where the centre of the staircase
   is to be, and at the same height as the step.





                                  Plan view




     @sprite:m_box@

   make sure the step ONLY is selected.


@colour:08@   Record the macro

   Now record the macro (details on last page), and perform the
   operations that need to be repeated.

   Namely:  -  @goto:112:Copy@ the step
            -  @goto:113:Move@ the step up (on the side or front view) so
                      that it sits ontop of the old step
            -  @goto:73:Rotate@ the step 20 degrees clockwise


@colour:08@   Finish the macro

   Choose the �stop� option from the macro sub-menu to finish
   recording the macro.


@colour:08@   Execute the macro 20 times.

   Drag the macro file onto the !Ray3d icon, and enter �20� into
   the window that opens up.

   Click on OK and......     

@end@
@page:56@Tools...

@colour:11@   Tools...

   Selecting this option brings up the @goto:22:Toolbox@.

@end@
@page:57@About

@colour:11@   About

   Moving across this option on the main program menu brings up a
   window with information about the current scene.

   Information available:

    - Version of !Ray3d the file was last saved on
    - The number of objects in the scene
    - The number of surfaces defined
    - The number of lights in the scene

@end@
@page:60@Clear

@colour:11@   Clear

   Moving over this option on the main program menu opens a sub-menu
   with the following options for clearing a scene.

      Lights     -  will clear all the defined lights
      
      Surfaces   -  will clear all the defined surfaces
      
      Objects    -  will clear all the defined objects
      
      All        -  will clear all the lights, surfaces and objects
                    in the scene

@end@
@page:65@Preview scene                          

@colour:11@   Preview scene                     @sprite:3d@

   Choosing this option by clicking on the icon in the toolbox will
   present you with a wireframe perspective view of what the scene
   will look like when it is raytraced.

   This option saves a great deal of time because it is no longer
   necessary to raytrace a scene, only to find you haven�t selected
   a very good view.

@end@
@page:67@Select all

@colour:11@   Select All                        @sprite:select@

   Clicking on the select all icon on the toolbox, or choosing the
   �Select all� option from the �select� sub-menu on the main program
   menu will cause all the objects in the !Ray3d scene to become
   selected.

@colour:11@   Clear selection                   @sprite:unselect@

   Clicking on the clear selection icon in the toolbox, or choosing
   the �Clear� option from the select sub-menu will deselect any
   objects which are currently selected.

@end@
@page:72@Delete objects

@colour:11@   Deleting Objects                  @sprite:delete@

   To delete the selected objects, click on the delete icon or choose
   the �delete� option from the �select� sub-menu on the main program
   menu.

   As it is very easy to click on the icon in the toolbox by accident,
   the mouse pointer will change shape. Clicking on the left mouse
   button or pressing �Y� on the keyboard will perform the delete
   operation, while anything else will abort the operation.  

@end@
@page:73@Rotate

@colour:11@   Rotate                            @sprite:rotate@

   There are two methods of rotating the selected objects. The first
   is to use the rotate icon on the toolbox, while the second in to
   use the menu option �Rotate� on the �select� sub-menu which can
   be found on the main program menu.

@colour:08@   The rotate icon

   To use the rotate icon, select the objects that you wish to rotate,
   and then place the cursor (the blue cross) at the point you wish to
   rotate around.

   Now follow these steps.

     1 - Click on the rotate icon
     2 - Click on one of the points in the objects you wish to rotate
         Press the ADJUST button to set this point
     3 - Click where you want the point in (2) to end up.
         Press ADJUST to set it.

   While you are setting the points in (2) and (3), you will see a
   line being drawn from the centre of rotation to the point.

@colour:08@   Using the menu to rotate

   Using the menu is more tricky, but allows you to accurately set the
   amount of rotation.

   Before using the menu, you must select the objects you wish to rotate
   and place the cursor at the point you want to rotate around.

   Moving over the �Rotate� option will open a window where three angles
   may be entered for rotation in any of the view windows. These angles
   can be entered by typing them into the icons, or altered by clicking
   on the arrows.

@end@
@page:74@Scale

@colour:11@   Scaling objects.

   To scale the selected objects by a given amount, type the amount
   into the �Move� sub-menu which can be found in the �Select� sub-
   menu in the main program menu.

   NOTE: objects will be scaled from the cursor, as in the diagram
   below.









   @sprite:enlarge@
@end@
@page:76@Light types

@colour:11@   Light types

   Moving across the �Type� option on the �Lights� sub-menu which
   is located on the main program menu will present you with a
   choice of light types.

   The type which is ticked indicates what type of light will be
   defined when you @goto:31:Create a light@.

@colour:08@   Point light sources

   Point light sources are the default light type used by !Ray3d.
   They cast very sharp shadows, which can give the scene a
   distinctly computer drawn look. The advantage of them is that
   they are the quickest form of lights to raytrace.

@colour:08@   Extended light sources.

   Extended light sources cast a �soft� shadow on the world. This
   means that shadows fade from dark to light, giving a more realistic
   effect.

   NOTE: Using extended light sources will dramatically increase the
         time taken to raytrace the scene.

@end@
@page:77@Modify Lights

@colour:11@   Modify Lights

   This window is brought up by choosing the �Modify� option off the
   �Lights� sub-menu in the main program menu.

   The name of the light being edited is shown at the top of the
   window, and the @goto:76:Light type@ at the foot of the window.

   Clicking MENU while the mouse pointer is over this window will
   bring up the @goto:41:Lights menu@, from which a different light source
   can be chosen for editing.

@colour:08@   Coloured lights.

   Each light source may be coloured if this is desired, by altering
   the red, green and blue slider bars to give the required colour.

@colour:08@   Deleting a light source

   To delete a light source, select it from the Lights menu, and then
   click on the icon marked �delete�.

@end@
@page:79@Linking

@colour:11@   Linking objects, surfaces and textures.

   Up to now, we have created the objects which are to be included in
   the scene, and we have created some surfaces, which define the
   colours and materials such as glass, metal, etc.

   What we haven�t done however, is to tell !Ray3d which objects should
   be made up from which surfaces, and everything  in the scene starts
   off with a default colour of white.

   To associate surfaces and textures with the objects in the scene,
   select the �Link� option from the �World� sub-menu which can be
   found on the main program menu.

@colour:11@   The link window    

   On the left hand side of the link window are two lists, of which
   the top one displays the objects in the scene, and the bottom one
   displays the surfaces available.

   On the left hand side of the window are icons which allow you to
   specify which @goto:35:texture@ will be applied to an object.

   Clicking on an object in the top list will choose it for linking
   with a surface and texture. Whole groups can be selected by
   clicking on the �*� next to them.

   On the top of the right hand side, there are three icons:

        Object:     Shows the currently selected object
        Surface 1:  Shows the main surface associated with the
                    selected object.
        Surface 2:  Shows the secondary surface associated with
                    the selected object.

   To set the surfaces click on the desired surface names. The first
   name clicked on will become the main surface, and the second surface
   will become the secondary surface. Clicking again on a surface de-
   selects it.

   The secondary surface associated with an object will specify what
   the other squares will be made from if a �Checkered� texture is
   applied.

@end@
@page:80@The Surface editor

@colour:11@   The surface editor.               @sprite:surface@

   The editor is brought up by clicking on the �surfaces� icon in the
   toolbox, or by choosing the �Surfaces� option from the �World�
   sub-menu on the main program menu.

   Along the top of the editor window is a writable icon which
   contains the name of the surface being edited / defined. This may
   be altered.

@colour:08@   Editing a different surface

   Click MENU with the mouse pointer over the editor, and a menu will
   appear with containing all the defined surfaces. Choosing one from
   this menu will allow it to be edited.

   The two arrow icons between �Define� and �Delete� will also step
   through the currently defined surfaces.

@colour:08@   Creating a new surface

   To create a new surface, choose the surface it will be most like
   from the menu, and alter the surface name and any other characte-
   ristics required.

   Now click on the �Define� icon

@colour:08@   Deleting a surface

   Choose the surface to be deleted from the menu, and click on the
   �delete� icon.

@colour:08@   Altering a surface�s characteristics.

   First choose the surface for editing, or create a new one, and
   then to alter the colour of the object use the red, green and blue
   sliders

   The other characteristics which may be altered by clicking on the
   appropriate up / down arrows are:

        @goto:114:Reflectivity    @
        @goto:115:Transparency    @
        @goto:116:Translucency    @
        @goto:117:Speed of light  @
        @goto:118:Specularity     @


@end@
@page:86@The Object List

@colour:11@   The object list

   On the left hand side of the toolbox is the object list, on which
   every object in the scene appears. It consists of objects, grouped
   objects and hidden objects.

@colour:08@   Selecting / deselecting objects

   To select an object, simply click on it�s name in the object list.
   Selected objects will appear shaded on the object list, and in the
   �selected object� colour in the view windows.

   To deselect an object, simply click again on it�s name in the list.

@colour:08@   Grouped objects

   At the top of the list is are the @goto:grouping:groups of objects@, which are
   shown in red, with a star at the on the right hand side.

   Clicking on the star selects all the objects within that group.

   If the group name is clicked on, the list changes to show all the
   objects contained within that group.

   @sprite:parent@

   Clicking on the parent icon situated below the list returns you to
   the main object list.

@colour:08@   Hidden objects

   There may be objects in the scene which have been @goto:18:hidden@. These are
   shown on the object list in blue, and may still be selected as well
   as operations being performed on them


@end@
@page:87@Transformations

@colour:11@   Transformations / Select operations

   There are a number of operations that can be applied to objects
   which have been selected in the !Ray3d scene. The proper name for
   these operations is transformations.

          @goto:86:Selecting objects  @
          @goto:67:Select all         @
          @goto:67:Clear selection    @

   The transformations which are available are:

          @goto:grouping:Group / ungroup  @   @goto:73:Rotate           @
          @goto:111:Rename           @   @goto:113:Move             @
          @goto:72:Delete           @   @goto:74:Scale            @
          @goto:112:Copy             @   @goto:37:Fractalise       @

@end@
@page:100@Spheres

@colour:11@   Creating Spheres                  @sprite:sphere@

   Firstly, position the cursor (the blue cross) where the centre
   of the sphere should be located, and click on the sphere icon in
   the toolbox.

   Clicking in the view windows now will allow you to select the
   radius for your sphere, and when this is satisfactory, click on
   the ADJUST mouse button.

@end@
@page:101@Cones

@colour:11@   Cones                             @sprite:cone@

   Position the cursor at the centre of one end of the cone, and
   then click on the �cone� icon.

   Now using the view windows, click where the centre of the far
   end of the cone should be. Use the ADJUST button to set this
   point.

   Clicking in the view windows will now indicate how wide the
   first end of the cone should be, and when this is correct click
   on ADJUST.

   Do the same thing to set the size of the other end of the cone,
   clicking on ADJUST when this is done.

@end@
@page:102@Cylinders

@colour:11@   Cylinders                         @sprite:cylinder@

   Position the cursor at the centre of one end of the cylinder,
   and then click on the �cylinder� icon.

   Now using the view windows, click where the centre of the far
   end of the cylinder should be. Use the ADJUST button to set this
   point.

   Clicking in the view windows will now indicate how wide the
   cylinder should be, and when this is correct click on ADJUST.

@end@
@page:103@Boxes

@colour:11@   Boxes                             @sprite:box@

   Position the cursor at the centre of where the box should be
   located, and then click on the �Box� icon.

   Clicking in the view windows will now set the size of the box,
   and when this is correct click on the ADJUST button.

   NOTE: To make boxes which are tilted, or stand on one end, etc.
         You should create a box, and then rotate it.

@end@
@page:104@Rounded boxes

@colour:11@   Rounded boxes                     @sprite:rbox@

   !Ray3d allows you to define boxes which have slightly rounded
   edges, so that it is possible to do such things as cushions.

   To create a rounded box, perform the same operation as for @goto:103:Boxes@,
   but click on the �Rounded box� icon instead.

   NOTE: Rounded boxes appear on the view windows as normal boxes,
         the only difference appears when the scene is raytraced.

@end@
@page:105@Pyramids

@colour:11@   Pyramids                          @sprite:pyramid@

   To create a pyramid, first position the cursor where a corner of
   the base is to be located, and then click on the �Pyramid� icon.

   Now, clicking in the view windows will allow you to set the opposite
   corner of the pyramid base. Click on ADJUST when this is correctly
   positioned.

   Clicking in the view windows again will set the point of the
   pyramid. Click on ADJUST when this is done.

@end@
@page:106@Rectangles

@colour:11@   Rectangles                        @sprite:rect@

   Position the cursor at one corner of the rectangle, and then click
   on the �Rectangle� icon.

   Clicking anywhere in the view windows will position the opposite
   corner of the rectangle, and when this is done click on ADJUST.

   As rectangles are 2 dimensional objects, they may only be defined
   in one of the view windows at a time.

@end@
@page:107@Planes

@colour:11@   Planes                            @sprite:plane@

   Planes are a special sort of rectangle which is infinitely large.
   That is, that it will go on forever. This is useful for creating
   such things as walls, floors and ceilings.

   To create a plane, do it in the same manner as for @goto:106:Rectangles@,
   only click on the �Plane� icon instead. Planes can be easily
   distinguished on the view windows as they are drawn with a dotted
   line.

@end@
@page:108@Triangles

@colour:11@   Triangles                         @sprite:triangle@

   To create a triangle, position the cursor at one point on the
   triangle, and then click on the �Triangle� icon.

   Clicking in the view windows will position the second point in
   the triangle, and pressing the ADJUST button will set this point.

   Clicking again in the view window will position the third point
   in the triangle. Click on ADJUST when this is correct.

@end@
@page:109@Discs

@colour:11@   Discs                             @sprite:disc@

   Discs are 2 dimensional objects, and as such can only be defined
   in one view window at a time.

   Firstly, position the cursor where the centre of the disc is to be,
   and click on the �Disc� icon.

   Clicking in a view window will now select the radius of the disc,
   and clicking on ADJUST will create the object.

@end@
@page:110@Polygons

@colour:11@   Polygons                          @sprite:poly@

   A polygon is a 2 dimensional shape that may have any number of
   sides.

   To create a polygon follow these steps:

      1:  Position the cursor at one point of the shape.
      2:  Click on the �polygon� icon

      3:  Click in the view windows to position the next point
      4:  Click on the ADJUST button to set this point when it
          is correctly positioned.
      5:  Repeat steps (3) and (4) until all the points on the
          polygon have been defined.

      6:  Click ADJUST twice to create the object.

@end@
@page:111@Rename

@colour:11@   Rename                            @sprite:rename@

   It is possible in !Ray3d to rename any selected objects after you
   have already created them. This also applies when you select
   multiple objects, because each will be renamed to the new name
   specified, with an additional number at the end.

   To rename objects once they have been created, type in the new name
   into the writable icon at the foot of the toolbox, and then click
   on the rename icon.

@colour:08@   Example of a multiple rename.

   You wish to rename the objects �key�, �box�, and �button� to the
   new name of �Keyboard�.

     - Enter the name �Keyboard� into the writable icon on the toolbox.
     - Select the objects �key�, �box� and �button�.
     - Click on the rename icon.

   The objects will have been renamed to: �Keyboard #1�, �Keyboard #2�
   and �Keyboard #3�

@end@
@page:112@Copy objects

@colour:11@   Copying Objects                   @sprite:copy@

   To copy the selected objects, click on the copy icon in the toolbox.

   When objects are copied, they are automatically selected, and
   everything else deselected. This is so that you may transform the
   copied objects as a group.

   This is useful if you have just copied all the objects making up
   a chair for instance, and wish to rotate the new chair around a
   table.

   NOTE: copied objects are placed in exactly the same place as the
         originals, so they won�t be noticeable in the view windows.

@end@
@page:113@Moving Objects

@colour:11@   Moving Objects                    @sprite:move@

   To move the currently selected objects, first move the cursor onto
   the point you wish to move from.

   Now click on the move icon, and click in the view windows to
   indicate where you wish to move the point to. While you are doing
   this you will see a line being drawn from the first point to this
   new point.

   When you have chosen where to move the point to, click on ADJUST
   to move the objects.

   NOTE: clicking on the select icon at any time, will cancel the move
         operation.

@end@
@page:114@Reflectivity

@colour:11@   Reflectivity

   This option determines how reflective a surface is.

       100% = a perfect mirror which reflects everything.
        50% = some reflections can be seen in the object
              eg: a snooker ball
         0% = a matt surface, which reflects nothing.

   NOTE: It is possible to create coloured mirrors, by altering the
         colour of the surface. To create a perfect mirror, each
         red, green and blue component of the surface should be set
         to an equal amount such as 2% 

@end@
@page:115@Transparency

@colour:11@   Transparency

   This option determines how Transparent a surface is.

       100% = Light will pass completely through the object
        50% = The object appears coloured, and other objects can
              be seen dimly through it.
         0% = Nothing can be seen through the object

   NOTE: It is possible to make coloured transparent objects by
   altering the colour of the surface.

@end@
@page:116@Translucency

@colour:11@   Translucency

   Translucency is similar to transparency but has a slightly different
   effect. It describes how �murky� or �cloudy� an object appears

       100% = Very cloudy
        50% = The object appears slightly cloudy.
              Eg: If the object was also a transparent sphere, it
                  would resemble a crystal ball.
         0% = No effect at all

   NOTE: It is possible to make coloured transparent objects by
   altering the colour of the surface.

@end@
@page:117@Speed of Light

@colour:11@   Speed of light.

   When light passes through a transparent object, it can be �bent�,
   which is due to the speed of light altering slightly.

   For example: If you stick your finger into some water, it appears
                to bend where your finger enters the water.








              @sprite:refract@

   !Ray3d allows you to alter the amount by which the light bends, so
   that you may create surfaces such as water, glass, crystal, etc.

       100% = the light does not bend at all.
        58% = the light bends as much as it does for GLASS.
        50% = the light bends as much as it does for WATER.
        40%   the light bends as much as it does for DIAMOND.

@end@
@page:118@Specularity

@colour:11@   Specularity

   This value controls how large the highlights on an object will
   appear when a light shines on them.

     Eg: The spot of light on a sphere.

   Larger values of specularity result in smaller highlights, but you
   should find the pre-set value of 25% suitable for most things.

@end@
@page:120@Keyboard Shortcuts.

@colour:11@   Keyboard Shortcuts.

    
      Key  |  Normal          | Shift           | Ctrl
    ���-+���������+��������-+���������
       F1  |                  |                 |                  
       F2  |                  |                 |
       F3  |  Save            | Save selected   |              
       F4  |                  |                 |
       F5  |  Rotate again    |                 |
       F6  |                  |                 |
       F7  |                  |                 |
       F8  |                  |                 |
       F9  |                  |                 |
      F10  |                  |                 |
      F11  |                  |                 |
      F12  |                  |                 |

@end@
@page:info_help@!Help

@colour:11@   !Help

   This is the application you are using to read this help file, which
   provides a hyper-text type interface.

   For more help on this application, press MENU and move across the
   menu item �Help On�. Now choose the relevant menu item from the list.

@end@
@page:info_mtv@!MTV-Spr

@colour:11@   !MTV-Spr

   This application will take an image file produced using the !RayShade
   application and convert it to a sprite file.

   For more help on this application, press MENU and move across the
   menu item �Help On�. Now choose the relevant menu item from the list.

@end@
@page:info_ray3d@!Ray3d

@colour:11@   !Ray3d

   This application allows the user to create a scene graphically, which
   can them be raytraced.

   You are currently reading the help file for this application.

@end@
@page:info_rayshade@!RayShade

@colour:11@   !RayShade

   !RayShade will take a scene file produced on !Ray3d and raytrace it
   using the public domain raytracer �RayShade�.

   For more help on this application, press MENU and move across the
   menu item �Help On�. Now choose the relevant menu item from the list.

@end@
@page:info_library@Library

@colour:11@   Library

   This directory contains several library files for objects which you
   may want to include in your scenes.

@end@
@page:info_rayfiles@RayFiles

@colour:11@   RayFiles

   This directory contains several example scene files for raytracing. 

@end@
@page:tutorial@Tutorial
   
   @Colour:11@Tutorial
   
   This tutorial takes you through the steps of creating a scene ready
   for raytracing. The scene can then be loaded into !RayShade which
   will produce the finished raytraced picture. If you are a complete
   beginner to raytracing I suggest you read the @goto:2:introduction@.
   
   The scene we are going to raytrace is not going to be anything
   spetacular - just a sphere suspended in mid air. This should however
   get you used to using !Ray3d and lead you on to experimenting.
   
   Full help on all the features of !Rayd3 is available on the on-line
   !Help application.
   
   @colour:11@Loading !Ray3d
   
   To load !Ray3d, simply double click on it's icon in the directory
   viewer, and it will install on the icon bar. More information is
   available about @goto:9:installing@ !Ray3d on a floppy or hard disc system.
   
   @colour:11@The views
   
   Clicking on the !Ray3d icon on the icon bar will bring up three view
   windows and the toolbox.
   
   The view windows show a wireframe view onto the scene you are designing
   from @goto:14:three different positions@. This gives you a plan, side and front
   view of your scene.
   
   The @goto:22:toolbox@ consists of a list of objects that are present inthe scene
   to the left of the window, and various tool icons on the right.
   
   The currently selected tool is shown with a shaded background.
   Itshould be the select icon at the moment.                     @sprite:point@

   @colour:11@Creating a sphere
   
   Clicking anywhere within the view windows will position the cursor
   which is used to determine where the centre of the sphere will be.
   
   By clicking in the windows, move the cursor to any position
   you wish, and then click on the sphere icon in the toolbox.    @sprite:sphere@
   
   The sphere tool should now be shaded to indicate that it is the tool
   currently being used, and clicking in the view windows will alter the
   size of the sphere.
   
   When the size of the sphere is satisfactory, click the left mouse
   button while the mouse pointer is over a !Ray3d window. The sphere
   will then become part of the current scene, and it's name appear in
   the list on the left hand side of the toolbox.
   
   If at any time you wish to abandon creating a sphere, click
   on the select icon.                                            @sprite:point@
   
   @colour:11@Setting up a target and observer
   
   To set up the target (what the observer will look at),
   click on the target icon in the toolbox . Now click anywhere   @sprite:target@
   in the view windows and a red cross will appear to indicate
   the position of the target. By clicking in the centre of the
   sphere in two windows, position the target at the centre of
   the sphere.
   
   To set the position of the observer (where to look from),
   click on the observer icon in the toolbox. Now clicking        @sprite:eye@
   anywhere in the view windows will set the observer's
   position (a red circle).
   
   When both the target and observer are set correctly, choose the
   select tool from the toolbox so that clicking will move the cursor.
   
   @colour:11@Colouring the spheres
   
   In the bottom right corner of the toolbox, there should be
   an iconthat resembles a paint pot. Click on this and a new     @sprite:paint@
   window shouldappear. (alternatively choose 'World � Link'
   from the menu.)
   
   Within this window is two lists - one shows all the surfaces defined,
   while the other shows all the objects within a scene. Also, on the
   right of the window can be seen the current object, it's associated
   surfaces and tecture information.
   
   Choose the sphere you have created (by clicking on it's name in the
   list) and then chhose a surface to apply to it (by clicking on a
   surface in the list). The chosen surface should become highlighted.
   
   If you wish to change the surface of an object again - click on the
   current surface to deselect it, and then click on the desired new
   surface.
   
   When you have finished close the window.
   
   @colour:11@Saving the scene
   
   To save the current scene to disc, select the save option in the
   normal way from the 'Project' sub-menu of the main menu.
   
   This scene file can now be loaded into the !RayShade application for
   raytracing - see the appropriate file for information on how to do
   this.

@end@
@page:ih@Interactive help

@colour:11@   Interactive help

   If you have both !Help+ and !Ray3d loaded at the same time, then
   the interactive help function will be present. This means that you
   can receive help on a specific area.

   To do this, make sure the caret is in the window that you wish to
   know more about and then press F1. Simple as that!!

   If the toolbox has the caret, then help will be made available which
   relates to the tool currently selected.

@end@
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*
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*
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00000210  20 20 20 20 20 20 20 20  40 67 6f 74 6f 3a 69 68  |        @goto:ih|
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00000240  20 20 20 20 20 20 40 67  6f 74 6f 3a 33 3a 20 20  |      @goto:3:  |
00000250  55 73 69 6e 67 20 21 52  61 79 33 64 20 20 20 20  |Using !Ray3d    |
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000002e0  20 54 68 65 20 54 6f 6f  6c 62 6f 78 20 20 20 20  | The Toolbox    |
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00000300  20 20 20 20 20 40 67 6f  74 6f 3a 31 32 30 3a 20  |     @goto:120: |
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000003c0  49 6e 74 72 6f 64 75 63  74 69 6f 6e 20 4d 65 6e  |Introduction Men|
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*
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00000660  5f 5f 5f 5f 5f 5f 5f 5f  5f 5f 5f 5f 5f 5f 5f 5f  |________________|
*
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*
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*
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000100f0  20 73 6f 20 74 68 61 74  20 63 6c 69 63 6b 69 6e  | so that clickin|
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00010120  63 6f 6c 6f 75 72 3a 31  31 40 43 6f 6c 6f 75 72  |colour:11@Colour|
00010130  69 6e 67 20 74 68 65 20  73 70 68 65 72 65 73 0a  |ing the spheres.|
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000101b0  20 74 68 69 73 20 61 6e  64 20 61 20 6e 65 77 20  | this and a new |
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000101d0  74 40 0a 20 20 20 77 69  6e 64 6f 77 20 73 68 6f  |t@.   window sho|
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00010200  20 27 57 6f 72 6c 64 20  89 20 4c 69 6e 6b 27 0a  | 'World . Link'.|
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00010240  74 77 6f 20 6c 69 73 74  73 20 2d 20 6f 6e 65 20  |two lists - one |
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000104a0  79 6f 75 20 68 61 76 65  20 66 69 6e 69 73 68 65  |you have finishe|
000104b0  64 20 63 6c 6f 73 65 20  74 68 65 20 77 69 6e 64  |d close the wind|
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000104d0  75 72 3a 31 31 40 53 61  76 69 6e 67 20 74 68 65  |ur:11@Saving the|
000104e0  20 73 63 65 6e 65 0a 20  20 20 0a 20 20 20 54 6f  | scene.   .   To|
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00010510  20 73 65 6c 65 63 74 20  74 68 65 20 73 61 76 65  | select the save|
00010520  20 6f 70 74 69 6f 6e 20  69 6e 20 74 68 65 0a 20  | option in the. |
00010530  20 20 6e 6f 72 6d 61 6c  20 77 61 79 20 66 72 6f  |  normal way fro|
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00010550  73 75 62 2d 6d 65 6e 75  20 6f 66 20 74 68 65 20  |sub-menu of the |
00010560  6d 61 69 6e 20 6d 65 6e  75 2e 0a 20 20 20 0a 20  |main menu..   . |
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00010580  65 20 63 61 6e 20 6e 6f  77 20 62 65 20 6c 6f 61  |e can now be loa|
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000105a0  79 53 68 61 64 65 20 61  70 70 6c 69 63 61 74 69  |yShade applicati|
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000105c0  63 69 6e 67 20 2d 20 73  65 65 20 74 68 65 20 61  |cing - see the a|
000105d0  70 70 72 6f 70 72 69 61  74 65 20 66 69 6c 65 20  |ppropriate file |
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000105f0  6f 6e 20 68 6f 77 20 74  6f 20 64 6f 0a 20 20 20  |on how to do.   |
00010600  74 68 69 73 2e 0a 0a 40  65 6e 64 40 0a 40 70 61  |this...@end@.@pa|
00010610  67 65 3a 69 68 40 49 6e  74 65 72 61 63 74 69 76  |ge:ih@Interactiv|
00010620  65 20 68 65 6c 70 0a 0a  40 63 6f 6c 6f 75 72 3a  |e help..@colour:|
00010630  31 31 40 20 20 20 49 6e  74 65 72 61 63 74 69 76  |11@   Interactiv|
00010640  65 20 68 65 6c 70 0a 0a  20 20 20 49 66 20 79 6f  |e help..   If yo|
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00010660  70 2b 20 61 6e 64 20 21  52 61 79 33 64 20 6c 6f  |p+ and !Ray3d lo|
00010670  61 64 65 64 20 61 74 20  74 68 65 20 73 61 6d 65  |aded at the same|
00010680  20 74 69 6d 65 2c 20 74  68 65 6e 0a 20 20 20 74  | time, then.   t|
00010690  68 65 20 69 6e 74 65 72  61 63 74 69 76 65 20 68  |he interactive h|
000106a0  65 6c 70 20 66 75 6e 63  74 69 6f 6e 20 77 69 6c  |elp function wil|
000106b0  6c 20 62 65 20 70 72 65  73 65 6e 74 2e 20 54 68  |l be present. Th|
000106c0  69 73 20 6d 65 61 6e 73  20 74 68 61 74 20 79 6f  |is means that yo|
000106d0  75 0a 20 20 20 63 61 6e  20 72 65 63 65 69 76 65  |u.   can receive|
000106e0  20 68 65 6c 70 20 6f 6e  20 61 20 73 70 65 63 69  | help on a speci|
000106f0  66 69 63 20 61 72 65 61  2e 0a 0a 20 20 20 54 6f  |fic area...   To|
00010700  20 64 6f 20 74 68 69 73  2c 20 6d 61 6b 65 20 73  | do this, make s|
00010710  75 72 65 20 74 68 65 20  63 61 72 65 74 20 69 73  |ure the caret is|
00010720  20 69 6e 20 74 68 65 20  77 69 6e 64 6f 77 20 74  | in the window t|
00010730  68 61 74 20 79 6f 75 20  77 69 73 68 20 74 6f 0a  |hat you wish to.|
00010740  20 20 20 6b 6e 6f 77 20  6d 6f 72 65 20 61 62 6f  |   know more abo|
00010750  75 74 20 61 6e 64 20 74  68 65 6e 20 70 72 65 73  |ut and then pres|
00010760  73 20 46 31 2e 20 53 69  6d 70 6c 65 20 61 73 20  |s F1. Simple as |
00010770  74 68 61 74 21 21 0a 0a  20 20 20 49 66 20 74 68  |that!!..   If th|
00010780  65 20 74 6f 6f 6c 62 6f  78 20 68 61 73 20 74 68  |e toolbox has th|
00010790  65 20 63 61 72 65 74 2c  20 74 68 65 6e 20 68 65  |e caret, then he|
000107a0  6c 70 20 77 69 6c 6c 20  62 65 20 6d 61 64 65 20  |lp will be made |
000107b0  61 76 61 69 6c 61 62 6c  65 20 77 68 69 63 68 0a  |available which.|
000107c0  20 20 20 72 65 6c 61 74  65 73 20 74 6f 20 74 68  |   relates to th|
000107d0  65 20 74 6f 6f 6c 20 63  75 72 72 65 6e 74 6c 79  |e tool currently|
000107e0  20 73 65 6c 65 63 74 65  64 2e 0a 0a 40 65 6e 64  | selected...@end|
000107f0  40 0a                                             |@.|
000107f2