www.biederman.net/leslie
Terranim8or
Parameters and Settings
Terrain Editor parameters
Terrain Editor File Output options
Starry Background Editor settings
Precipitation Editor settings
Animated Material Editor settings
Fire Editor settings
Explosion Editor settings
Flickering Light settings
Particle Trail settings
Gravity Path Editor settings
Terrain Editor parameters
|
Parameter
|
Description
|
|
Terrain Size
|
This radio button group selects the size (vertices
along a side) of the generated terrain
|
|
Terrain Type
|
Sets the surface's type. Regular spreads equally sized bumps over
the terrain. Fractal combines several levels of detail. Turbulent
is also fractal, but has discontinuities in gradient. At low resolutions
(low terrain sizes) the difference between Fractal and Turbulent
isn't noticeable. Displaced has a different generation algorithm,
better suited for mountain chains. Can't be generated sequences of Displaced
type, just single meshes.
|
|
Terrain Generation
|
Controls the way successive terrain patterns are obtained.
Random - each time will be obtained a new pattern. Use this until you
are contented with the pattern.
Same As Previous - repeats the previous pattern with the present
parameters. Use this if you are contented with the overall shape and you
want to fine-tune the surface.
Seeded - allows you to enter a seed value for the random number
generator to obtain a specific pattern. Each terrain pattern has an
associated seed value, so you can re-obtain a shape if you know its seed.
The seed is an integer between 0 and 4,294,967,295.
|
|
Height
|
Sets the vertical extension of the terrain (but is
neither the average height, nor the vertical distance between the highest
and lowest points). Range:0 to 10,000
|
|
Levels
|
For Fractal, Turbulent and Displaced types, sets the number of levels
of detail. The range of entered values is ±1
… 8, but the maximum value is applicable only for the largest terrain.
For 64x64 the effective maximum number of levels is 7, and so on. The
program will do only the maximum possible levels even if the user enters a
higher value. A negative value means the specified number of levels is
added beginning with the smallest one, otherwise with the largest level.
Ex: Let's say (metaphorically) the levels of detail are: mountain, hill,
hillock, ... , rock, pebble, sand. Now, levels = 3 means the
terrain will be composed of mountain, hills and hillocks. For levels
= -2 the terrain will have pebbles and sand. For a Regular terrain,
this parameter sets the size of the bumps (low value - large bumps, high
value - small sized bumps).
|
|
Skip Levels
|
Instructs the program to skip a certain number of
levels of detail generating the terrain. Ex: Setting Levels at 7, a
value of 2 for Skip Levels will generate a terrain with levels of
detail 7, 4, 1. It is possible to make a terrain with a single level of
detail, skipping all the levels but that set by Levels.
|
|
Step
|
Sets the step between successive levels of detail,
beginning with the overall shape, down to the point level. Range: 1 to 3.
Low values give rocky surfaces, high values produce smooth terrain. Regular
type ignores this parameter.
|
|
Iterations
|
Number of iterations. Increasing it, the pattern
becomes richer and rougher. Range: 1 to 100.
|
Side weight,
Corner weight
|
These advanced parameters set the smoothness of the terrain establishing
how the height of a vertex is computed considering its side- and
corner-neighbors. Higher values yield smoother surfaces. Range: 0...1
|
Terrain Editor File Output options
|
Parameter
|
Description
|
|
Name
|
The object's name in the Anim8or file. For a sequence of objects,
Terranim8or appends successive numbers.
|
|
Subdivided
|
It is the same as Anim8or's "Convert to Subdivided" command with
the default divisions.
|
|
Smooth Angle
|
The same as Anim8or's option. Range: 0 to 180.
|
|
Grid Spacing
|
The distance (in Anim8or units) between successive
rows or columns of vertices Range: 1 to 1000
|
|
Front Mapping
|
Check this option to have front mapping coordinates for the terrain,
otherwise top texture coordinates. It is used when applying vertical
gradient textures for height maps, or special effects.
|
|
Sequence
|
Specifies the number of objects generated as a
sequence. The range goes from 1 up to the size of the terrain. Note that
an .an8 file containing a long sequence of large objects could be huge!
(Ex: a file with an animated sequence of 128 objects of 128x128 is approx.
143 MB
large). Has no effect on Displaced terrain type.
|
|
Repeat
|
Repeats a sequence a specified number of times. Range: 0 to 10,000 (Repeat
2 means the sequence is played 3x)
|
|
Cycle
|
Check this option to generate a looping sequence. It
is available for sequences of at least 3 objects. The longest cycle is
half of the terrain’s size. Ex: for a 64x64-sized terrain, the longest
generated cycle will be 32, even if you enter a larger value for sequence!
Using this option with "Drift Speed" other than 0, the behavior will be different
(see below).
|
|
Drift
Speed
|
The speed of shifting the terrain pattern along the x axis, as grid
spacing per frame. Ex: if the "Grid Spacing" is set to 4, a
speed of 2 means a shift of 8 Anim8or units for each frame. It is available for sequences of at least
two objects. Range: 0 to 16. Zero means no drifting.
Notice: looping sequences can be obtained by setting the
"Sequence" number equal to the terrain's size with
"Drift Speed" 1 and no "Cycle" set, or by checking
"Cycle" and using such a combination of "Drift Speed" and
"Sequence" to have < Sequence * Drift Speed = Terrain Size >
|
|
Animation
|
Instructs Terranim8or to include in the exported .an8
file a scene containing the animation of a sequence.
|
|
Slow Down
|
An integer number, instructing Terranim8or how many times to slow down the
default speed of the animation. The number of objects generated by the
program is increased that number of times, also the number of frames of
the generated scene. Range: 1 to 10. Example: Slowing down an animated
sequence of 32 objects 3 times, the program will generate 96 objects and a
96 frames long scene.
|
|
Clouds
|
Checking this option the terrain will be wrapped spherically in the
generated Anim8or scene. This is ideal for creating the appearance of the sky dome.
Note, that this is a file output option, so in the wire frame image of
Terranim8or the terrain appears just plain! This option shows
its maximum benefit for clouds generation with Anim8or's radial fog.
|
|
Dome Radius
|
The radius of the sky dome (in Anim8or units) receiving the clouds. Range:
0 to 10,000. It is effective if "Clouds" is checked.
|
|
Dome Angle
|
The angle of the cloud-mapped area of the sky dome, seen from the origin
of the scene. Range: 0 to 180 degrees. It is effective if "Clouds" is
checked.
|
Starry Background Editor settings
|
Parameter
|
Description
|
|
No. of Stars
|
Number of generated stars. Range: 0 to 20,000
|
|
Sky Radius
|
The distance of the spherically distributed stars from the origin. Range:
0 to 10,000
|
|
Location
|
This radio-button group controls the spatial distribution of the stars.
Particles are expensive for the computers, therefore it's no point in
placing
stars where the camera will never look
|
Precipitation Editor settings
|
Parameter
|
Description
|
|
Number of droplets per frame
|
Droplets visible in a frame. Range: any integer number
|
|
Starting / Ending Frame
|
Staring / ending frame of the animation. Range: 0 to 100,000
|
|
Falling time
|
Lifetime of a droplet. Range: 1 to 100,000
|
|
Ground Level
|
Y coordinate of the ground. Range: any number
|
|
Cloud Center
|
Coordinates of the rain/snow cloud's center. Range: any number
|
|
Cloud Size
|
Linear extension of the rain/snow cloud. Range: 0 to 100,000
|
|
X shift
|
The drift (in Anim8or units) of the droplet's path against the vertical,
measured on the x-axis. Suggests wind. Range: any integer number
|
|
Z shift
|
The drift (in Anim8or units) of the droplet's path against the vertical,
measured on the z-axis. Suggests wind. Range: any integer number
|
|
Variation
|
The maximum deviation of a droplet's path from the mean direction, measured
on ground level (in Anim8or units). Introduces randomness in the
look of the animation. Range: any integer number
|
Animated Material Editor settings
|
Parameter
|
Description
|
|
Starting Frame #
|
Staring frame of the animation. Range: 0 to 100,000
|
|
Ending Frame #
|
Ending frame of the animation. Range: 0 to 100,000. Must be greater than
Starting Frame #.
|
|
Textures
|
The same as Anim8or's. You are not allowed to specify a different texture
for Ending Frame (but different percentages, yes). For animating textures,
you are invited to choose the first image file
from a number-terminated filename sequence, like
"myimage00012.jpg", or "whatever1.bmp". You should
have an image sequence of consecutive numbers ("myimage0013,
myimage0014, ...") to cover the range from start-frame to
end-frame. JPEG, BMP, or GIF files are allowed.
|
|
Other parameters
|
Identical with the corresponding Anim8or parameters
|
Fire Editor settings
|
Parameter
|
Description
|
|
Starting Frame #
|
Staring frame of the fire. Range: 0 to 100,000
|
|
Ending Frame #
|
Ending frame of the fire. Range: 0 to 100,000. Must be greater than
Starting Frame #.
|
|
Firebase width (# of atoms)
|
Number of particles at the bottom line of the fire. Range: 1 to 128. Wider
fire = more particles
|
|
Firebase width (Anim8or units)
|
Width of the fire bottom in Anim8or units. It is updated when modifying Firebase
width (# of atoms), Size of fire atoms, or Horizontal compression.
Not directly editable.
|
|
Fire max. height (Anim8or units)
|
Maximum vertical extension of the flames. Useful range: -100 to 100. A
negative value makes an upside down fire.
|
|
Flammability (Burning speed)
|
Sets the velocity of the flames. Low flammability needs more particles.
Range: 10 to 50. The speed depends also
on Fire max. height.
|
|
Chaos
|
Sets the amount of chaotic movement of the flames. Range: 0 to 1000. The
useful range goes from 0 to Fire max. height. Chaos extends
the width of the top of the fire.
|
|
Wind
|
Shifts the top of the fire with the specified amount. "+" = wind
from left, "-" = wind from right.
|
|
Bézier Tangents
|
Maximum values of the random tangents at the ends of the fire atoms' path.
They make the shape of the fire in the same way as the control points act
on a spline segment in Anim8or:
- High X setting at an end makes the fire thicker at that end.
- High Y setting pushes the thicker part to the opposite end. Useful
range: 0 to Fire max. height
|
|
Campfire
|
Makes a fire with an overall triangular shape.
|
|
Size of atoms (Anim8or units)
|
Sets the size of the fire particles and indirectly the width of the fire.
|
|
Height variation
|
Sets how much can differ the random flame length compared to Fire max.
height. Range: 0 to 1
|
|
Horizontal compression
|
Squeezes the base line particles with the specified factor. Influences the
width. Range: 1 to 1000
|
|
Hot colors balance
|
Changes the proportion of the two colors at the bottom of the fire. Range:
0 to 1
|
|
Hollow
|
Sets the density. A higher value makes the top of the fire mushy, spongy. Range:0 to 1
|
|
Sparks
|
Make the appearance of sparks at the top of the fire. Range 0 to 1
|
|
Darken
|
A low value makes a lighter fire, a higher value makes a richer and darker
color. Range: 0 to 1
|
|
Want your own colors for the flames? No color selector?
|
Customize the colors of the fire in Anim8or, modifying as you wish the
materials of the object "TAN8fire". You can simulate smoke
using shades of gray with different levels of transparency.
|
Explosion Editor settings
|
Parameter
|
Description
|
|
Start fireball ( frame #)
|
Staring frame of the fireball. Range: 0 to 10,000
|
|
Start debris ( frame #)
|
Staring frame for debris. Range: 0 to 10,000
|
|
Fireball lifetime (frames)
|
Number of frames while the fireball is visible. Range: 0 to 32
|
|
Debris' lifetime (frames)
|
Number of frames while the debris are visible. Range: 0 to 100
|
|
Number of debris
|
Total number of debris dispersed by the explosion. Range: 0 to 10,000
|
|
Debris' speed (units / frame)
|
Minimum speed. Range: 0 to 1,000
|
|
Debris' speed variation
|
Sets random debris' speeds above the minimum speed. Range: 0 to 10
|
|
Fireball initial radius
|
Range:0 to 1,000
|
|
Fireball expansion factor
|
Sets the expansion rate of the fireball. Range: -10 to 10, zero not
allowed. A negative value means initial inflation followed by deflation.
|
|
Fireball bumpiness
|
Sets the height of the bumps on the fireball. Range: 0 to 1,000
|
|
Customizing the appearance of the explosion
|
Modify in Anim8or the file material "TAN8fireball", the object
material "TAN8debris", or the object "TAN8debris" as
you like!
|
Flickering Light settings
|
Parameter
|
Description
|
|
Start Frame
|
The first frame for the light to shine. Before that, is completely black. Range: 0 to 10,000
|
|
End Frame
|
The last frame for the light to shine. After that, is completely black. Range: 0 to 10,000
|
|
Color
|
The color of the light (R G B color vector). Range: 0 to 255
|
|
Luminance %
|
The luminance value (as percent) of the given R G B color. It's an
information, not editable.
|
|
Min. luminance %
|
Minimum value of the variation. Range: 0 to 100
|
|
Max. luminance %
|
Maximum value of the variation. Range: 0 to 100
|
|
Min.-max. variation interval (frames)
|
The number of frames between two consecutive light variations. Range: 0 to
1000. Can be made random by Random altering of variation interval.
|
|
Random altering of variation interval (%)
|
Alters randomly a cyclic variation defined by the above-mentioned
parameter with a given percent. Range: 0 to 100. If zero, the light will
have a perfect cyclic variation.
|
Particle Trail settings
|
Parameter
|
Description
|
|
Frames - All
|
Checking this box, Terranim8or will generate trail particles during the
whole animation
|
|
Frames - Range
|
Sets the frames for the first appearance of the trail particles and for
the end of trail formation.
|
|
Length
|
The length of the straight path of a trail particle. Range: -1,000 to
1,000. A negative value makes the trail particles to move in the same
direction as the leading object, otherwise in an opposite direction.
|
|
Variation %
|
Maximum random variation in "Length", as percents. Range: 0 to
100
|
|
Diameter
|
Diameter of the trail's emitter, in Anim8or units. It is also the trail's
diameter, if not altered by "Divergence". Range:0 to
1,000
|
|
Divergence
|
Spreading of the trail particles' track relative to the tangent to path.
Range: 0 to 180 degrees
|
|
Density
|
Consistency of the trail, as number of generated particles per frame. Range: 0 to
1,000
|
|
Persistence
|
The life span of a trail particle. Range: 0 to 1,000
frames
|
|
Delay
|
Number of frames representing the advance of the leading object against
the trail.
|
|
Trail particles facing leader obj.
|
This option is useful for effects.
|
|
Object Element Name
|
The name of the leading object as it appears in Anim8or's scene (in the
Object Element Editor).
|
|
Customizing the trail particle
|
Edit in Anim8or the object "TAN8dummy" as you wish.
|
Gravity Path Editor settings
|
Parameter
|
Description
|
|
Motion start frame
|
The first frame for the object to move. Range: 0 to 1,000
|
|
Motion end frame
|
Last frame of moving. Range: 0 to 1,000
|
|
Initial velocity (units / sec)
|
The speed of launching the object. Range:0 to
1,000
|
|
Aiming to: X, Y, Z
|
Anim8or coordinates of a target point for launching the object. It's not
the point where the object will land, just the tangent to the start of the
path!
|
|
Surface gravity (units / sec^2)
|
Gravity at the planet's surface. Range: 0 to
1,000 The default value compensates for Anim8or's small length units.
|
|
Anim8or Frame Rate
|
It is important to set the frame rate that will be
used, for mathematical accuracy of the motion.
|
|
Enable bounce
|
Check this for bouncing path
|
|
Ground level
|
The Y coordinate of the ground. It can be higher or lower than the launch
point.
|
|
Attenuation %
|
Simulates friction. A value of zero makes a perfect elastic recoil.
|
|
Customizing the moving object
|
Terranim8or adds a small dummy ("TAN8dummy") object, which has
to be replaced by the user
|