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Rayfront 1.0 User Manual

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The Object List

List Display

The object list shows all geometry objects in the current variations, and their assigned modifiers.

The list has the following columns:

X   The leftmost column shows an "I", when the object is set up to be precomputed as a virtual plane. Plug-in modules may display different markings here. Otherwise, the column is empty.
Objects   The second column shows the name of each object.
Materials   Each object has a material assigned, unless the object is used to replace markers with a file from the "parts" subdirectory, or a luminaire definition.
Patterns   If an object has a pattern assigned, then the name of this pattern is shown here. If it has several patterns, then the additional patterns are displayed on subsequent lines. Otherwise, the column is empty
Textures   If an object has a texture assigned, then the name of this texture is shown here. If it has several textures, then the additional textures are displayed on subsequent lines. Otherwise, the column is empty

[Screenshot of the object list]

Object Handling

The left column of buttons deals with the objects as such, allowing to add and remove objects from the list, and to set the properties of each object.

Add Object...
This button opens a dialog where you can select from the objects currently present in the project. The selected objects will then be added to the current variation. The object will normally be assigned the "default_material" automatically. However, if you remove and re-add the same object during an editing session without closing the variation in between, then the previous modifier tree will be reassigned.

Remove Object
This button is only active if a single object is selected. It removes the object from the current variation, after asking for confirmation. The object is not deleted from the project, but just the reference in the variation is removed.

Object Settings...
This button is only active if a single object is selected. You can set a number of object properties in a seperate dialog.

Mixture Application

Materials, patterns and textures can be mixed freely with the help of mixture definitions. Mixtures can be nested arbitrarily deep with Rayfront, though Radiance may assume a modifier loop if it encounters any modifier tree that is too deply nested.

Application and modification of mixtures may look confusing at first, as there are very few limitations as to the possible combinations. We recommend to experiment a little until you are familiar with the possibilities and their consequences.

Mix Material
Mix Pattern
Mix Texture
Each of those buttons is active if there is a single line containing an assigned modifier of the right type is selected, and a mixture definition is selected in the modifier list. The mixture will then be applied at the level of the selected modifier, and the same modifier (and the tree of its "children") will be assigned to both the foreground and the background of the mixture.

Remove Mixture
This button is active when a mixture definition is selected in the object list. It removes the selected mixture from the object, replacing it with its foreground modifier tree.

Remove Pattern
Remove Texture
Each of those buttons is active when a single line containing an assigned modifier of the right type is selected. It removes that modifier from the the object it was assigned to.

Switch Fg/Bg
This button is active when a mixture definition is selected in the object list. It switches the foreground and background modifier assignments for that mixture.

Example:

The following excessive example of using multiple mixtures, patterns, and textures is left as an exercise for the reader to figure out. If you are able to reconstruct this example, then you may assume that you understand the principle of mixing modifiers in Rayfront:

[Mixture Example]

Navigation:

Up:
User Manual Overview
     The Simulation Control Center
         Project Variation Settings
             Material Editing and Assignment
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