Copyright: © 1997 by RomTech, Inc.


Introduction to Vistapro

What is Vistapro?

How Vistapro Works

Some Uses for Vistapro

Video Requirements

Vistapro Memory Requirements

Vistapro File Names

Speeding Up Vistapro

Making the Most of Vistapro

The Vistapro Interface

Tutorial


What is Vistapro?

Vistapro is a three-dimensional landscape simulation program.  Using U.S. Geological Survey (USGS ) Digital Elevation Model (DEM )files, Vistapro can accurately recreate real world landscapes in vivid detail.  As a fractal landscape generator, Vistapro can create landscapes from a random seed number.  Often these landscapes are more interesting than those found in the real world.  Vistapro supports over four billion different fractal landscapes.  Simply by changing a number, you can create whole new worlds.  Vistapro is also a tool.  Besides simulating real and imaginary landscapes, it allows extraction of a certain amount of data from the DEM files.  You can use the program output as an educational tool, as well as a research tool for the study of topography .  In addition, by simply clicking on a few buttons, you can create rivers and lakes in a landscape where none existed previously, or change the color of the earth, sky, and trees to create an alien landscape.


How Vistapro Works

Vistapro uses a combination of artificial intelligence, chaotic math and a user definable set of values to simulate landscapes in their natural state.  Vistapro is a single frame generator, meaning that it acts like a camera; every time you point the camera and click, it renders a new view of the landscape.  You can view landscapes from a practically infinite combination of heights, angles and distances.  Using the combination of user controllable values and Vistapro’s built-in routines, you can make landscapes as realistic or as surreal as you desire.  It is easy to alter tree and snow lines, haze , exposure, rivers, lakes and light sources to customize the appearance of the landscape.

Vistapro uses data derived from United States Geologic Survey Digital Elevation Mapping files for generating its images.  These files contain coordinate and elevation data at 30 meter (roughly 100 ft.) increments.  At present, the USGS has converted about 40% of the United States and its territories to DEM files which can potentially be used with Vistapro.  Each Small Vistapro DEM file contains about 65,000 elevation data points and generates 130,000 Polygons .  A Large Vistapro DEM file contains about 256,000 data points and generates 512,000 polygons, and a Huge Vistapro DEM file contains about 1,000,000 data points and generates over 2,000,000 polygons.  Vistapro doesn’t know anything about what covers the terrain.  It doesn’t know where the trees, roads or buildings are.  It does its best to color each polygon (based on a few numbers that you input) in a realistic way.  However, it can’t draw each rock and tree.  Adding texture and trees can result in images containing as many as a hundred times as many polygons as the landscape by itself.

Vistapro makes pictures of landscapes from two different types of data.  Pictures of real landscapes are made from U.S. Geological Survey (USGS) Digital Elevation Model (DEM) data.  You can also explore billions of imaginary fractal landscapes generated from data produced by Vistapro itself.


Some Uses for Vistapro

Vistapro is not only of interest to scientists and engineers.  Artists, writers, teachers, game designers, travelers and other interested people will appreciate the hours of entertainment that Vistapro provides.  Artists can design realistic scenery as backgrounds for their artwork.  Writers can create worlds and see them through their characters’ eyes.  Geography, geology and meteorology teachers can use Vistapro to breathe life into their subjects.  Environmentalists, surveyors, geologists, architects and engineers will all find Vistapro a useful adjunct to their work.  Game designers can make realistic or surrealistic scenery for backgrounds in their games.  Travelers, hikers and backpackers can preview their journeys.  Vistapro entertains and informs.  Explore fascinating terrains that you might never have a chance to see or visit distant planets that man has not yet trod.  Build new worlds that exist nowhere except in the imagination and then visit them as if they were really there.


Video Requirements

Vistapro looks best with 16 million color (24 or 32 bit) displays.  Vistapro requires at least 256 colors at 800x600 pixel resolution.  If, when you attempt to run Vistapro, you get the message, “Vistapro requires a 256 color palette.  Your system has 16 colors” you should change your display to 256 colors or more.  If you can’t see the whole Vistapro control panel you need to switch to a higher resolution.  You change resolutions and color depths using the Display program on the Win95 Control Panel.


Vistapro Memory Requirements

Vistapro uses Windows’ virtual memory manager.  Under most conditions you don’t need to worry about memory management, but if you notice sluggish performance and lots of disk activity while rendering, you may need more system memory.

How much memory Vistapro requires depends on what features you wish to use.  Large image sizes with antialiasing and flare effects , very large landscapes, and the use of large texture maps all add to the amount of memory needed.

Use the following method to determine your needs.  Vistapro 4.0 requires about 2MB for code, stack, tables, etc.  Add to this the landscape size and image size.

Landscape (DEM) sizes are as follows:

Small (VP1 size)	0.5320 MB
Large	2.1280 MB
Huge	8.3790 MB
Mega	33.5160 MB

Image sizes are as follows:

320x200	0.3 MB
640x480	1.5 MB
800x600	2.4 MB
1024x768	3.9 MB
4096x4096	83.9 MB

A Small landscape with 640x480 images takes: 1.0 + 0.532 + 0.3 + 1.5 = 3.332 MB.

A Small landscape with 1024x768 images takes: 1.0 + 0.532 + 0.8 + 3.9 = 6.232 MB.

The largest is the Mega landscape with 4096x4096 images: 1.0 + 33.516 + 16.8 + 83.9 = 135.216 MB!

Using the Flare option approximately doubles the memory used by the image; the Antialiasing option quadruples it.  Using both together requires no more than Antialiasing alone.

Each texture map in Vistapro requires about 6 bytes per pixel.  So a 256x256 pixel texture map will require about 0.4 MB of memory.


Vistapro File Names

When saving files, Vistapro supplies a default filename extension if you do not specify one.  For example, if you are saving a landscape file and select the name TESTFILE, Vistapro automatically adds the extension .DEM to the filename before saving it.  Each of the save functions has its own default extension:

File type	Default extension
Landscape	DEM
CMAP	DEM
PCX	PCX
Targa	TGA
BMP	BMP
Script	SCR
Cloud	CLD
JPEG	JPG
Animation	FLC
Animation	AVI


Speeding Up Vistapro

Hardware:

When programs need more memory than your computer has, Windows starts using your hard disk as “virtual” memory.  Unfortunately, virtual memory is much slower than real memory and using it can Vistapro run very slowly.  If you see or hear lots of hard disk activity when running Vistapro, your computer is probably using virtual memory.  How much memory Vistapro requires depends on which features you use (see Vistapro Memory Requirements ).  If Windows is resorting to virtual memory, adding more RAM is the best way to reduce rendering times.

Vistapro is designed to take full advantage of 32 bit system architectures.  It runs about the same speed on Windows 95™ and Windows NT™ but it runs significantly faster (about 50 percent) on a Pentium Pro processor compared to a Pentium processor of the same clock speed.  Within a processor family, the faster the clock speed of your Central Processing Unit (CPU), the faster Vistapro will render.  Vistapro uses a Floating Point Unit (FPU).  Adding an FPU, or changing to a CPU that includes one, will increase rendering speeds.  (Note:  All Pentium Pro, Pentium, and most 486 processors include an FPU.)

Strategy:

There are several strategic methods of reducing your over all rendering times.  Most of these include limiting the amount of detail that is rendered while you are setting up a scene.  When you’re ready for the final image, turn all the details back on.

Rendering images at smaller sizes (like 320 x 240) will take less time than larger images.

Using the Bounding Box to limit rendering to an area of interest is another way to gain speed.  For example, if you are trying to get the Camera right next to a tree, you don’t need to render all the mountains and other trees in the background.  Use the Bounding Box to mark off an area right around the Camera.

Using 2D trees instead of 3D trees can reduce rendering time quite a bit.  If you want 3D trees you can set the 3D Detail Level to Low while setting up the image.

Turn off 3D Surface Detail in the Texture panel or set it to Low.  Vistapro will create and render fewer 3D details on the ground resulting in faster rendering times.

You can use the selections in the Quality menu to quickly change some of these settings.  The image quality scripts, found in the IQ directory, are plain text files so you can easily change them to suit your tastes.


Making the Most of Vistapro

Making a stunning landscape in Vistapro requires the combined eye of a photographer and the artistic sense of a painter, but here are a few tips which can help improve your first attempts.

Lighting

Experiment with the lighting.  If the light is coming from behind the camera, scenes may appear rather flat.  There won’t be a strong feeling of three dimensionality.  You can create dramatic shadowing effects by choosing the proper lighting direction and angle.

With the power of Vistapro, you can choose to light the scene in ways which could never occur in the real world or, if you are a purist, you can select the correct solar position for the particular season, geographic location and time of day.  Our Distant Suns planetarium program (or most other astronomy programs) can easily calculate such solar lighting conditions in order to correctly set the light, target and camera position to obtain maximum realism in your rendering.  If you just leave the lighting to chance, you may find that shadows cover your scene and it does not look as good as it could.  We find that setting the light source  at 45° to 90° to the left or right of the camera gives the best results.  For example, if the camera is facing due north, place the sun at the southeast, east, southwest or west.  Placing the sun directly behind the camera usually results in a lack of three dimensionality and contrast, although there are times when this is the desired effect.  Back-lit scenes (for example camera facing north, sun shining from the north) can also yield interesting images.

Snow and Tree Line Setting Considerations

If you know the normal range of snow line for the season that you are viewing and at what altitude the tree line begins, you can use Vistapro in a very realistic way.  Tree line varies with latitude until, in arctic regions, it reaches sea level.  Snow levels vary with the weather and altitude.  A little research at the local library or even listening to the weather on the evening news will allow you to increase the realism in Vistapro landscape rendering.  Of course you needn’t follow the real world as an example.  You are free to set the tree and snow lines wherever you want.  You may want to see a landscape as it might have looked during the last ice age or how it might look after severe global warming from the greenhouse effect!

Changing colors

Use the Color Control Panel to change the colors, contrast and exposure used to render the landscape.  Most landscapes shipped with the CD have shades of green for lower elevations, brown for middle elevations and white for upper elevations.  Try changing the Tree colors to pinks and whites.  This makes them look like flowering fruit trees in the spring.  Change them to reds, browns and yellows for an autumn scene.


The Vistapro Interface

Click on a section of the screen for a close up:


Menu Bar

Pull down the menus to select functions.  Descriptions of the menu items can be found in the Menus section of the help file.  To go to a menu item, click on the name in the picture above.


Topographical Map

Click on a button or area of the screen for a description:


X Y Z Coordinates

These display the current X, Y, and Z coordinates of the cursor when it is over the topo map .  When the cursor is not over the topo map this area displays the name of the landscape file.


Topo Map

The topographical map displays a top view of the landscape.  The yellow square represents the position of the camera and the two red lines represent the field of view.  The yellow crosshairs represent the target.  Different colors of the landscape represent different elevations.  See the Color Control Panel for the different colors.


Zoom Buttons

The three button to the left of the topo map are used to zoom in and out.  The + button zooms in, the - button zooms out, and the = button returns you to the normal view.


Scroll Bars

The scroll bars adjust the position of the landscape in the window.


C Button

This button centers the topo map around the Camera.


T Button

This button centers the topo map around the Target.


BB Button

This button lets you create a Bounding Box.  Only the area within the bounding box will be rendered.  Click the  BB button, click on a point in the topo map and then drag the rectangle until it surrounds the area you want to bound.


Image Preview Window

This window gives you a full realtime polygonal preview of your image (without the trees, texture maps, and other high detail features).  The white crosshairs represent the target.  The two buttons on the left are zoom controls:  + zooms in, - zooms out.  You can use the Walkabout feature in the Camera Control Panel to move the camera around in the preview window.  You can move the Target, and therefore turn the Camera, by clicking in this window.  The Target will move to the new position and the Camera will turn to point at the Target.


Control Panels Section

Each of the tabs on the right brings a different control panel to the foreground.  This allows all the Control Panels to be easily accessible while utilizing the same space.  To go to a certain Panel simply click on its tab.  Each individual control panel is explained in detail in the Control Panels section of the help file.  Click on the Help Topics button to get to the main menu.


Context Sensitive Help

This area of the screen displays a short context sensitive help sentence for buttons, tabs, and number fields.  Simply position the cursor over the item to get a brief description.


Render Button

Press this button to render an image.  Rendering options are found in the Image Control Panel .  You can also set the over all level of detail in the Quality menu.


Display Button

Press this button to bring up the image display window.  If you have rendered images, it will display the last image rendered.

Tip:  Holding down the shift key while selecting the display button will cause it to display a scaled down image in the preview window rather than the full size Image Display window.


Tutorial

This tutorial will take you step by step through the basics of creating a picture with Vistapro including how to make an animation.  It is assumed that you are familiar with the interface.  If you are not, explore The Vistapro Interface before continuing.

You can use the following list to go through the tutorial, or you can use the forward (>>) button to advance to the next topic.

Load a Landscape

Place the Camera and Target

Adjust the Lighting and Sky Attributes

Add Water

Add Trees

Set Terrain attributes

Add Texture Maps

Set Quality

Set Image size

Render the Image

Create an Animation Path

Render the Animation

View the Animation


Load a Landscape

1)	Pull down the File menu and select Open Landscape .

2)	Navigate to the Vistapro/Tutorial/Tutorial.V4S file.

3)	Open the Tutorial.V4S file.

You will see different bands of color in the topo map representing the different elevations.

For more information see:  File menu , DEM , V4S .

Next Step


Place the Camera and Target

1)	In the Camera Control Panel press the Place Camera button.

2)	Click in the upper left corner of the topo map .  Notice the yellow square and red lines that represent the camera move.

3)	Press the Wide Angle button to change the lens of the Camera.

4)	Press the Place Target button.

5)	Click on the mountain range to the lower right of the topo map.  Notice the yellow crosshairs that represent the target moves.  Your topo map should look something like the following:

6)	Before we go on, let’s Render an image just to see what it looks like.  Press the Render Button .  Notice the image has only land, no water or trees, no clouds, and is very rough.  We will add features and change the quality of the textures in the subsequent steps.

Next Step


Adjust the Lighting and Sky Attributes

1)	Select the Light tab.

2)	Turn Shadows ON.

3)	Select the Sky Control Panel .  You can adjust the light source in both the Light Control Panel and the Sky Control Panel.

4)	Press the Sun Position Button .  The Select Light Source window appears.

5)	Try setting the sun in different positions in the sky and note how the shadows change in the Preview Window .  Set the sun directly across from the camera and low enough so that it just appears in the upper portion of the Preview Window.

6)	Render the image once so you can see the change.

7)	Next let’s add some clouds.  Press the Clouds button.  The Clouds Control Panel appears.

8)	Press the Generate Clouds button a few times and notice how the cloud pattern changes.  You can change the size of the clouds generated by using the small buttons labeled “S, M, L, X.”

9)	Press OK to accept the clouds.  Render the image again to see them.

Next Step


Add Water

1)	Select the Water tab.

2)	Press the Set Sea Level button.  Click on the topo map at the border between the dark green and light green elevations.

3)	A window appears asking you if you want to erase old rivers, lakes and seas.  Click OK.  Notice that the terrain in the topo map fills with water up to the elevation you chose.

4)	Another window appears asking if you want to accept the current sea level.  Click OK.  Notice that now everything in the ocean is now at elevation zero and the rest of the elevations have been adjusted.

5)	Next press the Create River button.  Click on a point on the left side of the mountains.  A black line is draw down along the contours of the terrain.  It should connect with the ocean.  If not select No in the window that appears.

6)	A window appears asking you if you want to accept the current river.  Click OK.

7)	Render the image to see the new ocean and river.

Next Step


Add Trees

1)	Select the Trees tab.

2)	Press the ON button to the right of “Trees…..”  The Tree Control Panel appears.

3)	Select all four Oak button and all four Pine buttons.  Click OK.

4)	Press the Draw as 3D button.  The default it Draw as 2D since it takes less time to render.

5)	Notice the 3D Detail Level is currently set to Low.  This takes much less time to render, yet gives a good idea of what the trees look like.  We will change it later when we are ready to Render the final image.

6)	Render the image to see the trees.

Next Step


Set Terrain Attributes

1)	Select the Terrain tab.

2)	Press the Set Snow Line button.  Click on the topo map somewhere around the boundary between the browns and the grays.  Notice you can also set the number in the Number Field .

3)	Press the Set Tree Line button.  Click on the topo map somewhere around the boundary between the greens and the browns. Notice you can also set the number in the Number Field .

Next Step


Set Quality

1)	Select the Trees tab.  Set the 3D Detail Level to High (H).

2)	Select the Texture tab.  Set the 3D Surface Detail to Ultra (U).

See also Quality Menu .

Next Step


Add Texture Maps

1)	Select the Texture tab.

2)	Click the Ground Texture Maps button.

3)	Click on the black space to the right of Tree 1.  A Windows Open File dialog box appears.

4)	Select Meadow.tga in the Tutorial folder.

5)	Repeat steps 2 through 4 for Tree 2.  This will map a new texture under the trees at the lower elevations.

6)	Click the Water Texture Maps button.

7)	Click on the black space to the right of Water 1.  A Windows Open File dialog box appears.

8)	Select Water.tga in the Tutorial folder.

9)	Repeat steps 6 through 8 for Water 2.

10)	Render the image to view the new texture maps.

Next Step


Set Image size

1)	Select the Image tab.

2)	Press the Image Size button to pull down the selection menu.

3)	Select 640 x 480.

Notice that the numbers appear in the number fields below the Image Size button.  You can manually set the numbers to any size you want, but in general, you will want to stick to the preset values.

Next Step


Render the Image

1)	Select the Image tab.

2)	Press the Display Option button.

3)	Press the Periodically Redraw Image button

4)	Click in the Redraw Interval Number Field .  Press the SPACE bar to clear the number field and then enter “10.”  Press ENTER.  Click the OK button.  The Redraw Interval is now set to 10.  When Vistapro renders the image, it will redraw it on your screen every 10 seconds.

5)	To render simply press the Render button.  Vistapro will begin rendering the image on your screen.  The image will update every 10 seconds (set by the Redraw Interval).  To abort the rendering process you can right-click on the image.

Next Step


Create an Animation Path

1)	Select the Path tab.

2)	Press the Vehicle Type button.  Select the Jet .

3)	Press the Closed Loop button.  This will make a continuous looped circuit when we are done.

4)	Press the Create a New Path button.

5)	To create the path click at points on the topo map to place a Node .  The path will pass through all the Nodes.  Create a path similar to the one below:

When you get close to the beginning of the path, right-click to finish.  Notice that the loop is automatically closed.  The Yellow square with the yellow line shows the location of the Vehicle and the direction of travel.

6)	Let’s add a Node.  Press the Add Node button.  Click somewhere between two existing Nodes.  Notice the path now goes through this Node.  You can move the Node by clicking and dragging.

7)	Remove the same Node by pressing the Remove Node button and clicking on the Node.

8)	Next we’ll add a Roll.  Press the Add Roll button.  Next click on a Node that precedes a fairly straight section of the path.  A dialog window appears asking how many frames you wish the roll to cover.  The fewer frames the roll takes, the faster the roll will appear.  For instance, a roll that takes only five frames will be very fast, while one that takes 50 will seem slow and will cover more distance as well.  Notice that the Node’s square changes to a circle indicating that a roll begins at that Node:

9)	Press the Set Target button.  Click on a Node.  Notice that the cursor now drags a line.  This represents the line of sight to the new Target.  Select a point perpendicular to the path and click again to set the Target.  Now when we render the animation the camera will turn at this point while traveling along the path.  This is a very useful features for viewing interesting portions of your landscape in an animation:

10)	Press the Preview Path button.  A wire frame preview of the animation will appear in the Image Preview Window .  This gives you a rough idea of what the animation will look like.

For more info on Animation Path features see:  Path .

Next Step


Render the Animation

Animations are made of many frames put together in a sequence, much like a film.  Each image must be rendered individually and then put in a sequence.  Rendering a 1000 frame animation could take days depending on the size of the images and the level of detail.

1)	Press the Create AVI button.  A Windows Save File dialog box appears.  Save the animation as Tutorial.avi.

Note:  The Windows save dialog box will default to the location of the Vistapro application.  If you are running Vistapro from the CD, it will default to the CD drive.  You will get an error message if you try to save to the CD, so make sure you save the file onto a hard drive.

2)	A dialog box appears that says, “Continue existing animation or delete it?”  Select Delete.

3)	A Video Compression Selection window appears.  Select the type of compression you would like to use for your animation.  Note that the level of compression affects the size of the resulting animation as well as the image quality.  You may want to experiment with different types of compression or read up on them to determine the best one for you.

Click OK when you are done.  Vistapro will save the Script File of your path and will begin rendering each frame of the Animation.  This may take a while.

Next Step


View the Animation

1)	In the Animation Control Panel , press the View AVI button.

2)	Select the file to view.  The Windows™ AVI player appears.  You can now view your animation.

If you have any problems viewing the animation, consult your Windows95/NT™ User Manual.

For more detailed information about any of Vistapro’s features consult the appropriate section of this help file.


File Menu

The File menu contains the following menu items.  Click on a menu item to view a description.


Open Landscape

Select this menu item to open a landscape (.DEM ) file or a Session file (.V4S).  You can also load a file by dragging and dropping it onto the Vistapro application icon.


Open Region

This function automatically loads several small Vistapro landscapes into a larger area.  When Open Region is selected, Vistapro loads the landscape file, which you select from the resulting open file dialog, into the lower left corner of the topographic map region.  The program then searches the current landscape directory for other landscapes that are located within the current topographic map region.  The Open Region function requires the “X” series Vistapro landscape files and is only applicable when the landscape (DEM ) size is set to either Large or Huge.

Vistapro’s Open Region function searches all files in a given directory for additional landscapes to load into the current topographic region.  It determines which landscapes to load by examining the header of each landscape.  The header has information about the file’s longitude and latitude.

We highly recommend that you install different landscape sets into different directories.  That way Vistapro will have fewer files to examine when you load a region.  There is also the possibility that some data from other planets will overlap the same areas of the earth or that a DEM file that you have modified (Vistapro saves the current landscape’s coordinates along with its other data) will load on top of unmodified data.  You wouldn’t want Vistapro to have to search through thousands of files to find the four that fit into the current area.  When there are thousands of files in a directory, the open file dialog takes quite a while to fetch all the file names.


Save Landscape

This option saves a landscape file along with all your settings:  colors, trees, water, animation path, etc.  This is called a Session file and has a .V4S extension.


Save Elevations Only

This option saves only the landscape (.DEM ), not Session settings.  It will not save water, trees, camera position, and so on, however, it will save the color scheme since it is part of the landscape.


Load Color Scheme

The Load Color Scheme selection loads a scheme of colors, attributes, and texture maps for rendering the current landscape data.  You can load a color scheme from those provided with Vistapro or others that you created with Save Color Scheme in the File Menu .  See Color Control Panel for more information on colors and attributes, and the Texture section for information on texture maps.


Save Color Scheme

The Save Color Scheme menu item allows you to save the current colors, attributes and texture maps as a Vistapro Color Scheme file.  You can later load them onto other landscapes rather than manually changing each color and attribute, and selecting each texture map.  See Color Control Panel for more information on colors and attributes, and the Texture section for information on texture maps.


Exit

The Exit menu item ends your Vistapro session and returns you to Windows.


Load Menu

The Load menu contains functions to load and display images including the following menu items.  Click on a menu item to view a description:


Load PCX

The Load PCX menu item loads standard 256 color PCX files.  If the image is larger than the current Vistapro Image Size setting, only a portion of the image will be loaded and visible.  If the image is smaller than the current Image Size, it will be loaded into the top left corner of the image area.


Load BMP

The Load BMP menu item loads a 24 bit BMP file.  If the image is larger than the current Vistapro Image Size setting, only a portion of the image will be loaded and visible.  If the image is smaller than the current Image Size, it will be loaded into the top left corner of the image area.  The BMP 24 was designed by Microsoft™ for use with Windows.  Many Windows programs use this image file format.


Load JPG

The Load JPG menu item loads a Jpeg file.  If the image is larger than the current Vistapro Image Size setting, only a portion of the image will be loaded and visible.  If the image is smaller than the current Image Size, it will be loaded into the top left corner of the image area.


Load TARGA

The Load Targa menu item loads a 24 bit Targa file.  If the image is larger than the current Vistapro Image Size setting, only a portion of the image will be loaded and visible.  If the image is smaller than the current Image Size, it will be loaded into the top left corner of the image area.  Targa 24 was designed by ATT for use with its Targa video cards.


Load Stereo

The Load Stereo menu item loads the left and right images of a stereoscopic image and merges them into a single image to be viewed through red and blue stereo glasses.  First,  you must generate a stereo pair of images using the Left and Right buttons in the VR Controls Control Panel (See How to Create a Stereoscopic Image ).

Save both images as Targa files using Save Targa  in the Save menu.

Using the Load Stereo menu item, load the left Targa  file first, then the right Targa file.

If the image is larger than the current Vistapro Image Size setting, only a portion of the image will be loaded and visible.  If the image is smaller than the current Image Size, it will be loaded into the top left corner of the image area.  Vistapro will load each file and convert the images into a combined red/blue image suitable for viewing with red and blue stereo glasses.  You can then save the combined image as a Targa , BMP , or PCX file.


Save Menu

The Save menu contains functions for saving images including the following menu items.  Click on a menu item to view a description:


Save PCX

The Save PCX menu item saves the image currently on the image view screen in standard 256 color PCX format.  This is usually the scene that has just been rendered or redrawn.


Save BMP

The Save BMP menu item saves the image currently on the image view screen in standard BMP format.  This is usually the scene that has just been rendered or redrawn.


Save JPG

The Save JPG menu item saves the image currently on the image view screen in standard JPG format.  This is usually the scene that has just been rendered or redrawn.


Save TARGA

The Save Targa menu item saves an image in 24 bit Targa format, with the image width and height the same as the currently displayed image.


Import Menu

The Import menu contains the following menu items.  Click on a menu item to view a description:


PCX as Elevations

This function loads a PCX file into Vistapro as a topographic map.  This is one of the most powerful functions in Vistapro.  With this feature, it is possible to digitize a topographic map, paint in elevations between the contour lines and import the finished picture into Vistapro as a landscape.  After loading the PCX file, Vistapro will ask you if you want to “Remove steps.”  If you elect to remove steps, Vistapro will smooth the stepped appearance that results from the PCX format’s only being able to encode elevations in 16 meter increments.  You may also wish to use the Smooth function to reduce or eliminate steps caused by the limited number of altitudes encoded in the PCX file.


PCX as Ground Colors

This function loads the selected PCX file into Vistapro’s internal color table.  Warning: if you change a setting that requires re-coloring after loading the PCX file, the landscape will be re-colored, overriding the loaded colors.


View as Elevations

View as Elevations converts the current image on the View screen into altitude data.  The intensity of each pixel is converted into an altitude.  The darkest pixels get the lowest altitudes and the lightest pixels get the highest altitudes.


View as Ground Colors

View as Ground Colors converts the current image on the View screen into color data.  The color numbers are translated into altitudes.  The actual colors mean nothing.  Color 0 gets the lowest altitude, color 1 is a little higher and color 31 is the highest.  The image is scaled (squished or stretched) to fit onto the full landscape area.


Binary Elevation Data

This menu item imports a binary file as DEM data.  It is useful for porting digital data not in DEM format into Vistapro or for creating your own landscapes.  Vistapro’s binary format is very simple.  Each file consists of signed 16 bit integers in sequence. On IBM platforms, the integers are in Intel format, with the low byte first and the high byte second.  The first integer in the file is loaded at the lower left (south-west) corner, the second to the right (east) of the first, etc.  When the south-most row is finished, the next row up (north) is loaded.  Data continues until all rows have been filled.  A Small Vistapro landscape consists of 258x258 (rows x columns) integers (133,128 bytes).  A Large Vistapro landscape consists of 514x514 integers (528,392 bytes).  A Huge Vistapro landscape consists of 1026x1026 values (2,105,352 bytes).  When you select Binary Elevation Data, you are asked for the width and height (the number of elevation data points) of the binary data to be loaded.  If the data is less than the current DEM Size, Vistapro pads the edges with the value 0.  If the data is larger than the current DEM Size, only the lower left hand corner of the data is loaded.


Export Menu

The Export menu contains the following menu items.  Click on a menu item to view a description:


Elevations as PCX

The Elevations as PCX function is similar to Ground Colors as PCX .  It saves the currently loaded topo-graphic map as a PCX picture, where each elevation is represented as a color.  When you select Elevations as PCX, Vistapro asks for a file name to which to save the picture.  After the picture has been saved, it can be edited in a paint program – essentially you will be painting the contour map.  The PCX file uses all 256 colors to encode elevation data.  Each color represents 16 meters, i.e. color 0 is 0 meters, color 1 is 16 meters, color 2 is 32 meters, etc.  The maximum is color 255, 4080 meters. Elevations as PCX “normalizes” the altitudes to 0 meters, i.e., the lowest elevation found in the landscape becomes 0 meters.  For instance, a landscape which ranges from 3000 meters to 5000 meters will be saved in the range of 0 to 2000 (3000 – 3000 = 0, 5000 – 3000 = 2000).  This assures that there will always be a range of 4000 meters in the PCX file.  When you load a PCX file back into Vistapro, using PCX as Elevation, you may see discrete steps in rendered images.  You can use the Smooth function to reduce or eliminate the steps.


Ground Colors as PCX

This function outputs Vistapro’s internal table of polygon colors to a PCX file.  With Export/Ground Colors as PCX (and Import/PCX as Ground Colors), you can place individual trees, rivers, cliffs, etc. anywhere you want (You can also do this with the Placement Control Panel ).

When Vistapro renders an image, it uses thousands of polygons to produce the image.  Internally each polygon is assigned a color which relates to the physical features of the landscape.  For example, shades of green for trees, blues for water, whites for snow, etc.  These colors are for internal representation.  When the image is actually rendered, the colors specified with the Color Map Palette are the ones used for the picture.  When the Ground Colors as PCX option is selected, Vistapro saves its internal color table to a PCX file which can then be loaded into a paint program and modified.  For example, to add a row of trees to a landscape you would:

1. Load a Landscape file into Vistapro using Load DEM from the Load menu.

2. Adjust the tree line, snow line, etc.

3. Select Ground Colors as PCX from the Export menu.  Select a name for the output file.  Answer OK to the “Need to calculate…” requestor if it pops up.

4. Start a PCX paint program and load the file created in step 3.

5. Using the color green, draw a line on the landscape.

6. Save the PCX picture.

7. Load the new colors onto the landscape using Import/PCX as Ground Colors and specify the file saved in step 6.

8. Render as usual., with trees enabled.  Since the colors that appear in the PCX file represent the terrain types assigned to each polygon within Vistapro, not the actual colors of the rendered image, they are always the same.  See Color Assignments


Color Assignments

#	color	terrain type
0	black	not used
1	white	not used
2 – 6	blues	Water1 – Water5
7	tan	Beach
8 – 11	browns	Tree1 – Tree4 without trees
12 – 15	greens	Tree1 – Tree4
16 – 19	tans	Bare1 – Bare4
20 – 23	whites	Snow1 – Snow4
24 – 27	grays	Cliff1 – Cliff4
28 – 31	RYGB	Buildings


Elevations as DXF

Elevations as DXF exports the elevation data as colors in the autocad DXF format.


Ground Colors as TGA

This is similar to Ground Colors as PCX , but exports to a Targa file.


Elevations as ASCII Z

The Elevations as ASCII Z menu item exports a landscape file in a format similar to that output by MathCAD.  It is an ASCII text format with a carriage return and line feed at the end of each row of data.  This is essentially the same as Vistapro’s binary input (DEM) format, except that it is plain text.


Quality Menu

The Quality menu contains the following menu items.  Click on a menu item to view a description:

The Quality menu offers a simple way for the novice user to select predefined options that result in quick-but-crude (Low) to slow-but-nice (Ultra) renderings.  The Low , Medium , High and Ultra menu items enable predefined settings that are examples of some of the options and values you might use once you learn more about the program.  Even if you never learn how most of the other functions work, you can still obtain moderately good results using only these settings.  The User menu item is provided as a quick way for you to select your own customized settings.  You may wish to change the User script once you are more familiar with Vistapro’s functions.

The Quality settings are not intended to be the final word in what renders quickly or looks the best.  They are simply examples of typical settings.  The items in the Quality menu execute standard Vistapro scripts which reside in the IQ subdirectory in the Vistapro directory.  If Vistapro is installed in C:\VISTAPRO, the scripts will be located in C:\VISTAPRO.  The script names are iq_low.scr, iq_med.scr, iq_high.scr and iq_user.scr.  These configuration scripts can be edited using any text editor.  Remember to save them as ASCII text.


Low

The Low menu item sets Vistapro up for fast but relatively crude renderings.  It is useful for test renderings to check camera and target locations.


Medium

The Medium menu item sets Vistapro up for medium resolution renderings.  It is useful for slower machines or for “proof of concept” renderings.


High

The High menu item sets Vistapro up for high resolution renderings and results in good quality images.  It is not quite the best quality possible, but it is faster than the absolute best settings.


Ultra

The Ultra menu item sets Vistapro up for very high quality, high detail rendering.  This setting is the slowest, but the resulting images can be well worth the wait.


User

The User menu item allows you to define your own preset display parameters.  When you select the User menu item, a file requestor appears which allows you to select a Vistapro script to be run.  The default script is called iq_user.scr.  To use this menu item to customize your use of Vistapro, edit the file iq_user.scr, found in the IQ subdirectory, or create your own script using any text editor (remember to save it as ASCII).  This script uses the standard Vistapro script commands.


Help Menu

The Help menu contains the following menu items.  Click on a menu item to view a description:


Contents

This menu option takes you to the main contents section of the help file.


About Vistapro

This menu option brings up a window containing information about this version of Vistapro.


About Landscape

This menu option brings up a window containing information about the currently loaded landscape.


About Image

This menu option brings up a window containing information about the current rendered image.


Camera Controls

Click on the button, number field, or words for a description of each item.


Place Camera

Selecting this button will enable you to position the Camera anywhere on the topographic map .  The Camera represents the location of a hypothetical camera used to take a scenic picture.  Its location is measured in meters from the lower left corner of the topographic map and in meters above sea level.  The X coordinate is from left to right on the topographic map.  The Y coordinate is from bottom to top of the topographic map, and the Z coordinate is in meters above sea level.  By placing the pointer anywhere over the topographic map and clicking the left mouse button, you can select a new Camera position in the X and Y directions.  The Z, or height, value changes with the elevation of the landscape.  The default Z value of the Camera is set to an elevation thirty meters above the landscape.  Alternatively, you can place the Camera precisely by entering coordinates directly into the X, Y and Z value number fields.  See also Locking Functions .


Place Target

Selecting this button allows you to select the target of the camera.  The Target represents the point at which you are aiming the camera. Its location is measured in meters from the lower left corner of the topographic map and in meters above sea level. Place the mouse pointer anywhere over the landscape in either window and click the left mouse button to set a new target position in the X and Y direction. The Z, or height, value is set to the elevation of the landscape at that X, Y coordinate. That is, the Z value in the Target represents the actual elevation of the landscape at that point. As an alternative, you can place the target precisely by entering coordinates directly into the X, Y and Z value number fields.  See also Locking Functions .


Number Field

You can change a number directly by clicking in the field, pressing the space bar to clear the field, and entering a new value.  You can also select a number in the field and press backspace to delete the number directly to the left of it.  Press ENTER to accept the number or ESC to reject it and return to the previous value.


Locking Functions

Each of these three buttons, X, Y, and Z, lock in the respective value.  Use the locks when you want to constrain the Target or Camera in one or more directions.  For instance, if you want to move the Camera to a new location on the landscape without changing its altitude, click the Z lock button and then click on a new Camera location.  You will see that the X and Y coordinates of the Camera have changed but that the Z value has remained unchanged.  Of course there are two other ways of achieving this same result:  you could simply type the new X and Y locations into the Camera X and Y boxes, or you could click the mouse on the new Camera location (with the Z lock not set) and then type in the desired altitude.  Vistapro constrains both the Camera and Target X, Y and Z values as long as the locks are selected.


Height Above Ground

This number represents how high the Camera is (in meters) above the ground when you click on the map.  You can set the value directly in the number field .


Camera-target Distance

This number represents the distance in meters from the Camera to the Target.  You can change the value directly or you can use the Place Camera and Place Target features to change the distance.


Bank

Bank controls the rotational angle of the Camera along its longitudinal axis.  Imagine an airplane floating in space.  You can describe the longitudinal axis as an invisible line drawn from the tail of the airplane to its nose.  A rotation that causes one wing to dip and the other to raise is a rotation around the longitudinal axis.  A positive rotation around this axis causes rotation in a clockwise direction.  In other words, the left wing raises and the right wing lowers.  Note that when the plane (Camera) banks in one direction, the view that is rendered appears to have rotated in the opposite direction.


Heading

Heading describes the rotational angle of the Camera around its Z axis relative to the landscape.  Imagine an airplane floating in space.  You can describe its Z axis as a line drawn from the top of the airplane through its middle to its bottom.  A rotation around this axis causes the airplane to turn right or left.  Positive rotation causes the airplane (Camera) to turn right or clockwise.


Pitch

Pitch is the rotational angle of the camera around its wing axis.  Once again, imagine an airplane floating in space.  A line drawn from the tip of one wing to the tip of the other describes the wing axis.  A rotation around this axis causes the airplane’s nose to move up or down, with positive rotation causing the nose to go up.


Focal Length

The Focal Length value is similar to the focal length of a real camera.  It represents the width of the field of view or the amount of magnification.  The lower the Focal Length value, the wider the field of view.  The higher the Focal Length value, the narrower the field of view and the greater the magnification.  The lowest valid Focal Length value is 1.  This is an extremely wide angle lens with severe spherical distortion.  Values below 8 are generally impractical but sometimes interesting to try.  You can set the Focal Length to as high as 30000, but such high numbers are only useful when the Camera is very far from the landscape (a million meters or so).  You will probably use Focal Length values from 16 to 100 in normal situations.


Wide Angle

The Wide lens gives a 90° field of view.  It allows you to see a wide area with minimal spherical distortion.  The Wide lens has a Focal Length value of 16.


Zoom Lens

The Zoom lens has about half the field of view of the Wide lens (about 45°), or you may think of it as having twice the magnification.  It allows you to zoom in on the Target.  Very little distortion is noticeable.  The Zoom lens has a Focal Length value of 32.


Auto Exposure

Auto Exposure compensates for the darkening as the sun gets low on the horizon.  This is similar to the automatic exposure feature on a real camera.


Walkabout

When you click on this button, the mouse will switch from controlling the pointer to controlling the Camera location.  By moving the mouse around you can change the Camera position.  You will see the changes instantly in the preview window at the lower left.  Moving the mouse to the left or right turns the camera heading in that direction.  Moving the mouse up or down moves the Camera forward or back.  If you hold down the left mouse button, moving the mouse left and right slides the Camera left or right but leaves it facing the same way.  Moving the mouse up and down changes the pitch when holding down the left mouse button.  Clicking the right mouse button or pressing ESC quits Walkabout mode and places the Camera at the new position.


Lighting Properties

Click on a button or area of the screen below for specific help on each item.


Light Source

The light source direction is the direction from which the sun is shining.  It is used in combination with the Brightness , Contrast and Shadow settings to determine the location and depth of shadows when generating an image.


N S E W

Use the North, South, East, and West buttons (labeled N, S, E, and W) to quickly set one of four “standard” lighting positions.  These buttons are positioned so that you can easily see from which direction the sun is shining.  You can see the changes immediately in the Preview Window .  When using one of these positions, the sun is 45° above the horizon.  Using these pre-programmed directions speeds up the shading phase of rendering when Shadows are enabled.


Select Light Source

This function allows you to have complete control over the direction and angle of the light source.  Moving the pointer inside the circles causes the sun vector to follow the mouse pointer as you move it around the screen.  This represents the position of the sun in the sky.  When you have located the desired direction and angle, a single click with the left mouse button locks it in place.  This window disappears and the effect of the lighting changes will be seen in the Preview Window .

The concentric circles are reference points for you to use in visually estimating the Declination of the sun.  The circles are labeled with the declinations that they represent: 75°, 60°, 45°, 30° and 0° above the horizon.  A line (the Sun Vector) is drawn from the center of the “bull’s eye” toward the edge of the circles.  The direction of the line indicates the Azimuth (direction around the horizon) from which the sun is shining.  The length of the line indicates the declination of the light source.  Think of the Sun Vector as a stick stuck in the center of the landscape which is pointing at the sun.  Since the topographic map is being viewed from directly overhead, the longer the stick appears, the closer the sun is to the horizon.  If the stick appears very short, the sun is to almost directly overhead.

Note: Using a custom light source may increase the amount of time required to complete the shading phase of the rendering process when Shadows are enabled.


Declination

Declination is the angle in relation to the horizon from which the sun shines.  Zero degrees of declination puts the sun right on the horizon, while 90° puts the sun directly overhead.  This is similar to the way pitch is measured for the Camera.

In astronomy, this value is usually called altitude (measured in degrees from the horizon) rather than declination.  It was decided that the term altitude might be confusing since it is also used to describe the altitude of the Camera (measured in meters).  Be aware that the usage of the word declination here is not technically correct.


Azimuth

Azimuth is the direction of the sun in degrees from south.  Zero degrees is due south, 90° is due west, 180° is due north and 270° is due east.  Note that this differs from the heading , which is measured from due north, as is common in navigation.


Shadows

Vistapro has the ability to render landscapes with shadows.  Shadow rendering is on when the button is in the down position.  True shadows are very difficult and time consuming to render, so Vistapro uses a quick, less precise method.  Only the landscape itself casts shadows; trees do not cast shadows.  Shadows are not cast outside the area of the topographic data.  The shading phase of rendering requires more time when Shadows are enabled.


Irregularity

This feature makes the lighting of large flat areas more irregular, making them appear rougher.  You can set the value in the number field .


Exaggeration

The Exaggeration button enables exaggerated shading.  Imagine a ball with a light shining on it from above.  The top of the ball faces the light and appears very bright.  Points farther down the sides of the ball reflect less light and appear darker.  Halfway down the side, the light no longer shines on the surface and it is in shadow.  Exaggerated shading increases the rate at which the shades darken around the sides of the ball.  This technique can add detail to the image by exaggerating small irregularities on the landscape.  You will probably want to disable this function when setting the sun at low Declinations, since the exaggeration makes flat areas appear very dark.


Contrast

Contrast is the degree of difference between the lightest and the darkest colors of a picture.  Just like on your computer monitor or TV screen, a high contrast will have dark colors closer to black and light colors closer to white.  You can adjust the contrast either directly in the number field , which displays the number in decimal format, or by using the slider bar, which displays the number in hexidecimal format.


Brightness

Brightness is the over all lightness or darkness of a picture.  Just like on your computer monitor or TV screen, turning up the brightness makes all the colors lighter.  You can adjust the brightness either directly in the number field , which displays the number in decimal format, or by using the slider bar, which displays the number in hexidecimal format.


Color Button

This button brings up the Color Control Panel .


Textures Button

This button brings up the Texture Map Filename Window for whatever panel you happen to be in.  You can add a custom texture to the sun, moon, ground, trees, houses, and more, for some dazzling effects.


Texture Map Filename Window

Vistapro allows you to apply texture maps to many of the surfaces and objects.  All of the panels look similar to the one above.  To select a texture map file click on one of the black text fields to bring up a Windows Open File dialog box.  Select the file you would like to use.  Select OK in both windows.  The texture map will be applied to the object you selected.


Sky Objects and Properties

Click on the button, number field, or words for a description of each item.


Sky

Turning this feature on enables the rendering of the sky.  If you have an alternate image that you would like to load in place of the sky, turn the sky off before rendering and use the Select Background function in the Load menu to load a backdrop.


Horizon

Technically, the horizon is that line in the distance where the sky touches the ground or ocean.  In order to create a horizon in the distance, Vistapro draws a large disk from the camera out to the horizon.  We refer to this disk as the “horizon.”  The Horizon button turns the rendering of the horizon on and off.  When the Horizon button is on, Vistapro renders a horizon over which the landscape is then rendered.  When loading a background, this can be used to eliminate the horizon line that is visible when you look off the edge of a landscape.


Haze Density

In the real world, the farther away an object is, the more it is clouded by the atmosphere.  The haze function in Vistapro simulates this effect adding to the three-dimensional feel of the resulting image.  Sky Haze is the color that the sky fades to in the distance.  Haze is the color that land and water fade to in the distance.  You can specify how thick the haze is by changing the Haze Density value.  Enter the haze value in the number field .  A value of 0 completely eliminates the haze effect; small values (below 100) give very little haze, medium values (100-1000) give medium haze and high values (over 1000) create very thick fog.

You can also change the color of the haze.  You can obtain an interesting effect by making sky and ocean colors black and by setting the Haze value to 0.  This creates landscapes that appear to be floating in space.  You can produce another interesting effect by setting Haze and Sky Haze to black and the Haze Density value to a high number like 300.  This makes the landscape look like a night scene lit by a light behind the camera.

See also: Color Control Panel .


Clouds

Turn the Clouds button on to display and activate the Cloud Control Panel .  To disable rendering of clouds, press the Clouds button again.  If the button is already selected and you wish to access the control panel, click the button twice to deselect and then reselect it.


Cloud Control Panel

Click on the button, number field, or words for a description of each item.


Fractal Detail

This button adds fractal detail to clouds making them look more realistic.


Cloud Density

The Cloud Density value determines the amount of clouds that are generated.  Density values range from 0 to 100.  Low Density values result in few clouds, high values result in a larger cloud mass.  Change this value directly in the number field .


Hardness

Cloud Hardness determines the “fluffiness” of the clouds.  Low Hardness values result in softer, puffier clouds, high values result in clouds with sharper edges.  Change this value directly in the number field .


Altitude

The cloud Altitude value determines the altitude (height) of the cloud mass.  It is adjusted if the Camera is too near to or above the clouds.  You cannot place the Camera above the clouds.  If you place the Camera above the cloud altitude, the clouds will be drawn at an even higher altitude.  Change this value directly in the number field .


Lining

This gives clouds a “silver lining.”  It actually makes the center of the clouds more gray/silver.


Cloud Preview

This screen gives you a small visual preview of the cloud pattern.


Cloud Size

The Cloud Size buttons determine the size of the clouds generated by the Generate Clouds function.  A setting of S results in many small cloud masses, while a setting of X results in a few large cloud masses.


Generate Clouds

Clicking this button will generate a new random cloud map.  The sizes of the clouds are determined by the Cloud Size button.


Load Cloud Pattern

This button takes you to a Windows open file dialog box.  You may select a file of type .CLD or .PCX to load as a cloud map.  When you load a cloud pattern, if it’s not a PCX file, Vistapro will load it as if it was a Vistapro 3 file.  This allows you to create your own cloud pattern files.  The old DEM to Cloud function can be simulated by exporting the Landscape (DEM ) as a PCX (grayscale) and then loading that OCX file as a cloud pattern.


Save Cloud Pattern

This button takes you to a Windows save file dialog box.  Cloud maps are saved as PCX files (but have a .CLD extension).


Stars and Moon

Turning this feature on turns the sky from day to night.  Instead of a blue sky with the sun, you will have a dark sky with stars and the moon as your light source.  You may only have one light source, either the sun or the moon.


Moon Position

Pressing this button takes you to the Set Moon Position control panel, where you can adjust the position of the moon in the sky.  NOTE: You must have the Stars and Moon button turned ON for this feature to have an effect.


Set Moon Position

This function allows you to have complete control over the direction and angle of the light source.  Moving the pointer inside the circles causes the moon vector to follow the mouse pointer as you move it around the screen.  This represents the position of the moon in the sky.  When you have located the desired direction and angle, a single click with the left mouse button locks it in place.  This window disappears and the effect of the lighting changes will be seen in the Preview Window .

The concentric circles are reference points for you to use in visually estimating the Declination of the moon.  The circles are labeled with the declinations that they represent: 75°, 60°, 45°, 30° and 0° above the horizon.  A line (the Moon Vector) is drawn from the center of the “bull’s eye” toward the edge of the circles.  The direction of the line indicates the Azimuth (direction around the horizon) from which the moon is shining.  The length of the line indicates the declination of the light source.  Think of the Moon Vector as a stick stuck in the center of the landscape which is pointing at the moon.  Since the Topographic Map is being viewed from directly overhead, the longer the stick appears, the closer the moon is to the horizon.  If the stick appears very short, the moon is to almost directly overhead.

Using a custom light source may increase the amount of time required to complete the shading phase of the rendering process when Shadows are enabled.


Moon Size

You can set the size of the moon either directly in the number field , or by using the slider bar.  NOTE: You must have the Stars and Moon button turned ON for this feature to have an effect.


Sun Position

Pressing this button takes you to the Select Light Source control panel, where you can adjust the position of the sun in the sky.


Sun Size

You can set the size of the sun either directly in the number field , or by using the slider bar.


Terrain

Click on the button, number field, or words for a description of each item.


Set Snow Line

The Snow Level is the lowest elevation in meters where Vistapro will cover the landscape with snow.  The Artificial Intelligence (AI ) rules in Vistapro use this value to calculate where to use the snow colors.  Vistapro compensates for cliffs, ridges, valleys, rivers and lakes in an attempt to mimic natural snow cover.  Snow colors don’t have to be the colors of snow.  You can use any colors you like.  Just keep in mind that the snow colors will be placed on the landscape following the AI rules for snow.  For instance, you can set the snow colors to shades of gray to make mountain tops look like barren rock.  The barren rocky areas will appear to flow down into valleys just as snow would.  You can use the Set Snow Line button to select the snow level.  Click the Set Snow Line button and then click on the Topographic Map at a location which has the desired altitude.  You may also specify the snow line numerically by typing a value into the number field .


Set Tree Line

The Set Tree Line button is used to set the timber line, the altitude above which there are no trees.  The timber line is a “fuzzy” value.  Just as in nature, some trees will appear above the tree line and some bare areas will appear below it.  Vistapro’s AI rules compensate for features of the landscape.  Trees generally will not cover the face of a cliff even though the entire cliff may be below the tree line.  Trees may grow upward in the bottom of a valley (more water is available at the bottom of a valley) and a ridge will tend to be devoid of trees (ridges tend to dry out from exposure to the wind).

If none of the tree types are selected in the Tree Control Panel , Vistapro does not actually draw the trees, it just uses the under tree colors to color the ground.

Use the Set Tree Line button to select the tree level.  Click the Set Tree Line button and then click on the Topographic Map at a location which has the desired altitude.  You can also specify a tree level numerically by typing a value into the number field .


Boundary Roughness

The Boundary Roughness represents how much the areas overlap over the boundary.  For instance, with a low value of 10 or so, the trees will all stop at the boundary, while with a high value of 1000 or so, the trees will be spread far above and below the boundary.


Valley Effect

The Valley function governs how far trees grow up the bottom of valleys above the normal tree line and how much snow tends to reach down below the snow line into valleys.  It is also used by the Stretch function to exaggerate peaks and valleys.  The function is affected by the Valley Width and Valley Strength values.


Valley Width

The Valley Width value is the width (in meters) over which the Valley effect operates.  Think of it as a small window around each elevation point.  The Valley effect at each point is based on the other points within the box, and not affected by points outside the box.


Valley Strength

The Valley Strength value determines how much Valley effect is used.  The default value is 100. A value of 200 doubles the effect and a value of 50 reduces it by half.  A value of 0 disables the Valley function.


Cliffs

The Cliffs function controls what parts of the landscape are steep enough to be considered cliffs.  If the Cliffs button is not selected, the Cliffs function is disabled and the Cliff colors are not used anywhere (i.e. no part of the landscape is considered to be steep enough to be a cliff).  Slopes that are considered to be cliffs are colored with the Cliff Colors during rendering.  This also determines where snow clings and trees grow.  You can set the Cliff Threshold in the number field below this button.


Cliff Threshold

The Cliff Threshold value is the minimum slope at which Vistapro begins using Cliff colors to color the landscape.


Stratified Cliffs

This feature enables the rendering of sedimentary layers of color much like you would see at the Grand Canyon.  When the function is OFF, cliffs are colored by slope.


Strata Thickness

The Strata Thickness is the average thickness (in meters) of the different layers.  Some will be wider than others to create a realistic feel.


Strata Warp

Strata Warp represents how irregular the layers are.  Low values lead to very straight, or planar, layers.  Higher values warp or bend the layers.  Very high values make the layers curly or irregular.


Strata Tilt

Strata Tilt represents how tilted the layers are in relation to the horizon.  You can choose the Declination and Azimuth that the layers will be stacked in by clicking the Stacking Direction button .


Stacking Direction

You can select the direction of strata tilt easily and quickly by placing your cursor in the concentric circles and choosing a Declination and Azimuth .


Cliff Colors

This button takes you to the Cliffs page in the Color Control Panel .


Water

Click on the button, number field, or words for a description of each item.


Create River

Vistapro’s Create River function creates rivers which flow downhill from the selected starting point.  When a river reaches a depression, it slowly fills the depression creating a pond or lake, until it overflows.  The river continues to flow down hill until it reaches the ocean or the edge of the Topographic Map .  Although you can always fill a lake using the River function, it is generally faster to fill lakes using the Create lake function.

To create a river, press the Create River button and then click on a starting point on the topographic map.  You will see the river being created on the map in black.  Vistapro then displays a dialog asking if you want to accept the river.  If you press the YES button on the dialog, the black river is redrawn in blue.  If you press No, the river is discarded and the landscape is restored to its previous condition.  If you start a river on an existing river or lake, the river will continue until it reaches sea level or the edge of the topo map.

A new river (one started where there was not a river or lake to start with) will also stop at any existing water.  This allows you to create many tributaries to a river without the main river getting very wide and deep.  If you want the main river to get very wide, start a new river on top of the old one as many times as you like.  It will grow wider with each iteration.  You will generally want to start rivers at the head of a valley, but it is possible to start a river anywhere on the topographic map.


Create Lake

Lake generation fills depressions in the landscape to create a lake.  For example, if you place the pointer in a shallow valley at 2,100 meters, water will begin to fill the valley until it reaches the 2,100 meter level, as it would in nature.  If there is any portion along the edge of the valley that is below the 2,100 meter level, water will spill out of the valley and begin to flood other parts of the landscape.  This may not be the desired effect and it should be kept in mind when using the Create Lake function.

If there is uncertainty about the height of any portion of the landscape, you can move the mouse pointer around any suspect areas and watch the Z value on the status line to find the lowest point in the pass to determine the maximum safe altitude for creating the lake.

To create a lake, press the Create Lake button and then click on a starting point on the topographic map .  Vistapro opens a dialog indicating the elevation to which the lake will fill (the altitude of the point you clicked on).  You can change the level, if you wish, by typing a new value .  You will see the lake being created on the topographic map in black.  Vistapro then displays a dialog asking if you want to accept the lake.  If you press the YES button in the dialog, the black lake is redrawn in blue.  If you press No, the lake is discarded and the landscape is restored to its previous condition.


Set Sea Level

By setting the sea level, you can sink the landscape into the sea to that level.  All points below this level become sea level (0 meters), and all points above this level have that value subtracted.  For example, if you select 1,000 meters as sea level, all points below 1,000 meters sink to 0, 2,000 meters sinks to 1,000 meters, 3,000 meters sinks to 2,000 meters, etc.  Vistapro asks if you would like to erase rivers and lakes (if present) when it generates a new sea level and if you would like to add waves on the ocean.  Vistapro will need to color and shade the landscape again.

 Click on the Sea Level button and then select the level by clicking on the topographic map.  You can also specify the sea level explicitly by typing the value into the number field immediately below the Set Sea Level button.


Waves

With Vistapro you can create waves in the ocean (lakes and rivers do not have waves).  Waves can have different lengths , heights , speeds , and travel in different directions .


Wave Length

This number represents the average distance (in meters) between wave crests.  Waves will each be slightly different for realism.


Wave Amplitude

This number represents the height of the waves in meters.  Waves will each be slightly different for realism.


Wave Speed

The waves in the ocean can move for each frame of an animation.  The wave speed is the number of frames over which the waves will travel one length.  For instance, if you set the wave speed to 30, the wave pattern will repeat every 30 frames.  You can leave the Camera in one spot, render 30 frames, and loop it.  The wave motion will appear continuous.


Wave Direction

This number describes in degrees the direction from which the waves are coming.


Select Wave Source

This function is similar to Select Light Source .  It allows you to choose the direction from which the waves will roll.  The Azimuth number is useful, but since waves are relatively two-dimensional, ignore the Declination .


Trees

Click on the button, number field, or words for a description of each item.


Tree Control Panel

Click on the button, number field, or words for a description of each item.


Tree 1-4

The panel has four columns of buttons which control the type of trees rendered in each of the four Tree color elevation zones (Tree1 – Tree4).  Tree 1 is the lowest elevation and Tree 4 is the highest.


Tree Type

This control panel has four columns of buttons which control the type of trees rendered in each of the four Tree color elevation zones (Tree1 – Tree4).  To render trees of a given type in a given elevation zone, press the appropriate tree type button (Pine, Oak, Palm or Cactus) in the appropriate elevation row (Tree1 – Tree4).  To render trees of a given type in all four elevation zones, select all four buttons of that type.  Note that rendering of trees of a given type in a given elevation zone is independent of generating trees of the same type in other elevation zones.  Also, more than one type of tree can be rendered within a given elevation zone.

Examples of Three Dimensional Trees:

Note:  Since cacti are generally sparse, only 1 in 16 of the cacti are saguaro cacti, the rest are tiny desert bushes.  When placing cacti manually, you may have to paint a larger area just to get one or two saguaro cacti.


Size

This number is the approximate height (in meters) of trees of the given type.  Fifty meters may seem quite large for most trees, but, with thirty meters between landscape data points, fifty meter tall trees will seem consistent with the surrounding landscape.  To change the size of trees of a given type, click in the Size number field at the bottom of the appropriate column, change the value from the keyboard and press ENTER.


Density

This number determines what proportion of data points that could contain a tree of the given type actually do contain a tree.  This value is out of a possible maximum of 256.  That is, a density of 128 means that 50% of the possible data points will actually contain trees.  To change the tree density in a given elevation zone, click in the Density number field in the appropriate row, change the value from the keyboard and press ENTER.


Leaves

The Leaves button determines whether or not leaves are rendered on three dimensional trees.  For autumn or winter scenes, you may wish to have trees which are devoid of leaves.


Average Tree Size

This value represents the average size of trees in all elevation zones.  When you change this value, the size settings for each of the four elevation zones are changed to match the new average tree size.


Average Tree Density

This value represents the average density of trees in all elevation zones.  When you change this value, the density settings for each of the four elevation zones are changed to match the new average tree density.


Draw As 2D

Selecting this button will cause Vistapro to render all trees as two dimensional objects (2D).  This option takes less time to render than Draw as 3D.  (Another advantage is that you can add texture maps to 2D trees, something you can’t do when they are 3D.)


Draw As 3D

Selecting this option will cause Vistapro to render trees as three dimensional objects (3D).  This makes them look more realistic but also takes much longer to render.


3D Detail Level

The Low, Medium, High and Ultra! buttons determine the level of three dimensional detail, i.e. how many levels of branches and leaves, at which trees are rendered.  A setting of Low results in trees with relatively sparse foliage while a setting of Ultra! results in trees with dense foliage.


3D Branch Bending

This new feature bends the limbs of trees creating more realistic looking trees.  The higher the value you set, the more bend there will be in the limbs.  This feature is especially nice for oak trees.


Tree Colors

This button takes you to the Trees page in the Color Control Panel .


2D Textures

Click on the black space next to the object you want to texture map.  A Windows Open File dialog box appears.  Select the filename of a texture map for the object.


Texture

Click on the button, number field, or words for a description of each item.

This panel allows you to select the attributes of the surface texture, shading options, and texture maps .


3D Surface Detail

This determines the level of detail of the ground surface.  There are four buttons: O for Off, L for Low, M for Medium, and H for High.  If the detail level is Off, Vistapro will render the surface as rough polygons, making rendering fast.  At High, the surface will be extremely detailed making rendering slow.


Large Scale Roughness

When Vistapro adds three dimensional texture between existing data points, it first uses the Large Scale Roughness setting to determine the roughness, or vertical displacement, of large scale details.  As it renders smaller and smaller details it tends toward the Small Scale Roughness setting.

See also:  Appendix A: Fractals and Fractal Geometry


Small Scale Roughness

As Vistapro renders, it starts with large polygons and then subdivides these into smaller polygons.  The Small Scale Roughness determines the vertical displacement of these smaller polygons.

See also:  Large Scale Roughness ,

Appendix A: Fractals and Fractal Geometry


Horizontal Deformation

When Vistapro adds fractal detail between existing data points, it can move the data points horizontally as well as vertically.  Horizontal Deformation helps reduce the appearance of straight seams.


Blend Colors

Blend Colors helps reduce the coarse texture of distant parts of the landscape.  When you select the Blend Colors button, Vistapro draws each polygon with a weighted average color of that polygon and the three polygons that border it.  This reduces the aliasing of distant polygons (Antialiasing ).  It also reduces the color saturation of polygons, so its use is optional.


Gouraud Coloring

Gouraud coloring produces smooth looking surfaces without obvious triangles.  It requires about 50% more time to render a landscape with Gouraud coloring than without.  It gives a brush like feeling to the landscape, as if an artist painted it using oils, rather than a computer manipulating numbers.  Besides filtering out large polygons , it adds mood.  The foreground may appear blurry with Gouraud coloring.


Manipulation

Click on the button, number field, or words for a description of each item.


Vertical Scale

Vistapro can vertically re-scale any landscape.  Typing a number into the Vertical Scale number field causes Vistapro to scale the landscape by that amount.  For example, if you type 2.0, Vistapro stretches the landscape vertically so that mountains are twice as tall, etc.  Values between 0.0 and 1.0 cause Vistapro to flatten the landscape.  Values less than 0 cause the landscape to flip over (valleys become ridges, mountains become pits) before Vistapro scales them.  Elevations on the landscape are multiplied by the Vertical Scale value.  Landscapes can be saved after scaling.

You can generate some interesting effects with the scaling function.  You can flip landscapes upside down by using negative values.  Scaling mountains so that the tops exceed 32,767 meters and then scaling them back down to normal results in mountains with calderas like volcanoes.  Scaling to very large values can even cause several layers of this effect resulting in a mountain inside a collapsed mountain inside a collapsed mountain.  Scaling mountains down until they are very small and scaling them back up results in stepped mountains.


Sample Spacing

Vistapro 3 always rendered the elevation data as if successive points were spaced 30 meters apart.  Now with Vistapro 4 you can set whatever spacing you want to accommodate higher or lower resolution DEM data.


Smooth

The Smooth function smoothes the landscape by removing the harsher, more jagged edges of hills and mountains.  Smoothing often improves the appearance of landscapes and is especially useful when dealing with fractal landscapes.  You should use the smoothing function sparingly with DEM files if data integrity is important, since it distorts data.  This is a repeatable, refining function, which can be run over and over again, smoothing the landscape more on each pass.  Smoothing is also used to obtain snow covered peaks.  Because of the design rules of the AI algorithms, as in nature, it is very rare that the summits or peaks of mountains are completely snow covered.  It is more often the case that due to the steep nature of the cliff faces and other contributing aspects, such as wind and snow weight, snow does not cover the peaks of most mountains.  However, since it may be desirable artistically to create a completely snow-covered mountain, smoothing mountains often gives this effect.


Erode

Erode simulates natural erosion by filling depressions in the landscape with eroded sediment.  When you click the Erode button, Vistapro will begin eroding the landscape.  It will continue erosion until you click the right mouse button.  You will be asked whether you wish to accept the erosion or cancel it.


Roughen

Clicking this button roughens up the landscape by increasing the vertical displacement.  The amount of displacement is determined by the Fractal Roughness number and the Feature Size .  The larger the feature size, the larger the horizontal size of the roughness features.


Stretch

The Stretch function changes landscapes by stretching existing features vertically.  Peaks grow taller while valleys and pits grow deeper.  The scale at which this happens is controlled by the Feature Size buttons.  At lower values, only the smallest features are stretched.  At higher values, only the larger features are stretched.  You can stretch landscapes over and over again to create a caricature of the original landscape.


Enlarge Section

The Enlarge Section function allows you to select a portion of the landscape and enlarge it to fill the entire topographic map .  The intermediate data points are either filled with the average of the points around them or filled with duplicates of the nearest point.  You will see a box that follows the mouse cursor around the screen.  Place the box over the section of the topographic map that you wish to enlarge and press the left mouse button.  Vistapro opens a dialog asking you to select either Interpolate (average) or Duplicate mode. Select the desired mode and the area inside the box will be enlarged to fit the entire topographic area.  Any rivers, lakes, or oceans will be lost.

The difference between the two modes is best described by an example.  Consider the side of a small hill viewed in cross-section.  In Interpolate mode the hill doubles in size in all dimensions and the side of the hill remains smooth.  In Duplicate mode the hill also doubles in size but it becomes stepped.

Interpolate mode: “in between” data is the average of surrounding points.

Duplicate mode: “in between” data is the same as surrounding points.


Enlarge All

Enlarge All increases the size of the landscape (DEM) to the next largest size.  For instance if you have a small landscape and you select Enlarge All, it will be converted to a large landscape.  Note, you can not enlarge a landscape beyond Mega.  Vistapro opens a dialog asking you to select either Interpolate (average) or Duplicate mode. Select the desired mode and the landscape will be enlarged to fit the new size.  Any rivers, lakes, or oceans will be lost.  The difference between the two modes is best described by an example.  Consider the side of a small hill viewed in cross-section.  In Interpolate mode the hill doubles in size in all dimensions and the side of the hill remains smooth.  In Duplicate mode the hill also doubles in size but it becomes stepped.

Interpolate mode: “in between” data is the average of surrounding points.

Duplicate mode: “in between” data is the same as surrounding points.


Shrink

The Shrink function shrinks Large and Huge landscapes to the next smaller size, Large or Small, respectively.  The Shrink function requires an additional buffer to copy the new map data and will report an error if there is not enough memory to open this buffer.  Vistapro will not allow you to Shrink a landscape to smaller than 66 x 66 pixels, which is two Shrinks of a Small, standard landscape.


Creation

Click on the button, number field, or words for a description of each item.


Set Landscape Size

Clicking this button brings up the Landscape Size Panel.  Vistapro can set the size automatically or you can specify the size.  The four sizes are Small, Large, Huge, and Mega.  The dimensions are shown below:


Randomize Seed

This button selects a random number for the landscape generation.  Random landscape generation allows creation of a vast number of completely artificial landscapes.  Vistapro supports over four billion random fractal landscapes.  Each different number in the Seed Value window represents a different landscape.  You can use both positive and negative numbers.  A number such as – 1,231,541 creates a different landscape than its positive counterpart, +1,231,541.  Click the Randomize Seed Value button.  A new number appears in the Seed Value window.  Vistapro now proceeds to create a new landscape.  If this landscape is one which you may want to use again, be certain to write down the number so that you can generate it again, or save the landscape using the File/Save Landscape menu item.

To recreate a desired landscape, simply reenter its number in the Seed Value window and press Enter.  Vistapro will create the same landscape again, conserving disk storage space.  You may enter any number into the Seed Value window and explore landscapes in this fashion.  Various methods include using special dates such as birthdays (without hyphens or slashes, i.e. 52262 rather than 5-22-62), holidays and anniversaries.  Keep a list of numbers for those landscapes that prove to be interesting so that you can share them with other owners of Vistapro.  Like the fingerprints of the four billion inhabitants of this planet, some Vistapro scenes may look similar, but, upon closer examination, each one is individual and distinctive.

Fractal landscape generation is affected by the Feature Size and Fractal Roughness settings.


Seed Value

Each different number in the Seed Value window represents a different landscape.  You can use both positive and negative numbers.  A number such as – 1,231,541 creates a different landscape than its positive counterpart, +1,231,541.  The same number will create the same landscape every time.  Vistapro supports over four billion random fractal landscapes.


Feature Size

The Feature Size buttons are the four buttons labeled 1, 2, 4, and 8.  They are related to fractal divisor values used by the fractal generation routines.  The smaller the fractal divisor, the larger the landscape features will be.  When Vistapro generates a fractal landscape, after you press Randomize Seed or enter a value into the Seed Value number field, it uses the current feature size setting.  Since these numbers represent the feature size, the fractal divisor values are the reverse.  At a setting of 1 the fractal divisor is large, therefore many small mountains are generated.  At 8 the fractal divisor is small, therefore a few very large mountains are generated.  The feature size also affects the Roughen function.


Fractal Roughness

This value controls the fractal dimension (height and roughness) of the fractal mountains.  It is used for subsequently generated fractal landscapes.  Typing in a new value does not affect the current landscape unless you regenerate it.  The default value is 100.  Larger values generate taller, rougher landscapes, smaller values generate flatter, smoother landscapes.  The Fractal Roughness also affects the Roughen function by adjusting the vertical displacement.


Placement

Click on the button, number field, or words for a description of each item.

The Object Placement control panel allows you to manually place any of the objects on the control panel into your landscape.  Simply select the object you would like to place and use the cursor on the topo map  to place a single object or paint in whole areas of the object.  Each object will have its own color.  You can also change the colors of the objects and add texture maps using the appropriate buttons.


Place Trees

The Tree function must be ON in order for you to place trees.  Click the button of the Tree Type you wish to place.  Each of the four tree types has a different color on the topo map .

Note:  The Tree function places random trees when you have tree types selected.  When you place trees these will show up IN ADDITION to the randomly placed trees.  For instance, if you turn Trees ON and select oaks in the Tree Control Panel and then manually place some pines, when you render you will have both the randomly placed oaks and your manually placed pines.  If you want ONLY the pines, turn Trees ON, but make sure none of the tree types are selected in the Tree Control Panel.

Note:  Since cacti are generally sparse, only 1 in 16 of the cacti are saguaro cacti, the rest are tiny desert bushes.  When placing cacti manually, you may have to paint a larger area just to get one or two saguaro cacti.


Place Houses

Click the button of the House type you wish to place.  Each of the four House types has a different color on the topo map .  You can also place a Road on the landscape.


Place Water and Beaches

Click on the appropriate button to draw either water or beach areas on the topo map .


Erase

Click the Erase button to undo all the objects you have placed.  A dialog box will confirm the erasure.  Any added water and beaches will not be erased because Vistapro can’t tell which were placed by hand and which were placed by the river/lake/sea functions.  However, when creating seas you are asked if you want to erase existing water features; if you answer YES, manually placed water will be erased too.


Image

Click on the button, number field, or words for a description of each item.


Flare Effects

This turns the flare effect on and off.  “Flare” refers to the fuzziness that bright objects appear to have when viewed or photographed.  This can be caused by light “leaking” or reflecting from very brightly lit areas of the retina or photographic plate, or by light being diffused by a hazy atmosphere.  Vistapro allows you to control two parameters of the flare effect, Flare Intensity and Flare Radius .  Generally you want the two settings to vary in inverse proportion to each other.  For instance, if you use a large flare radius then you want to use a small flare intensity and vice versa.  Otherwise you may get washed out flares.

This function was mainly intended for use with the sun, to make it look bright by having the light flare around it.  However any object in Vistapro can be flared.  For instance, you can change the color of the water to reds and oranges, and make it look like lava by giving it bright red and yellow flares.


Select Background

You can have Vistapro load a Targa 24 image as a background before rendering landscape images.  For example, you could load a picture of a cloudy sky as a background, turn off the Sky function in Vistapro and then render the landscape.  The clouds will be visible anywhere that the landscape doesn’t overwrite them.  The background image file should be 768x484 pixels.


Select Foreground

You can have Vistapro load a Targa 24 image as a foreground after rendering a landscape.  For example, you could load a picture of a dashboard as a foreground.  Any pixel that is black (R=0, G=0, B=0) in the image is considered transparent.  Any non-black pixel will overwrite the rendered image.  You can create 24 bit background and foreground images using a paint program.


Pixel Dithering

Dithering at the pixel level increases the apparent number of colors in the display.  Vistapro uses a dithering method which allows you to set the amount of dithering used within the display.  It can be set anywhere from no dithering to so much dithering that you no longer recognize the picture.  To set pixel dithering, type a value in the number field .  A dialog appears, asking if you wish to use Ordered or Random dithering.  Ordered dithering mixes pixels in a visible pattern.  Random dithering mixes pixels with no visible pattern.


Palette Colors

This number field displays the number of colors used by the current palette.


Lock Palette

This button locks the current color palette.  Normally, Vistapro generates the best color palette that it can for each image based on the terrain it is rendering.  Often, you may not want to wait for Vistapro to calculate a new palette when you are making minor changes to the landscape – you know that the last palette will be good enough.  Under such conditions, you may want to lock the palette to save a little time.  Many animation players do not support changing palettes from frame to frame.  This is another situation in which you would want to lock the palette.  Generally, after loading a new landscape, you should render at least one image with the palette unlocked (the Lock Palette button raised) to get a good palette for that landscape.


Load Palette

This button brings up a Windows Open File dialog box.  You can load a PCX color palette.


Palettized Display

This option displays a 256 color palette rather than direct RGB values.


Image Size

Clicking on this button pulls down a menu of different sizes for the rendered image.  The smallest is 320 x 200, and the largest is 1280 x 1024.  It’s a good idea to select a small size while you are changing things in the image to speed up rendering time, and then select a larger size for the final image.


Image Width

This number field displays the pixel width of the image.  You can change it by selecting one of the options from the Image Size button, or you can enter a number directly in the number field.


Image Height

This number field displays the pixel height of the image.  You can change it by selecting one of the options from the Image Size button, or you can enter a number directly in the number field.


Display Options

You can either view the image in realtime as it’s being drawn or have the screen refreshed once every so many seconds.  The longer the redraw interval, the faster the image will render.

Note:  If you click on the window with the left mouse button it will immediately redraw.


VR Controls

Click on the button, number field, or words for a description of each item.

The Forward (default mode), Port , Starboard , and Astern functions are designed to make four separate views from the same camera position.  These views are meant to be displayed on four separate monitors positioned at 90° angles to each other.  See Stereoscopic Settings for more information.


Forward

Forward is the normal (default) position of the camera.


Port

Port is a nautical term referring to the left.  It is used here to avoid confusion between the stereoscopic left and right.  Port is 90 degrees to the left of forward.


Starboard

Starboard is a nautical term referring to the right.  It is used here to avoid confusion between the stereoscopic left and right.  Starboard is 90 degrees to the right of forward.


Astern

Astern is a nautical term referring to the back of the boat.  Astern is 180 degrees from forward, or the exact opposite direction from forward.


Left

When the Left button is pressed, Vistapro adjusts the camera to the left by the value in the Camera Separation number field to render the view of the landscape seen by your left eye for stereoscopic viewing.

See Stereoscopic Settings for information about How to Create a Stereoscopic Image .


Right

When the Right button is pressed, Vistapro adjusts the camera to the right by the value in the Camera Separation number field to render the view of the landscape seen by your right eye for stereoscopic viewing.

See Stereoscopic Settings for information about How to Create a Stereoscopic Image .


Center

When the Center button is selected, the camera is returned to the center view position.


Camera Seperation
Camera Separation

The Camera Separation value is the distance, in meters, that the camera is shifted to the left and right when rendering stereoscopic image pairs.  It determines how far the left and right eyes (cameras) are separated from each other.

See Stereoscopic Settings for information about How to Create a Stereoscopic Image .


Image Seperation
Image Separation

The Image separation value is the distance, in pixels, that stereoscopic image pairs are offset on the screen after rendering.  See Stereoscopic Settings for information about How to Create a Stereoscopic Image .


Stereoscopic Settings

See also:  How to Create a Stereoscopic Image .

Depth perception in humans is the sum of several visual cues.  The most important of these is the fact that the left and right eyes see slightly different views.  Other factors that the brain takes into account are the size (nearby objects are bigger), the location (a nearby object appears lower in your field of view than a far away object – assuming that it is below your line of sight), relative movement (nearby objects move more relative to far away objects when your head moves), the amount of detail (you see more detail in nearby objects), color (nearby objects have more saturated colors, far away objects fade into the haze), how “cross-eyed” you have to get for both eyes’ views to converge, and how hard your eyes have to strain to focus on an object.

Several of these factors are a natural part of Vistapro’s perspective projection.  The most important one, the slightly different view each eye sees, can be simulated by Vistapro.

There are four settings in Vistapro that control the generation of stereoscopic image pairs.

1.  The Left and Right buttons set the camera to render either the left eye view or right eye view.

2.  When the Center button is selected, the camera is returned to the center view position.

3.  The Camera Separation value determines how far the left and right eyes (cameras) are separated from each other.

4.  The Image Separation is how much each image is shifted to the left or right after rendering.

This last setting is necessitated by the technique (parallel projections) that Vistapro uses to generate stereo pairs.  When you press either the Left or Right button, subsequent renderings are made with the camera shifted either left or right, respectively, from its normal centered position.  The amount of offset is the Camera Separation value in meters.  Of course, your eyes are only separated by a few inches, but in order to exaggerate the stereo effect, Vistapro uses an exaggerated camera separation.  In a typical rendering the objects nearest the camera are several tens or hundreds of meters away from the camera.  The difference in the left and right views are virtually indistinguishable from a two inch inter-ocular separation.  Vistapro uses an exaggerated camera separation to accentuate the differences in the views.  This also has the effect of making everything look closer to the camera.

We have chosen to use the parallel projection type of projection, where both the left and right eyes are pointing at an object infinitely far away, rather than a converging projection, where the eyes point in toward an object in the foreground, since it leads to less spherical distortion in resulting images.  This results in a stereo image which appears to float in front of the monitor.  This type of stereo projection works well when the entire object is visible to both eyes.  But if parts of the object (a landscape in our case) extend beyond left and right edges of the screen, your brain questions why the edges of the screen are obscuring the edges of the object in front of it.  This results in a loss of three dimensional perception.  To overcome this effect we shift the left image to the left and the right image to the right.  This results in an image which appears to be behind the screen.  Your brain now accepts the fact that the edges of the screen are obscuring the landscape behind it.  This is the Image Separation variable.

Below is a graphic representation of a stereoscopic image:


How to Create a Stereoscopic Image

Image Separation

Here are some general rules for making stereo pairs with Vistapro:

1) Set the Image Separation value so that the images are about two inches apart on the screen.  On a 14 inch monitor, at 640x480 resolution this means a value of about 70.

2)  The distance between the ground and the camera should be roughly ten times the Camera Separation .  This keeps parts of the landscape from projecting in front of the screen and disturbing the three dimensional effect.  For instance, if the camera separation is set at 10, position the camera about 100 meters above the ground.  If part of the image sticks out in front of the screen, especially near the edges, you may need to move the camera higher or farther back.

Merging left and right views

To use Vistapro’s stereoscopic display functions you must have Enable 24 Bit selected in the Image menu.  First generate a stereo pair of images as described above.  Save both images using Save Targa 24 in the Save menu.  Make sure that the palette is not locked (the Lock Palette button is not ON or down) as Vistapro needs to compute an appropriate palette for the stereo display.  Using Load Stereo from the Load menu , load the left Targa 24 file first, then the right Targa 24 file.  Vistapro will load each file and convert the images into a combined red/blue image suitable for viewing with red and blue stereo glasses.  You can save the combined image as a Targa 24, BMP 24, or PCX file.


Path

Click on the button, number field, or words for a description of each item.

This control panel gives you all the tools for creating an animation path in Vistapro.  To create the animation once you have set the path and options, go to the Animation control panel.


Create a New Path

Clicking this button will allow you to create a new path by placing nodes on the topo map .  If a path already exists it will ask you whether you wish to erase the old path.  Selecting YES will erase the old path and allow you to create a new one.  Selecting NO will cancel the new path request and leave your old path intact.


Vehicle Type

You can choose from one of the preset vehicle types or you can choose Custom and create your own.  The preset vehicle types are:

Glider

Jet

Cruise Missile

Helicopter

Dune Buggy

Motorcycle


Glider

The Glider settings enable positive banking during turns, acceleration/deceleration and pitch during dives and climbs.  The Smooth value is set very high to generate very smooth flight paths.  Since gliding is a type of flight, the path will follow the Nodes except when collision with the ground is imminent.

Jet

Cruise Missile

Helicopter

Dune Buggy

Motorcycle


Jet

The Jet model is similar to the Glider but much more aggressive.  Bank and Acceleration settings are higher than those for the Glider resulting in much more dramatic turns and dives.

Glider

Cruise Missile

Helicopter

Dune Buggy

Motorcycle


Cruise Missile

The Cruise Missile model is similar, in some ways, to the Jet .  It has very aggressive flight characteristics but maintains a constant speed.  It is a rougher ride than the Jet due to its smaller Smoothness setting.  It also flies closer to the ground.

Glider

Jet

Helicopter

Dune Buggy

Motorcycle


Helicopter

The Helicopter is a Flying model that has very little Bank and Pitch .  Its flights are fairly smooth and speed varies during dives and climbs.  Real helicopters have very complex motions that are difficult to duplicate.

Glider

Jet

Cruise Missile

Dune Buggy

Motorcycle


Dune Buggy

The Dune Buggy model rides on the ground beneath your Nodes.  You will see it hit every little bump and dip.  This model has no bank or pitch , emulating the driver's head more than the vehicle.  The driver will keep his head oriented straight up and down even when the vehicle is banking or pitching.

Glider

Jet

Cruise Missile

Helicopter

Motorcycle


Motorcycle

The Motorcycle setting is similar to the Dune Buggy but has a rougher ride. The Motorcycle will follow the ground, bouncing over bumps and dips.  It will also bank to the inside during turns.

Glider

Jet

Cruise Missile

Helicopter

Dune Buggy


Custom

Click on the button, number field, or words for a description of each item.


Air

This selects an Air vehicle such as a Jet or Helicopter .  Air vehicles tend to have smoother faster flights.  They also fly at higher elevations and tend to stay at the same elevation rather than follow the contours of the landscape.


Ground

This selects a Ground vehicle such as the Dune Buggy or Motorcycle .  Ground vehicles follow the contour of the landscape at low elevations.  They tend to be slower and bumpier as well.


Extra Pitch

You can add extra pitch to the camera by entering a number in the number field .


Smoothness

This number sets the smoothness of the camera movements.


Node Height

This number represents the height of the node (in meters) above the landscape.


Path Clearance

Path clearance represents the height (in meters) that the path will not drop below.  In other words, the path will clear the terrain by at least this amount.


Closed Loop

Selecting this option will close the path into a continuous loop by connecting the last node to the first node.  Select the button first and then create your path.  Place each node by clicking the left mouse button on the desired location.  When you have placed the last node click the right mouse button and Vistapro will close the loop.


Speed

This number represents the speed of the imaginary vehicle.  Since the camera is mounted on the vehicle, a higher speed indicates more distance between camera frames.  If the vehicle is traveling at 10 meters per second and the camera takes a picture every second, then every frame will be one meter apart.  If the vehicle is traveling at 50 meters per second and the camera takes a picture every second, then every frame will be five meters apart.


Add Node

Select this button and then click the desired location on the topo map to create a new node at that point.


Remove Node

Select this button and then click on the node you want to remove.


Edit Node

Select this button and then click on the node you want to edit.  The Manual Node Editor panel appears:


Node X

This number represents the location of the node in the X direction.


Node Y

This number represents the location of the node in the Y direction.


Node Z

This number represents the height of the node in the Z direction.


Node Speed

This number represents the speed of the Camera at this node.  You can have the Camera increase or decrease through the animation.


Enable Target

The default target for each node lies directly forward in the direction of the path.  You can change the target using the Set Target function, or set the target here manually.


Target X

This number represents the location of the target in the X direction.


Target Y

This number represents the location of the target in the Y direction.


Target Z

This number represents the height of the target in the Z direction.


Roll

You can set a roll in your animation beginning at this node.  Positive numbers create a clockwise roll, negative numbers create a counterclockwise roll.  The number represents the number of frames over which the roll occurs.  For instance, if you set the number to 5, you will have a very fast roll taking place over 5 frames of the animation.


Prior

Clicking this button takes you to the node immediately prior to this one.


Next

Clicking this button takes you to the node immediately after this one.


Set Target

Select this button, click on a node, and then click on the target for that node.


Unset Target

Select this button, then click on a node to unset the target for that node.


Add Roll

Select this button and then click on the node at which you want the roll to start.  You will be prompted to select the number of frames over which the roll occurs, and to choose a direction for the roll, either clockwise or counterclockwise.  To change the roll parameters later, select Edit Node and click on the node where the roll begins.  Nodes with rolls appear round rather than the normal square.


Remove Roll

Select this button, then click on a round node to remove the roll for that node.


Export Path

Clicking this button brings up a save window that allows you to save the script for your current path.


Preview Path

Clicking this button will preview the animation as a wire frame animation in the preview window.


Altitude Preview

This window displays the path from the side so that you can see the altitudes of the various nodes.  You can use the zoom controls to zoom in, out, or return to normal.


Frame Control Slider

This slider allows you to scroll through the animation one frame at a time.


Animation

Click on the button, number field, or words for a description of each item.


Animation Speed

This number determines the number of frames per second (fps) the animation will play.  The default is 15.  Setting the fps to 30 will make smoother animation, but it will also be much faster since it will take one half the time.


Create AVI

Clicking this button will open up a Windows Save File dialog box.  Type in a name for your animation and select the destination folder.  Note:  Make sure you save it onto your hard drive or other storage device, NOT the CD drive!  When you click OK, a Windows Video Compression Window appears:

You can choose any compressor that you have installed on your computer.  Windows 95™ generally comes with compressors such as Video1™ and Cinepak™.  When you have chosen your compressor, click OK to start the rendering process.  Vistapro will render each frame of the animation and create an AVI file.


Create FLC

This function will create a flick (.FLC) file.  Flick files have their own compression (delta compression) and can have a maximum of 8-bit color (256 colors).


Create PCX Series

Clicking this button will render each frame of the animation and place them in a series of PCX files.  It will not create an animation.


Create BMP Series

Clicking this button will render each frame of the animation and place them in a series of BMP files.  It will not create an animation.


Create JPG Series

Clicking this button will render each frame of the animation and place them in a series of JPEG files.  It will not create an animation.  JPG files have a maximum of 8-bit color (256 colors).


Create TGA Series

Clicking this button will render each frame of the animation and place them in a series of TARGA files.  It will not create an animation.


View AVI

Clicking this button will bring up a Windows Open File dialog box.  Choose the AVI file to play.


View FLC

Clicking this button will bring up a Windows Open File dialog box.  Choose the FLC file to play.


Color Control Panel

Click on a button, tab, or sub-panel of the control panel for a close-up:


Colors

All of these sliders allow you to select and mix colors.  The range of values is from 0 to 255.  The indicators on the slider thumbs are in hexadecimal whereas the number fields above the sliders are decimal.  Note:  If you set a color to true black (RGB values 0, 0, 0), that feature will be transparent.  You can make floating mountains and other interesting features this way.


Color Preview

This area previews the color for the selected object.  It allows you to instantly view changes you make.


Attributes

Click on the button, number field, or words for a description of each item:


Phong Intensity

This number determines the intensity of the Phong Hilites .  You can change the number in the number field or use the slider.


Phong Sharpness

The Phong Sharpness controls how "sharp" the Phong Hilites are.  For instance, a highly polished metal sphere would have a very high Phong coefficient/sharpness - a light shining on it would give a very small bright spot.  A less polished sphere would have a larger more diffuse bright spot, and thus a lower Phong coefficient.  You can change the number in the number field or use the slider.


Flare Intensity

This number determines the amount of the flare effect.  In general the Intensity and Radius values should be inversely proportional.  If the Intensity value is high, the Radius value should be low and vice versa.  You can change the number in the number field or use the slider.


Flare Radius

This number determines the radius of the flare effect.  In general the Intensity and Radius values should be inversely proportional.  If the Intensity value is high, the Radius value should be low and vice versa.  You can change the number in the number field or use the slider.


Terrain Roughness

Terrain Roughness is a similar control to Fractal Roughness .  However, Terrain Roughness applies to each terrain type individually, whereas the Large and Small scale fractal roughness applies globally to all terrain.  All these settings are used when Vistapro synthesizes 3D detail to be applied to the landscape.  You can change the number in the number field or use the slider.


Color Pages

The Color Pages display the colors for the different objects in Vistapro.  To change a color select the button of the feature (such as snow 4).  Adjust the Red, Green, and Blue values, the Hue, Saturation, and Value in the Color panel.  You can also Copy , Swap , and Spread colors.  You can also load a preset set of colors by selecting Load Color Scheme from the File menu .

The Colors panel is used to change the color ranges for Sky, House, Trees, Cliffs, Snow, Terrain, and Water.  These are the colors of the polygons that make up the landscape. Each of the colors are shaded and faded by Vistapro as it renders the landscape.  For example, an apple may be a uniform shade of red, but the side that faces the light is brighter than the side that faces away from the light.  The apple fades toward haze color as you move it farther into the haze.  Even though there are only a few different object colors in Vistapro, each of the colors may produce hundreds of shades.

Vistapro maps Bare, Tree and Snow colors to the landscape fundamentally by elevation.  Vistapro gives the lowest elevations Tree colors, middle elevations Bare colors and high elevations Snow colors.  The same is true for each of the four colors within each segment.  The lowest elevations are assigned the color Tree 1, slightly higher elevations Tree 2, and so forth. The designation of colors as Tree, Bare and Snow is arbitrary.  You can, for instance, make them all different shades of red for a Martian landscape, or any colors desired for an especially bizarre picture.

Vistapro uses Cliff colors for portions of the landscape where the terrain is very steep.  The color Cliff 1 is used for slightly steep regions, Cliff 2 for steeper portions and so on through the range of cliff colors.  Beach color is used for the boundary (if any) between the sea and the land.  Vistapro uses Water colors for rivers and lakes.  Water colors 1 and 2 are assigned to flat bodies of water.  Water colors 3 and 4 indicate rapids on rivers.  Waterfalls are Water 5. Ocean color is the color of the region surrounding the Elevation Model Data.  This color need not be the color of the sea or of water at all.  Depending upon the effect desired, it might be green to match the lowest landscape colors.

Sky color is simply the color of the sky.  Sky Haze is the color that the sky fades to in the distance.  Haze is the color that land and water fade to in the distance.


Copy

Make sure the Colors panel is in front (not Attributes ).  Click on the button you would like to copy the color from (i.e. Tree1).  Select the Copy button.  Click on the button you would like to copy to.


Spread

Spread will adjust the colors in a range to fade from the color on one end to the color on the other end.  Make sure the Colors panel is in front (not Attributes ).  Click on the button of the color you want to spread from (i.e. Bare 1).  Select the Spread button.  Click on the button of the color you would like to spread to (i.e. Bare 4).

Example:


Swap

Make sure the Colors panel is in front (not Attributes ).  Click on the button you would like to swap the color for (i.e. Tree1).  Select the Swap button.  Click on the button you would like to swap the color with (i.e. Tree4).


Accept

Click this button to accept your changes.  Note that once you’ve accepted the new colors there is no revert function.  You can write down the exact values of each color before you change them to be safe.  If you’ve changed colors and don’t want to keep them, click CANCEL .


Cancel

Click this button to cancel your changes and revert to the previous color palette.


Appendix A:  Fractals and Fractal Geometry

by Daniel Wolf Ph.D. (Author and Publisher of Fractal Pro, President of MegageM.)

The concept of fractal geometry is the basis of Vistapro’s capacity to generate imaginary scenes.  Many computer graphics enthusiasts have become interested in fractal graphics through programs such as Vistapro, FractalPro, and public domain Mandelbrot and scenery programs.  The popularity of fractal graphics using personal computers traces back to the appearance of stunning images of the Mandelbrot Set (a type of fractal object) on the cover of Scientific American in August of 1985.  That widespread exposure of these strangely beautiful abstract objects led many amateur and professional programmers to the original source book on fractals: “The Fractal Geometry of Nature” by Benoit Mandelbrot.  While fractals and fractal geometry have become buzz words in the computer graphics field, it is not exactly obvious what they are.  The following description is simplified, and interested students and readers should read Mandelbrot’s book on the subject.

We owe the word “fractal” to Mr. Mandelbrot, a mathematician and Fellow at IBM’s Watson research organization in New York.  Fractal refers to objects with fractional dimensions.  That is, objects which don’t really fit into the ordinary world of things like lines (one dimensional), surfaces (two dimensional) and solids (three dimensional).  Fractals are objects which fit in between these normal dimensional objects.  Mandelbrot took an interest in a long-neglected area of mathematics which originated at the turn of this century.  Some devotees of geometry at that time began to study lines which didn’t behave like ordinary lines.

If you read Mandelbrot’s book you’ll become familiar with some of the mathematical history of things like Peano curves, Hilbert curves, and Koch snowflakes.  What makes these objects so strange, and what led Mandelbrot to look deeper, are two properties: these ‘lines’ tend to fill up a two dimensional surface (they act as if they are something between lines and planes) and their appearance seems to be identical no matter how much they are magnified.  Magnified small portions of these fractal lines tend to look like the whole unmagnified line.  Odd indeed!  Mathematicians at the turn of the century tended to call such objects pathological and didn’t have a good way of integrating them into the rest of mathematics, especially geometry.  Geometry was mostly dominated by the study of well behaved, smooth, simple forms like lines, planes and solids.  Mandelbrot made a systematic study of these weird fractional dimension geometric forms and helped bring them into the mathematical fold.  Mandelbrot also showed how these objects are models of many things found in the natural world, like surface textures of mountains, coastlines of islands and branching designs of plants, trees, blood vessels and lung tubes (bronchi).

If you want a mental picture of how Vistapro exploits fractal geometry to generate natural looking land surface textures, take the following mental journey into the process of crumpling a sheet of paper:

1.  Imagine a flat triangular sheet of paper.

2.  Divide the sheet into a small number of sub-triangles.

3.  Randomly select some of the intersection points and raise or lower them (by a large amount) above the original plane of the flat sheet.

4.  Now divide the sub-triangles into smaller sub-triangles.

5.  Randomly raise and lower some of the newly created corner points like you did in step 3, but by a smaller amount than in step 3.

6.  Keep repeating steps 4 and 5, making smaller and smaller sub-triangles, and raising and lowering corner points randomly by smaller and smaller amounts at each step.

7.  Stop when you’ve reached a point where each smaller division into sub-triangles can’t make any more difference in appearance on a limited resolution display like a computer monitor.

8.  Now color all the little sub-triangles by a method which makes the highest corner points white (snow on the mountain tops), lower ones brown and green (mountain sides with trees) and the lowest ones blue (a lake at the bottom of the mountain valley).

If we perform steps 4 and 5 using some regular (non-random) technique, in the end the highly crumpled surface would be a lot like the first fractals explored by Mandelbrot; they would look similar at any degree of magnification at which they are viewed.  The introduction of randomness to the process makes them look similarly random at different degrees of magnification.

If you are interested in further exploring fractal geometry, here are some great books:

The Fractal Geometry of Nature (by B. Mandelbrot),

The Beauty of Fractals (by H. Peitgen and P. Richter)

The Science of Fractal Images (by H. Peitgen and D. Saupe).


Appendix B:  Vistapro Script Language

The use of Vistapro can be nearly completely automated through the use of Vistapro animation scripts.

Vistapro’s scripting controls allow unattended creation of multiple views of a landscape.  The most common use for scripts is the creation of animations.  Scripts are lists of camera and target positions which are landscape independent.  You can use the same script for several different landscapes or you can change the settings for the current landscape re-executing the script.  Script control allows changes to be made to the landscape without having to rebuild the script every time.  For instance, if you want to change the light source direction, or if you want to see a landscape from several views with and without water, all you have to do is make the appropriate changes and execute the proper script.  Vistapro supports many script commands which allow you to control most functions of the program from within a script file.  You can only generate these commands by editing the script file with a text editor.

Vistapro Scripts

Vistapro Script Commands


Vistapro Scripts

All Vistapro scripts must start with the line

Vista Script File

This tells Vistapro that the following ASCII text is in Vistapro script format.  If this line is missing, Vistapro will complain that the file is Not a Valid Vistapro Script File! and will not attempt to run the script.  After the first line, Vistapro script commands are listed, one command per line.

Script commands have the following form:

CommandName  argument(s)  comment

for example:

CameraX	1234	Set Camera X position to 1234
VerticalScale	1.2	Scale landscape to 1.2
Render		Render landscape

The CommandName parameter can be uppercase, lower case or mixed case, and there must be at least one space or tab character between the command name and its arguments.  Missing numerical arguments are treated as a 0.  Comments are, of course, optional. Blank lines are ignored and lines beginning with a semicolon (;) are ignored.

Blank lines are ignored and lines beginning with a semicolon are ignored.


Vistapro Script Commands

Legend

<filename>	Replace with a complete file path. (e.g. C:\VISTAPRO.SCR)
<#arg1>	Enter a numeric argument here. (e.g. 123)
<#x>	Enter an X coordinate argument here. (e.g. 123)
<#y>	Enter a Y coordinate argument here. (e.g. 123)
<#z>	Enter a Z coordinate argument here. (e.g. 123)
The script commands are organized alphabetically.  Select from the letters below to view commands:

A B

C

D

E

F

G H I

L

M N

P R

S

T

U V W


A B

AltitudeTextureHigh

AltitudeTextureLow

AltitudeTextureMedium

AltitudeTextureOff

The AltitudeTexture commands set the Texture setting to Altitude Texture, with the given level of texturization (High, Low, Medium or Off).  With altitude texturing, polygons are fractalized into smaller segments with an apparent increase in detail.  This detail looks quite realistic, but is not “true” detail, just Vistapro trying to guess what the area between data points might look like if the data were actually available.  This can produce near photographic renderings.

BackgroundFile <filename>

Loads the Targa file named <filename> as a background prior to rendering an image.  You must be sure to turn off the Sky (and possibly the Horizon) before rendering, or the sky will overwrite the loaded image.  This is used for composite rendering of images such as the moon rising behind Mt. St. Helens.  If you do not supply a file name (<filename> = “”), this command disables the Background function, the same result as the BackgroundOff command.

BackgroundOff

BackgroundOn

Turn the Background function off or on.  This determines whether or not the Targa file currently loaded as a background is drawn before rendering the next image.

Bank <#arg1>

Sets the camera bank angle, which in turn affects the Target X, Y and Z location.  If you want to turn the camera upside down, point it due east and down at an angle of 30°, use the following script commands:

Bank -180.0

Heading 90.0

Pitch -30.0

BlendOff

BlendOn

Turn blending off or on.  The BlendOn and BlendOff commands determine how much color blending is done between adjacent polygons.


C

CameraX <#x>

CameraY <#y>

CameraZ <#z>

CameraXYZ <#x> <#y> <#z>

The Camera commands set the Camera X, Y and Z locations.  These commands also adjust the Bank, Heading and Pitch.  The following example sets the Camera at (1234,1234) at elevation 1000:

CameraX 1234

CameraY 1234

CameraZ 1000

CliffThreshold <#arg1>

The Cliff Threshold is the minimum angle of the slope of terrain to be colored with the Cliff colors.  An <#arg1> value of 0 disables the drawing of cliffs.

CloudAltitude <#arg1>

The Cloud Altitude is the altitude above sea level at which clouds are drawn.  The location of the camera also affects cloud altitude.

CloudDensity <#arg1>

The Cloud Density command determines the amount of the landscape that will be converted to clouds.  A high density results in a very overcast sky and a low density results in a few small clouds.  The cloud density range is 0 – 100.

CloudHardness <#arg1>

The Cloud Hardness command determines how “puffy” or “fluffy” clouds appear.  A low value results in more texture in the clouds and a high value results in flatter looking clouds.

CloudLoad

CloudLoad tells Vistapro to use the currently loaded landscape as the pattern for generating clouds.  Typically, you would use Open Landscape or Randomize Seed to load a DEM into the topographic map, and then use CloudLoad to generate a cloud map using that landscape.

CloudNumber <#arg1>

CloudNumber generates the fractal cloud pattern with the seed <#arg1>.

CloudOff

CloudOn

Disable or enable rendering of clouds.  CloudOn and CloudOff determine whether or not clouds are rendered in the sky.

CloudRandom

CloudRandom generates a random cloud pattern.

CloudTextureOff

CloudTextureOn

Turn off or on texture (fractal detail) in clouds.


D

Default Directories

The DefaultDir commands set the default directories for various Vistapro functions.  In other words, when you select Open Landscape from the File menu, the directory displayed in the file window of the resulting file requestor is the directory specified by DefaultDirDEM (remember DEM is the same as Landscape).  At startup, before executing the startup script, Vistapro sets the default directories as follows:

DefaultDirDEM <VPDIR>\DEM

DefaultDirCMap <VPDIR>\CMAP

DefaultDirScheme <VPDIR>\SCHEME

DefaultDirCloud <VPDIR>\CLOUD

DefaultDirBinary <VPDIR>\BINARY

DefaultDirPalette <VPDIR>\PCX

DefaultDirPCX <VPDIR>\PCX

DefaultDirTarga <VPDIR>\TARGA

DefaultDirBMP <VPDIR>\BMP

DefaultDirJPG <VPDIR>\JPG

DefaultDirScript <VPDIR>\SCRIPT

DefaultDirAnim <VPDIR>\ANIM

DefaultDirForeground <VPDIR>\FOREGROUND

DefaultDirBackground <VPDIR>\BACKGROUND

DefaultDirStereo <VPDIR>\STEREO

DefaultDirIQ <VPDIR>\IQ

DefaultDirBatch <VPDIR>\BATCH

DefaultDirTexture <VPDIR>\TEXTURE

<VPDIR> is the drive and directory where the Vistapro executable is located, usually C:\VISTAPRO.  If any of the directories do not exist, Vistapro leaves the directory field blank and defaults to the current directory.

You must use the startup script (<VPDIR>\STARTUP.SCR) to change the above defaults.

DefaultDirAnim <pathname>

Sets the default directory for Vistapro to use when saving animation files.

DefaultDirBackground <pathname>

Sets the default directory for Vistapro to use when loading files to use as background images.

DefaultDirBatch <pathname>

Sets the default directory for Vistapro to use when ???.

DefaultDirBinary <pathname>

Sets the default directory for Vistapro to use when loading binary files as DEMs.

DefaultDirBMP <pathname>

Sets the default directory for Vistapro to use when loading and saving BMP files.

DefaultDirCloud <pathname>

Sets the default directory for Vistapro to use when loading and saving cloud map files.

DefaultDirCMap <pathname>

Sets the default directory for Vistapro to use when loading and saving ColorMap files.

DefaultDirDEM <pathname>

Sets the default directory for Vistapro to use when loading and saving landscape (DEM) files.

DefaultDirForeground <pathname>

Sets the default directory for Vistapro to use when loading files to use as foreground images.

DefaultDirIQ <pathname>

Sets the default directory that Vistapro looks in for the scripts used by items in the IQ menu.

DefaultDirJPG <pathname>

Sets the default directory for Vistapro to use when loading and saving JPG files.

DefaultDirPalette <pathname>

Sets the default directory for Vistapro to use when loading palettes using the Load Palette menu item.

DefaultDirPCX <pathname>

Sets the default directory for Vistapro to use when loading and saving PCX files.

DefaultDirScheme <pathname>

Sets the default directory for Vistapro to use when loading and saving color scheme files.

DefaultDirScript <pathname>

Sets the default directory for Vistapro to use when loading and saving script files.

DefaultDirStereo <pathname>

Sets the default directory for Vistapro to use when loading and saving stereographic image files.

DefaultDirTarga <pathname>

Sets the default directory for Vistapro to use when loading and saving Targa files.

DefaultDirTexture <pathname>

Sets the default directory for Vistapro to use when loading and saving Texture files.

Dither <#arg1>

The Dither setting determines how much the elevation colors overlap each other in the landscape.  A value of 0 gives sharp transitions from Tree to Bare, and Bare to Snow.  This looks very unnatural.  A value of 100 causes the elevation colors to intermix somewhat, generating a more natural looking scene.

DisableCliffs

This commands turns the cliff function off.


E

EnableCliffs

This commands turns the cliff function on.

Enlarge <#x> <#y> <#arg1>

The Enlarge command takes a piece of the landscape (one fourth of the total landscape) with the lower left corner at X=<#x>, Y=<#y> and enlarges it to fill the entire landscape.  If <#arg1>=1, Vistapro fills in the intermediate data points by interpolating (averaging) elevation points.  Otherwise, Vistapro fills in the intermediate data points by duplicating them, resulting in “fat” data points.

Erode <#arg1>

The Erode function simulates natural erosion.  The <#arg1> value is the number of iterations of the function.

ExaggerationOff

ExaggerationOn

Disable or enable exaggerated shading.  Exaggeration lightens the light areas and darkens the shadows in a landscape.


F

FieldOfView <#arg1>

The FieldOfView command sets the cameras field of view to <#arg1> degrees.  The default setting is 90°.

FocalLength <#arg1>

The FocalLength command sets the Focal Length value to <#arg1>.  The default setting is 16, which is equivalent to a 90° field of view.  At 32, the field of view is 45°.  Smaller numbers set a wider field of view and larger numbers set a narrower field of view.  This is similar to a zoom lens on a camera.

ForegroundFile <filename>

This command loads a Targa file.  This image overlays the rendered image, with black portions of the foreground image being transparent. If you do not supply a file name (<filename> = “”), this command disables the Foreground function, the same result as the ForegroundOff command.

ForegroundOff

ForegroundOn

Turn the Foreground function off or on.  This determines whether or not the Targa file currently loaded as a foreground is overlaid on the next image rendered.

FractalRoughness <#arg1>

This command sets the roughness of fractal mountains for landscapes created with GenerateFractal and for the Fractalize function.

FeatureSize1

FeatureSize2

FeatureSize4

FeatureSize8

Sets the Feature Size to 1, 2, 4 or 8.

Fractalize

The Fractalize command adds roughness to the landscape.  The amount of roughness is determined by the fractal roughness and the feature size .


G H I

GenerateFractal <#arg1>

The GenerateFractal command generates the fractal landscape which corresponds to the seed value <#arg1>.  The same seed value, with all other fractal settings also the same, always produces the same landscape.

GShadeOff

GShadeOn

Turn Gouraud shading off or on.  The GShadeOn and GShadeOff commands determine whether or not Gouraud shading is used when the landscape is rendered.

Haze <#arg1>

Sets the amount of haze between the target and the camera to <#arg1>.

Heading <#arg1>

The Heading command sets the camera heading angle, which in turn affects the target X, Y and Z location.  To turn the camera upside down, point it due east and down at an angle of 30°, use the following script commands:

Bank -180.0

Heading 90.0

Pitch -30.0

HorizonOff

HorizonOn

Turn rendering of the horizon off or on.  HorizonOff is useful when loading a background picture.

ImageSize <#arg1> <#arg2>

Sets the size of the current image to Width=<#arg1> and Height=<#arg2>.  The maximum image size is 4096x4096 or the maximum that available memory will allow.  This does not affect the monitor display size.  If the image is larger than the current display size, you can scroll around it using the arrow keys on your keyboard.


L

LandscapeSizeAuto

LandscapeSizeAuto postpones setting the topographic map size until the header of a DEM file is read.  Vistapro then sets the size of the topographic map to the size of the DEM being loaded.

LandscapeSizeHuge

LandscapeSizeHuge changes the topographic map size to Huge.  You can still load Small and Large landscapes, but they will only fill part of the topographic map area.

LandscapeSizeLarge

LandscapeSizeLarge changes the topographic map size to Large.  You can still load Small landscapes, but they will only fill part of the topographic map.  You cannot load Huge landscapes.

LandscapeSizeSmall

LandscapeSizeSmall changes the topographic map size to Small.  You cannot load Large or Huge landscapes.

LensForward

LensForward points the camera point at the target.  This is the default mode.

LensPort

LensPort points the camera to the left of the target just enough that images rendered with Port and Forward just match at the edges.

LensStarboard

LensStarboard points the camera to the right of the target just enough that images rendered with Forward and Starboard just match at the edges.

LensLeft

LensRight

LensCenter

Position the camera to render frames for stereo images.  To render left and right frames and then spawn the 3D viewer you might use:

LensLeft

Render

SavePCX c:\left.pcx

LensRight

Render

SavePCX c:\right.pcx

LensCenter

Spawn Show3D c:\left.pcx c:\right.pcx

Spawn c:\command.com /c del c:\left.pcx

Spawn c:\command.com /c del c:\right.pcx

LightingRoughness <#arg1>

Sets the value in the Rough gadget to <#arg1>.

LoadBinaryDEM <filename> <#arg1> <#arg2>

Loads the binary file <filename> as a DEM file with width = <#arg1> and height = <#arg2>.

LoadBMP <filename>

Loads a BMP file.

LoadJPG <filename>

Loads a JPG file.

LoadLandscape <filename>

This command loads the file <filename> as a DEM landscape.

LoadPCX <filename>

Loads a PCX file.

LoadTarga <filename>

Loads a Targa file.

LoadScheme <filename>

This command loads the file <filename> as the color settings used to determine how to color polygons and objects.

LockPalette

LockPalette locks the view screen’s color palette.  The LockPalette and UnLockPalette commands determine whether or not Vistapro generates a new palette for each image, or uses the same palette as for the last image it rendered.


M N

MakeLake <#x> <#y> [<#z>]

The MakeLake command starts filling a lake at the point X=<#x>, Y=<#y> on the landscape.  If <#z> is given, Vistapro attempts to fill the lake to elevation Z=<#z>.

MakeRiver <#x> <#y>

The MakeRiver command starts water flowing at the point X=<#x>, Y=<#y> on the landscape.  The river follows the terrain until it reaches sea level or the edge of the landscape.

MeanTreeDensity <#arg1>

This command sets the average tree density to <#arg1>.  The higher the number, the more trees are rendered.  This affects all trees.  To set the density trees in specific elevation zones, use the specific command for that tree elevation zone. (e.g. Tree3Density <#arg1>)

MeanTreeSize <#arg1>

This command sets the average size of rendered trees in meters.  This can be used to set all of the tree sizes at the same time.  Different tree types can be sized independently of each other using the specific tree type size commands. (e.g. TreePineSize <#arg1>)

NewPalette

The NewPalette command causes Vistapro to immediately calculate a new color palette.


P R

Pitch <#arg1>

The Pitch command sets the camera’s pitch angle, which in turn affects the target X, Y and Z location.

PixelDither <#arg1>

This commands determine how much dithering is used at the pixel level when rendering an image.

RedrawRate <#arg1>

This command sets the interval in seconds between screen redraws.

Rem <comment>

The <comment> is ignored and treated as a comment.

Render

Render, redraw and save picture.  The Render command does not take any arguments.  The following script commands set the camera location and attitude and then render an image:

CameraX 1234

CameraY 1234

CameraZ 1000

Bank 70.0

Heading 55.0

Pitch 40.0

Render

RewriteImage

This command duplicates the last image rendered without going through the process of rendering it again.  This is useful in making animations pause at a particular location, or in making “in place” animations.


S

SaveBMP <filename>

SaveJPG <filename>

SavePCX <filename>

SaveTarga <filename>

Save the current image as either a BMP, JPG, PCX, or Targa file with the name <filename>.  These are the same as the equivalent commands in the Save menu .

SeaLevel <#arg1> <#arg2>

The SeaLevel command sets the sea level to elevation <#arg1>.  If <#arg1> is below the current sea level, the landscape is lifted out of the sea.  If <#arg1> is above the current sea level, the landscape is flooded to that level and the resulting landscape elevations are lowered.  If <#arg2>=0, no waves are rendered.  If <#arg2>=1, waves are rendered.

SetAltitude <#x> <#y> <#z>

This command changes the elevation at the point X=<#x>, Y=<#y> to the value Z=<#z>.  This command does not exist in the control panels or menus.  It is a very powerful command, which allows you to actually modify the features in a landscape or even create one from a Vistapro script.

SetColorBare1 <#arg1> <#arg2> <#arg3>

SetColorBare2 <#arg1> <#arg2> <#arg3>

SetColorBare3 <#arg1> <#arg2> <#arg3>

SetColorBare4 <#arg1> <#arg2> <#arg3>

Set color Bare 1, Bare 2, Bare 3 or Bare 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorBrightness <#arg1>

Set Brightness to <#arg1>.

SetColorPalmBark <#arg1> <#arg2> <#arg3>

SetColorOakBark <#arg1> <#arg2> <#arg3>

SetColorCactusBark <#arg1> <#arg2> <#arg3>

SetColorPineBark <#arg1> <#arg2> <#arg3>

Set color bark for the four tree types to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorBeach <#arg1> <#arg2> <#arg3>

Set color Beach to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorCliff1 <#arg1> <#arg2> <#arg3>

SetColorCliff2 <#arg1> <#arg2> <#arg3>

SetColorCliff3 <#arg1> <#arg2> <#arg3>

SetColorCliff4 <#arg1> <#arg2> <#arg3>

Set color Cliff 1, Cliff 2, Cliff 3 or Cliff 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorClouds <#arg1> <#arg2> <#arg3>

Set color Clouds to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorContrast <#arg1>

Set Contrast to <#arg1>.

SetColorHaze <#arg1> <#arg2> <#arg3>

Set color Haze to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorHorizon <#arg1> <#arg2> <#arg3>

Set color Horizon to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorHouse1 <#arg1> <#arg2> <#arg3>

SetColorHouse2 <#arg1> <#arg2> <#arg3>

SetColorHouse3 <#arg1> <#arg2> <#arg3>

SetColorHouse4 <#arg1> <#arg2> <#arg3>

Set color House 1, House 2, House 3 or House 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorRoad <#arg1> <#arg2> <#arg3>

Set color Road to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorSky <#arg1> <#arg2> <#arg3>

Set color Sky to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorSkyHaze <#arg1> <#arg2> <#arg3>

Set color Sky Haze to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorSnow1 <#arg1> <#arg2> <#arg3>

SetColorSnow2 <#arg1> <#arg2> <#arg3>

SetColorSnow3 <#arg1> <#arg2> <#arg3>

SetColorSnow4 <#arg1> <#arg2> <#arg3>

Set color Snow 1, Snow 2, Snow 3 or Snow 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorPalm <#arg1> <#arg2> <#arg3>

SetColorOak <#arg1> <#arg2> <#arg3>

SetColorCactus <#arg1> <#arg2> <#arg3>

SetColorPine <#arg1> <#arg2> <#arg3>

Set color Palm, Oak, Cactus, or Pine to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorUnderHouse1 <#arg1> <#arg2> <#arg3>

SetColorUnderHouse2 <#arg1> <#arg2> <#arg3>

SetColorUnderHouse3 <#arg1> <#arg2> <#arg3>

SetColorUnderHouse4 <#arg1> <#arg2> <#arg3>

Set color –House 1, –House 2, –House 3 or –House 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorUnderTree1 <#arg1> <#arg2> <#arg3>

SetColorUnderTree2 <#arg1> <#arg2> <#arg3>

SetColorUnderTree3 <#arg1> <#arg2> <#arg3>

SetColorUnderTree4 <#arg1> <#arg2> <#arg3>

Set color –Tree 1, –Tree 2, –Tree 3 or –Tree 4 to the RGB values <#arg1>, <#arg2> and <#arg3>.

SetColorWater1 <#arg1> <#arg2> <#arg3>

SetColorWater2 <#arg1> <#arg2> <#arg3>

SetColorWater3 <#arg1> <#arg2> <#arg3>

SetColorWater4 <#arg1> <#arg2> <#arg3>

SetColorWater5 <#arg1> <#arg2> <#arg3>

Set color Water 1, Water 2, Water 3, Water 4 or Water 5 to the RGB values <#arg1>, <#arg2> and <#arg3>.

ShadowsOff

ShadowsOn

Turn shadows off or on.  When you turn shadows on, objects like large rocks or pillars cast shadows based on the location of the sun.  Trees never cast shadows.

SkyOff

SkyOn

Turns the rendering of the sky off or on.  Clouds and/or stars are rendered in the sky if the sky is selected and turned on.  Clouds and stars are not rendered if the sky is off.

Smooth

The Smooth command averages the area around each data point, smoothing out “fat” data points and steps.

SnowLine <#arg1>

SnowLine sets the lowest elevation (approximately, see Dither ) to which snow will be allowed to fall to <#arg1>.

Spawn <Program> <arg1> <arg2> …

The Spawn command runs a program as if you typed

Program <arg1> <arg2> …

at the DOS command line. Examples:

Spawn MakePath (VP3)

Spawn Viewer PIC.VAN (VP3)

Intrinsic DOS commands such as COPY and DELETE must use the following syntax:

Spawn COMMAND /C COPY SOURCE DEST

Spawn COMMAND /C DELETE FILENAME

Stretch

The Stretch command exaggerates features of the landscape, making low points lower and peaks higher.

SunAzimuth <#arg1>

The SunAzimuth command sets the direction from which the sun is shining to <#arg1> (in degrees).  An azimuth of 0° is due north, 90° is due west, 180° is due south and -90° is due east.

SunDeclination <#arg1>

The SunDeclination command sets the angle at which the sun is shining to <#arg1> (in degrees from directly overhead).  An angle of 30° is high in the sky, 45° is halfway up the sky, 60° is a morning or evening sun, and 90° is sunrise or sunset.


T

TargetX <#x>

TargetY <#y>

TargetZ <#z>

TargetXYZ <#x> <#y> <#z>

The Target commands set the target X, Y and Z locations.  These commands also adjust the bank, heading and pitch.  The following example sets the Target to (4567,4567) at elevation 0:

TargetX 4567

TargetY 4567

TargetZ 0

TextureOff

Turns off texturization of the landscape surface.

Tree1CactusOff

Tree1CactusOn

Turns Cactus off or on at elevation Tree 1.  You may substitute any of the four elevation numbers (1, 2, 3, or 4) to turn Cacti Off or On for that elevation.

Tree1Density <#arg1>

Tree2Density <#arg1>

Tree3Density <#arg1>

Tree4Density <#arg1>

Sets the density of trees at elevation Tree 1, 2, 3, or 4 to <#arg1>.

Tree1None

Tree2None

Tree3None

Tree4None

Don’t render trees of any type at elevation Tree 1, 2, 3, or 4.

Tree1OakOff

Tree1OakOn

Turn Oak trees off or on at elevation Tree 1.  You may substitute any of the four elevation numbers (1, 2, 3, or 4) to turn Oaks Off or On for that elevation.

Tree1Off

Tree2Off

Tree3Off

Tree4Off

Don’t render trees of any type at elevation Tree 1, 2, 3, or 4. This is the same as TreeXNone.

Tree1PalmOff

Tree1PalmOn

Turn Palm trees off or on at elevation Tree 1.  You may substitute any of the four elevation numbers (1, 2, 3, or 4) to turn Palms Off or On for that elevation.

Tree1PineOff

Tree1PineOn

Turn Pine trees off or on at elevation Tree 1.  You may substitute any of the four elevation numbers (1, 2, 3, or 4) to turn Pines Off or On for that elevation.

Tree2D

Render two dimensional trees.

Tree3D

Render three dimensional trees.

TreeCactusAll

TreeOakAll

TreePalmAll

TreePineAll

Turn on That tree type at all elevations and turn off all other tree types.

TreeCactusSize <#arg1>

TreeOakSize <#arg1>

TreePalmSize <#arg1>

TreePineSize <#arg1>

Set the size of the tree type at all elevations to <#arg1>.

TreeDensity <#arg1>

The TreeDensity command sets the average tree density to <#arg1>.  The higher the number, the more trees are rendered.  This affects all trees.  To set the density of trees at specific elevations, use the specific command for that elevation zone. (e.g. Tree3Density <#arg1>)

TreeDetailHigh

TreeDetailLow

TreeDetailMedium

TreeDetailUltra

The TreeDetail commands set the detail level of three dimensional trees to High, Low, Medium or Ultra.

TreeLeavesOff

TreeLeavesOn

Enable or disable Leaves on three dimensional trees.

TreeLine <#arg1>

Sets the highest elevation (approximately, see Dither) to which trees will be allowed to grow to <#arg1>.

TreeNone

Turn off all tree types at all elevations.

TreeOff

TreeOn

These commands disable and enable the rendering of trees without changing any of the tree settings.

TreeSize <#arg1>

Sets the average size of rendered trees in meters.  This can be used to set all of the tree sizes at the same time.  Different tree types can be sized independently of each other using the specific tree type. (e.g. TreePineSize <#arg1>)


U V W

UnLockPalette

UnLockPalette unlocks the view screen’s color palette.  The LockPalette and UnLockPalette commands determine whether or not Vistapro generates a new palette for each image, or uses the same palette as for the last image it rendered.

VerticalScale <#arg1>

The Vertical Scale command multiplies each elevation point by the scale value <#arg1>.  If the result is greater than 32767, the elevation point becomes negative, going below sea level.

WaveAmplitude <#arg1>

This number sets the height (or amplitude) of the waves.  Set the number <#arg1> as a percent of the Wave Length

WaveLength <#arg1>

This number sets the length of the waves in meters.

WavePhase <#arg1>

This number sets the phase of the waves.  Set the number <#arg1> as a percent of the Wave Length

WaveSource <#arg1>

This command sets the direction from which the waves travel.  The number <#arg1> is in degrees.

WaveSpeed <#arg1>

This command sets the number of frames per cycle for an animation.  See Wave Speed .


Appendix C:  Glossary

AI

Antialiasing

BMP

Caldera

DEM

Digital Elevation Model

Dithering

Fractal

Haze

JPG

Node

Olympus Mons

PCX

Phong Hilites

Polygons

Ray Tracing

Session

Targa

Texture Map

Topography

Topology

USGS


AI

Artificial Intelligence. The ability of a program to incorporate expert judgement enabling it to imitate intelligent decision making.


Antialiasing

Computer generate images use discrete pixels to represent a "continuous" world.  This can lead to stair stepping effects on the edges of objects that would otherwise have smooth edges.  The term antialiasing refers to methods used to eliminate these anomalies or aliasing.  For example a simple line segment drawn from top left (A) to bottom right (B) might look like:

1)     A****

2)          *****

3)               ****B

In this diagram each character represents a pixel.  The line should run smoothly from A to the B but since the computer can only draw to fixed pixels the line appears stair stepped.  Vistapro uses an over-rendering technique to generate a smoother line (and edges of objects).  When you enable antialiasing, Vistapro renders an image that's larger than the requested size and then averages blocks of pixels to create the final output.  This lends a more photographic, antialiased, appearance.


BMP

BMP is a 24 bit graphic file format used on IBM compatible computers.  The BMP 24 was designed by Microsoft™ for use with Windows.  Many Windows programs use this image file format.  BMP files have the extension .BMP.


Caldera

The crater at the top of a volcano.


DEM

A DEM (Digital Elevation Model) is a model of a landscape reduced to three dimensional digital coordinates (x, y, and z).  You can load a DEM file from the File menu in Vistapro or you can simply drag and drop the file onto the Vistapro application icon.


Digital Elevation Model

A Digital Elevation Model is a model of a landscape reduced to three dimensional digital coordinates (x, y, and z).  It is commonly abbreviated as DEM.


Dithering

Dithering is a program function which blurs the boundaries between polygons  in order to more closely simulate realism in landscape creation.  Pixel dithering is a technique used at the pixel level to create the illusion of more colors than can actually be displayed.  This is done by intermixing, or “dithering,” pixels of different colors.


Fractal

Most math deals with whole numbered dimensions.  One dimension is a line.  Two dimensions constitute a plane.  Three dimensions constitute a solid.  Four dimensions constitute a space-time solid and so on.  Fractals deal with non-whole numbered dimensions.  Fractal geometry is capable of producing pictures which are remarkably similar to natural phenomena, particularly geological shapes.

See Appendix A:  Fractals and Fractal Geometry


Haze

Haze is the atmospheric occlusion that increases with the distance between the eye and the target.


JPG

JPG is a standard graphic file format used on IBM compatible computers.  JPEG uses compression.  The lower the rate of compression, the higher the quality of the image will be.


Node

A Node is a point on an Animation path that the path passes through.  Adding, removing, or moving Nodes changes the course of the path.  You can adjust settings at a Node such as the Target, Rolls, and X Y Z coordinates (See Edit Node ).


Olympus Mons

A volcano on Mars.  Olympus Mons is an extremely vast feature.  The base of the volcano covers an area the size of Nebraska.  Olympus Mons also has a feature which is unique within the solar system.  The base of the volcano is well within the thin atmosphere of Mars.  The peak of the volcano is virtually above the Martian atmosphere, allowing launch to orbit by magnetic acceleration.  A tramway could be constructed from the base of Olympus Mons to the summit.  Liquefied carbon dioxide, water, hydrogen and oxygen (condensed from the atmosphere) could then be transported for magnetic rail launch into orbit at the top.  A return from space could be accomplished with aero-braking.  Therefore, Olympus Mons could become the basis for a Martian space transportation system which would not require rockets.


PCX

PCX is a standard 256 color graphic file format used on IBM compatible computers.


Phong Hilites

Phong hilites are the "bright spots" you see on shiny objects (named after Phong Bui-Tuong who developed it).  This is actually the reflection of the light source off the surface of the objects.  Without these shiny spots objects appear very "flat,” not glossy. Vistapro allows you to control two parameters of Phong hilites, the intensity (brightness of the reflection), and the sharpness (the size of the spot).

Consider a sphere made of a highly polished metal.  When the sun shines on it you see a very small and very bright shiny spot.  A less polished metal sphere might have a larger, but still very bright spot.  A plastic sphere might have an even more diffuse, less intense spot.  A sphere made of clay may have no bright spot at all.


Polygons

A Polygon is a two dimensional shape having at least three linear sides.  It is the basic geometric unit with which Vistapro renders landscapes.  It is one way to render images.  Another method is Ray Tracing .


Ray Tracing

A method of image generation in which a hypothetical ray of light is projected, reflecting off the target and ultimately colliding with the camera.


Session

A session file (.V4S) contains all the information of the DEM including all the settings, colors, and animation settings.  A session will save your trees, your water, your custom color settings, clouds, and so on.  It saves everything.  You can load a Session file from the File menu in Vistapro or you can simply drag and drop the file onto the Vistapro application icon.


Targa

Targa is a 24 bit graphic file format used on IBM compatible computers.  Targa 24 was designed by ATT for use with its Targa video cards.  Targa 24 files have the extension .TGA.


Texture Map

A texture map is a picture that is tiled onto the surface of some object.  An object can be though of as a wire frame that is covered with a “skin” of some texture.  In Vistapro, texture maps can be used on the ground, water, sun and moon, and so on.


Topography

The science of drawing maps representing the surface features of a region.


Topology

The study of shapes.


USGS

United States Geological Survey.  The USGS has created three dimensional maps of much of the United States, some undersea landscapes and some extra terrestrial landscapes.  Much of the work done by USGS is in the public domain and can be adapted for use with Vistapro.


Appendix D:  Vistapro and 3D Studio Integration

The following explanations assume that you own a registered copy of and have a working knowledge of 3D Studio by Autodesk.

You can now have your 3D Studio objects in a Vistapro rendering.  While the explanations below reference 3D Studio (referred to hereafter as 3DS), any 3D renderer that imports .DXF files can benefit from this feature.

There are two methods to integrate Vistapro landscapes with 3DS objects.  The first method uses 3DS to render everything; the second method uses Vistapro to render the landscape, and 3DS to render the objects.  Both methods can be used to produce composite animations.

Method 1 Explanation

Method 1 Example

Method 2 Explanation

Method 2 Example


Method 1 Explanation

Making a .DXF from a DEM

From Vistapro, save a DXF file (polyface mesh) by selecting the Save DXF menu item from the Save menu.  3D Studio does not normally smooth shade between the separate sub-sections.  Vistapro takes care of this by overlapping the sub-sections by a small amount to overcome the limitation.  If you plan to use Gouraud or Phong shading in 3DS, answer Yes to the “Overlap seams for smooth shading” prompt.

Vistapro saves only the landscape , not the Session .

Size considerations

DXF files require about 250 bytes per point in the object(s).  A small Vistapro landscape will be about 15 megabytes.  A huge landscape can be as big as 250 megabytes!

Hint: As soon as you import a .DXF into 3DS, save it as a .3DS file (they’re smaller and load much faster).

Making Texture Maps

Another useful Vistapro function for 3DS users is the ability to save texture maps as Targa files.  The texture maps contain the colors that Vistapro would have assigned to each ground patch as it renders.  The colors from the Color Control Panel are sent to the texture map exactly as Vistapro would have placed them on the landscape.  The texture map does not contain shading or haze information since 3DS provides these when it renders the landscape.  The texture map also does not contain any fractal detail that Vistapro would have added when one of the Texture modes is enabled.  The texture map contains any rivers, lakes, and seas that appear on the landscape.

Texture Map Hint 1:  If you export a Small landscape as a DXF file and need a texture map with more detail than Save Texture Map provides, try using the same landscape Enlarged to a Large or Huge area and save the texture map from there.  This creates a 512x512 or 1024x1024 texture map.  For example, load a Small landscape. Save a DXF file as desired. Use the Enlarge All function in the Manipulation control panel to enlarge the landscape to Large and again to Huge.  Now select Save Texture Map to save a 1024x1024 texture map.

Texture Map Hint 2: If you need an even larger texture map, place the camera high above the center of the landscape (to reduce parallax, 100,000 meters works well) and point it straight down. Adjust the Focal Length of the camera so that the landscape just fills the entire image area.  If the camera is at 100,000 meters and you’re using a Small landscape, a focal length of 410 to 420 is about right.  Set the image size to the desired size of the texture map (as much as 4096x4096).

You may also want to set the sun Declination to 90° (straight up), the Contrast setting to 0 and the Haze value to 0.  This eliminates haze and reduces the shading information in the resulting image (3DS will take care of these when it renders the landscape).

You don’t need to use a Large or Huge landscape, just use Vistapro’s Texture functions to provide detail.  Note that very large image sizes require lots of disk space and rendering time.  This method will give slightly distorted texture maps that may not match the landscape exactly.  If the landscape has a lot of relief you might try reducing the Vertical Scale to reduce the distortions.

Method 1 Example


Method 1 Example

Requirements:  Vistapro 4.0 and 3D Studio release 2 or better.  In this example the Crater Lake DEM is converted to a DXF, and a Vistapro generated texture map is assigned to it.

1.  From Vistapro, select Open Landscape from the File menu and select CRATERLA.DEM (Crater Lake, OR).

2. Convert the DEM to DXF: Select Elevations as DXF from the Export menu .  Save the DXF as CRATERLA.DXF in your 3DS MESHES subdirectory.  When Vistapro asks for a Subsample Rate” use “2” (This will reduce the size of the DXF to something bearable).

3. Make a Lake (optional): Click on the Lake button, then click on one of the green elevations in the crater.  Vistapro fills the basin with water from the selected elevation downward.

4. Create a texture map: Select Ground Colors as TGA from the Export menu . and save a texture map as CRATERLA.TGA in your 3DS MAPS subdirectory.

5. Quit from Vistapro and load 3DS.  Select Load, click on *.DXF, and select the CRATERLA.DXF file.  At the Loading DXF File dialog and turn off the Unify Normals switch.  If you forget to do this, you can fix the imported DXF by selecting Surface>Normals>Object Flip and clicking on the mesh object.

6. Creating the Vistapro material:  Press F5 to open the Materials Editor.  Select CRATERLA.TGA as a texture map of strength 100%, and select Gouraud Coloring .  Put the material into the current library as CRATER LAKE.

7. Apply the correct mapping coordinates: Press F3 to return to the 3D Editor.  Select Surface>Mapping>Type>Planar.  Select Surface> Mapping>Adjust>View Align and click on the Top viewport.  Enlarge the Top viewport to full screen.  Zoom in on the upper left corner of the landscape and turn on Snap by pressing the S key.  Select Surface>Mapping>Adjust>Region Fit.  Press and hold the Ctrl key, then click on the upper left corner of the mesh object.  Drag the mouse to the right while holding down the left mouse button and the Ctrl key until the edge of the mapping icon matches the right hand edge of the mesh.  Release the mouse button and Ctrl key.  Select Surface>Mapping> Apply Obj., then click on the mesh object.

8.  Assign the material to the imported DXF: Select Surface>Material> Choose and select the CRATER LAKE material.  Select Surface>Material> Assign>Object and click on the mesh object.  Add some lights and a camera, and you’re ready to render.

Method 2


Method 2 Explanation

Export a landscape (DEM) as a DXF from Vistapro using the Elevations as DXF selection in the Export menu.  Use the DXF as a “matte” object in 3DS with a Vistapro generated background.  Since a matte object is transparent to the background, and opaque to other objects, objects appear from behind mountains.  For a more detailed explanation of matte objects, look up Matte Object button in your 3DS Reference Manual index.  Set up camera position(s) in 3DS based on the Vistapro exported DXF.  From the keyframer, save the camera positions as a VUE file.  Run the VUE2SCR program to convert the 3DS camera positions into a Vistapro script.  From Vistapro, generate the background image(s).  Using 640x480 as the image size for both 3DS and Vistapro is recommended because the aspect ratios are the most similar between the two programs at this setting.  From 3DS, select the DEM object(s), and turn on the Matte setting in the object attributes dialog box.  Set your background image to the Vistapro rendered Targas.  The finished renderings will be a composite of Vistapro landscapes with 3DS objects.

Hints: Keep in mind that Vistapro trees are not part of the saved .DXF.  3DS won’t know about them and can’t make them matte objects.  Vistapro’s Altitude Texturing fractalizes the DEM while it renders.  This makes for a slightly different background image than the matte object, which generates a hole between the object and the landscape.  Since the purpose of animation is to induce a feeling of motion, most frames will be moving too quickly for anyone to notice the holes.  If you really like using Altitude Texturing and can’t live with the holes, use something like Autodesk Animator Pro to fix the frame(s) manually.

Method 2 Example


Method 2 Example

Requirements:  Vistapro 4.0, 3D Studio release 2 or better and a VESA compatible SVGA video card capable of 640x480 resolution.

1.  Load a DEM:  From Vistapro, select Open Landscape from the File menu and select HALFDOME.DEM (Half Dome at Yosemite, CA).

2.  Convert the entire DEM to DXF:  Select Elevations as DXF from the Export menu and save the DXF as HALFDOME.DXF in your 3DS MESHES subdirectory.  We’ll use this file for camera placement.

3.  Convert a small chunk to DXF:  Click on the Bound Button , and select the area around the middle of the landscape. Select Elevations as DXF from the Export menu and save the DXF as HALF1.DXF in your 3DS MESHES subdirectory.  We’ll use this file to “block” an object.

4.  Load the whole DEM DXF into 3DS:  Quit from Vistapro and load 3DS.  Select Load, click on *.DXF, and select the HALFDOME.DXF file.  At the Loading DXF File dialog, turn off the Unify Normals switch.  If you forget to do this, fix the imported DXF by selecting Surface>Normals>Object Flip and clicking on the mesh object.

5.  Load the chunk DXF into 3DS:  Select Merge, deselect all but Mesh Objects, click on OK.  In the file dialog box, click on *.DXF, and select the HALF1.DXF file.  At the Loading DXF File requester, turn off the Unify Normals switch.  Notice that the chunk is placed in the correct position.  Again, if you forget to do this, fix the imported DXF by selecting Surface>Normals>Object Flip and clicking on the mesh object.

6.  Add an omni light somewhere above the landscape (this will be the sun).  Set up your camera so that you are viewing the chunk, preferably from the valley looking up.  Change the User view to a Camera viewport.

7. Merge in the mesh object EYEBALL.3DS and place it on the other side of the chunk.  Note: Since many Vistapro DEMs are 30 meters between vertices, most objects will be infinitesimal in comparison to the DEM.  (You can change the scale in the Sample Spacing function.)  Select by name the Eyeball object and 3D Scale it with Modify>Object>3D Scale.  Adjust the camera so that the Eyeball is behind the chunk.  Once the camera position is set to your satisfaction, delete the entire DEM mesh.  Here are some sample coordinates (all values are approximate):

   Camera  Target  Eyeball

X   2479       4119      5751

Y   1749       2413      3921

Z   4680       3909      2684

8.  Change the chunk into a matte object:  Select Modify>Object>Attributes and click on the Matte Object button.

9.  Save the current scene:  Select Save, and save the scene as HALFEYE.3DS.

10.  Press F4 to open the Keyframer.  Change the User view to a Camera viewport. Select Render>Setup>Make .VUE, click on the camera viewport and, at the Render Animation dialog box, click on the Single button for one frame.  At the Save Animation dialog box, name the file .VUE. 11.Quit from 3DS, and go to the Vistapro directory.  At the DOS prompt, type VUE2SCR HALFEYE.VUE SCRIPT\HALFEYE.SCR.  Answer Y to the Include focal lengths? prompt.

12.  Load Vistapro.  Select Open Landscape from the File menu and load the HALFDOME.DEM.  Click on the Light tab, then the Light Source button.  Place the sun as close as you can to the omni light position. Select 640x480 from the GrMode menu. Select Poly 1.  There is a considerable amount of freedom here to change color maps, texturing methods, shading, etc.

13. Select Create TGA Series from the Animation panel and run the HALFEYE.SCR script.  When Vistapro asks for a Base Pic Name, give it the name EYE (Vistapro only uses three characters for a base name).  Vistapro will start rendering based on the camera position(s) from the converted VUE file.  Note that you can cycle through steps 13 and 14 until you are happy with the background.

14.  Before leaving Vistapro, save your work as a Session .  Select Save Landscape from the File menu and save the session as EYE.V4S.

15.  Quit from Vistapro and load 3DS.  Load the HALFEYE.3DS.  Select Render> Setup>Background, pick Bitmap, and select \VISTAPR\TARGA \EYE00000.TGA as the background image.  Select Render>Setup>Options, select 640x480 as the output size.  Select Targa as the output type.  Select Render>View, and click on the Camera’s viewport.  Click on the Disk button, then click on the Render button.  Answer the dialog box for file with HALFEYE.TGA.  The above technique can be used for animations as well as stills.  Note: If you have a large animation with many objects, hide all of the objects before saving the .VUE file.  This will speed the creation of the .VUE file because 3DS only writes information in the .VUE file about visible objects and camera positions.