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RENDER(1)							     RENDER(1)

NAME
       render - Raster3D molecular graphics package rendering program

SYNOPSIS
       render < infile.r3d > outfile.png

       render -png < infile.r3d > outfile.png

       render -avs < infile.r3d > outfile.avs

       render [-quality NN] -jpeg < infile.r3d > outfile.jpeg

       render -tiff outfile.tiff < infile.r3d

       render -sgi [outfile.rgb] < infile.r3d

       Render  reads an ascii file consisting of several header lines followed
       by individual object descriptors.  The objects  are  rendered  using  a
       fast  Z-buffer  algorithm  to  produce a high quality pixel image which
       contains one light  source,  additional	non-shadowing  light  sources,
       specular highlighting, transparency, and Phong shaded surfaces.	Output
       is to stdout [or optional file] in the form of a pixel  image  with  24
       bits of color information per pixel.  The default output format is PNG.

OPTIONS
       -aa

	    Force anti-aliasing (SCHEME 4)

       -alpha

	    Force  output  of  transparency  information (SCHEME 0). This only
	    works if the output image format supports an alpha	channel	 (AVS,
	    TIFF, but not JPEG). Note that this turns off anti-aliasing.

       -avs [outfile.avs]

	    By	default	 render will produce an PNG image on stdout.  The -avs
	    flag will cause it to output an AVS image file instead, or	stream
	    the output to stdout if no file is specified.

       -bg white|black|#RRGGBB

	    Set background color. #RRGGBB is a hexadecimal number representing
	    the red, green and blue components.

       -draft

	    Turn off anti-aliasing (SCHEME 1) to increase rendering speed.

       -fontscale

	    Only meaningful in conjunction with the -labels option.   Modifies
	    the	  interpretation   of  font  sizes  during  label  processing.
	    Defaults to -fontscale  3.0,  which	 will  generate	 images	 whose
	    labels  are	 at  the correct nominal font size when printed at 300
	    dpi.  For images to be viewed on the screen, you probably want  to
	    set -fontscale 1.

       -gamma GG

	    Apply gamma correction to output image.

       -help

	    Prints a short summary of command line options.

       -invert

	    Invert image top-to-bottom. This may be necessary if you are using
	    some odd viewing program.

       -jpeg [outfile.jpeg]

	    By default render will produce an PNG image on stdout.  The	 -jpeg
	    flag  will cause it to output a JPEG image file instead, or stream
	    the output to stdout if no file is specified.

       -labels

	    Process labels (object types 10, 11, 12) and include them  in  the
	    rendered image.

       -png [outfile.png]

	    This  is now the default output format.  The -png flag will stream
	    the output to stdout if no file is specified.

       -quality

	    Only meaningful in conjunction with -jpeg option; sets the quality
	    (compression level) of the output image.  Allowable values 1 - 100
	    (default 90).

       -[no]shadow

	    Turn shadowing on or off.

       -size HHHxVVV

	    Override the  image	 size  parameters  (NTX,NTY,NPX,NPY)  in  file
	    header  and	 produce an output image that is exactly HHH pixels in
	    the horizontal and VVV pixels in the vertical.

       -sgi [filename.rgb]

	    Only if compiled with  -DLIBIMAGE_SUPPORT.	 The  -sgi  flag  will
	    cause render to output an SGI libimage style *.rgb file instead of
	    writing to stdout.	The filename defaults to render.rgb, but spec‐
	    ifying a file on the command line will override this default.

       -tiff filename

	    Only  if  compiled with -DTIFF_SUPPORT.  The -tiff flag will cause
	    render to output a TIFF image to the  specified  file  instead  of
	    writing to stdout.

       -transparent

	    (same  as  -alpha).	  Force	 output	 of  transparency  information
	    (SCHEME 0). This only works if the output image format supports an
	    alpha  channel (AVS, TIFF, but not JPEG). Note that this turns off
	    anti-aliasing.

       -zoom ZZ[%]

	    Rescale image by factor ZZ (ZZ% if the % sign is present).

HEADER RECORDS
       TITLE
	    Anything you like, up to 80 characters.

       NTX,NTY
	    Number of "tiles" in each direction. (The image is rendered piece‐
	    meal  by  dividing	it  into  an  array  of equal size rectangular
	    tiles.) The width of the output image  in  pixels  is  NTX*NPX  by
	    NTY*NPY.  The  speed  of the program is sensitive to the number of
	    tiles. However, as a convenience you can set NPX and NPY  to  zero
	    and	 use  NTX,  NTY to provide the net size of the output image in
	    pixels.  In this case the program will choose the number of	 tiles
	    itself so that you don't have to worry about it.

       NPX,NPY
	    Number  of computing pixels per tile in each direction.  Maximum =
	    36 (MAXNPX, MAXNPY in render.f). If you set NPX and NPY  to	 zero,
	    the	 program  will use NTX and NTY as the net size of the image in
	    pixels.

       SCHEME
	    Pixel averaging (anti-aliasing) scheme. Anti-aliasing reduces  the
	    jaggedness of edges at the cost of additional computation.
	     0 no anti-aliasing, include alpha blend (matte) channel
	     1 no anti-alaising, no matte channel
	     2 anti-alias by averaging 2x2 block of computed pixels for
	       each output pixel. Resulting image dimensions are 1/2 of
	       the nominal requested size.
	     3 anti-alias by averaging 3x3 block of computed pixels for
	       each 2x2 block of output pixels. Resulting image
	       dimensions are 2/3 of the nominal requested size.
	       (obsolete - use scheme 4 instead)
	     4 anti-alias as in scheme 3, but output image dimensions
	       are exactly as requested.

	    I.e. schemes 0, 1, and 4 produce a NTX*NPX by NTY*NPY pixel image;
	    scheme 3 produces a (2/3)NTX*NPX by (2/3)NTY*NPY image.  Scheme  3
	    requires  NPX  and	NPY  to	 be  divisible	by 3.  Schemes 2 and 4
	    require NPX and NPY to be divisible by 2.

       BKGND
	    Background colour (red, green, and blue components,	 each  in  the
	    range 0 to 1).

       SHADOW
	    T to calculate shadowing within the scene, F to omit shadows

       IPHONG
	    Phong  power (e.g., 25) for specular reflections.  A smaller value
	    results in a larger spot.

       STRAIT
	    Straight-on (secondary) light source  contribution	(e.g.,	0.15).
	    The	 primary  light source contribution (see also SOURCE below) is
	    given by PRIMAR = 1 - STRAIT.

       AMBIEN
	    Ambient reflection quantity (e.g., 0.05).

       SPECLR
	    Specular reflection quantity (e.g., 0.25).	The diffuse reflection
	    quantity  is  given	 by DIFFUS = 1 - (AMBIEN+SPECLR).  Ambient and
	    diffuse reflections are chromatic, taking on the specified	colour
	    of each object, whereas specular reflections are white.

       EYEPOS
	    You	 can  think of the image produced by Raster3D as corresponding
	    to a photograph taken by a camera placed a certain	distance  away
	    from  the objects making up the scene. This distance is controlled
	    by the EYEPOS parameter.  EYEPOS = 4 describes a perspective  cor‐
	    responding	to  a viewing distance 4 times the narrow dimension of
	    the described scene.  EYEPOS = 0 disables perspective.

       SOURCE
	    Primary light source position (e.g., 1 1  1).   This  is  a	 white
	    light  point  source at infinite distance in the direction of this
	    vector (see note on co-ordinate convention below).	The  secondary
	    light  source  is  always  haed-on.	 Only the primary light source
	    casts shadows.

       TMAT Homogeneous global transformation for input objects,  given	 as  a
	    4x4	 matrix	 on 4 lines just as you would write it if you intended
	    it to be a postfix (suffix) operator.  The upper left  3x3	subma‐
	    trix expresses a pure rotation, the lower left 1x3 submatrix gives
	    a translation, the upper right 3x1 submatrix should be zero	 (oth‐
	    erwise  extra  perspective	is  introduced),  and  the lower right
	    scalar produces global scaling.  Coordinate vectors [x  y  z]  are
	    extended  with  a  1 to make them homogeneous, and then postmulti‐
	    plied by the entire matrix;
	     i.e., if
		  [x' y' z' h'] = [x y z 1][TMAT],
	     then the ultimate co-ordinates are
		  [x" y" z"] = (1/h')[x' y' z'].

       INMODE
	    Object input mode (1, 2, or	 3),  where  mode  1  means  that  all
	    objects  are triangles, mode 2 means that all objects are spheres,
	    and mode 3 means that each object will be  preceded	 by  a	record
	    containing a single number indicating its type.  The Raster3D pro‐
	    grams always use mode INMODE 3.
	     type 1 = triangle
	     type 2 = sphere
	     type 3 = round-ended cylinder
	     type 4   (not used)
	     type 5 = flat-ended cylinder
	     type 6 = plane (triangle with infinite extent)
	     type 7 = normals at vertices of previous triangle
	     type 8 = material properties for subsequent objects
	     type 9 = terminate previous material properties
	     type 10/11/12 = reserved for label processing
	     type 13 = glow light source
	     type 14 = quadric surface
	     type 15 = do not apply TMAT to subsequent objects
	     type 16 = global rendering properties
	     type 17 = colors for vertices of preceding triangle or cylinder
	     type 0 = end of input file

       INFMT or INFMTS
	    Object input format	 specifier(s).	 Normally  *  for  free-format
	    input.

       SAMPLE HEADER

	 Title (This is a 1280x1024 pixel anti-aliased image)
	 80 64	   tiles in x,y
	 24 24	   pixels (x,y) per tile
	 3	   anti-aliasing level 3;  3x3->2x2
	 0 0 0	   black background
	 F	   no shadows cast
	 25	   Phong power
	 0.25	   secondary light contribution
	 0.05	   ambient light contribution
	 0.25	   specular reflection component
	 4.0	   eye position
	 1 1 1	   main light source (from over right shoulder)
	 1 0 0 0   TMAT matrix describing
	 0 1 0 0	input coordinate transformation
	 0 0 1 0
	 0 0 0 0.6 enlarge by 40% (smaller scalar -> bigger objects)
	 3	   mixed objects
	 *	   (free format triangle descriptors)
	 *	   (free format sphere descriptors)
	 *	   (free format cylinder descriptors)

FILE INDIRECTION
       At  any	point in the input stream to render where an object descriptor
       would be legal, it is also legal to insert a line beginning  with  `@'.
       In  this case the remainder of the line is interpreted as the name of a
       file from which further input is taken. This mechanism makes it	possi‐
       ble to re-use standard objects in multiple rendered scenes, e.g.	 a set
       of bounding planes or  standard	definitions  of	 material  properties.
       When input from this level of file indirection is terminated by encoun‐
       tering an object descriptor of type 0, control returns to the  previous
       input stream. Multiple levels of file indirection are possible.

       Files  are  first searched for in the current directory. If this search
       fails, they are sought relative to the library directory	 specified  by
       the environmental variable R3D_LIB.

RASTER3D OBJECT TYPES
       For  Raster3D  object  types and object descriptor formats, see the man
       page for r3d_objects.

ERROR MESSAGES
       Some error messages may be safely ignored.

	    Possible shadowing error NSXMAX= xxx

       This is most usually caused by an object which projects far out of  the
       field of view, for example a plane surface. In most cases the shadowing
       "error" refers to a shadow which lies outside of	 the  image  entirely.
       However,	 if your image does in fact contain missing or truncated shad‐
       ows you can overcome this problem by re-compiling  the  render  program
       with larger values of NSX and NSY as indicated by the error message.

SOURCE
       web URL:
	    http://www.bmsc.washington.edu/raster3d/raster3d.html

       contact:
	    Ethan A Merritt
	    University of Washington, Seattle WA 98195
	    merritt@u.washington.edu

SEE ALSO
       HTML and PostScript documentation
	r3d_objects(l),	 avs2ps(l),  rastep(l),	 rods(l), ribbon(l), balls(l),
       stereo3d(l)

AUTHORS
       Originally written by David J. Bacon.
	Extensions, revisions, and modifications by Ethan A Merritt.

Raster3D V3.0		       14 December 2010			     RENDER(1)
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