User manual ADOBE ATMOSPHERE
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Manual abstract: user guide ADOBE ATMOSPHERE
Detailed instructions for use are in the User's Guide.
[. . . ] Adobe Atmosphere
®
TM
User Guide
Adobe Atmosphere
®
TM
User Guide
©2003 Adobe Systems Incorporated. Adobe® AtmosphereTM User Guide for Windows® If this guide is distributed with software that includes an end user agreement, this guide, as well as the software described in it, is furnished under license and may be used or copied only in accordance with the terms of such license. Except as permitted by any such license, no part of this guide may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, recording, or otherwise, without the prior written permission of Adobe Systems Incorporated. Please note that the content in this guide is protected under copyright law even if it is not distributed with software that includes an end user license agreement. [. . . ] 2 Select View > Player View (F4) to open a Player view window. 3 Select the Window > Lighting Control menu command to open the Lighting Control palette. In the Settings tab of the Lighting Control palette, enable all the light sources that you wish and set the Lighting Threshold to 25. This will compute a fairly accurate lighting solution without updating the Player view. In the Quality tab of the Lighting Control palette, select the Draft presets. 4 In the Controls tab of the Lighting Control palette, click on the Start button to begin the lighting solution. The progress bars will move from right to left as the solution is calculated. Since the Lighting Threshold was set to 25, the calculations will quit when the Light Remaining progress bar reaches 25. 5 As lighting progresses or once the lighting is finished, drag the Scene Brightness slider under the blue arrow at the bottom of the Control tab in the Lighting Control palette. This will change the overall scene brightness. .
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The scene with a Brightness value of 1.
The same scene with its Scene Brightness set to 5. Darker regions are brightened but lighter regions may lose contrast.
Using Sunlight
In addition to emissive surfaces, you can also specify a distant light source known in Atmosphere (and in the real world) as the Sun. The Sun's settings are found in the Sun tab of the Lighting Control palette and include: Elevation and Azimuth settings to describe its position in the sky, Cone Angle and Brightness to describe its intensity and Red, Green and Blue to describe its color.
ADOBE ATMOSPHERE 175 User Guide
The Sun tab lets you adjust the Sun's light.
Understanding Elevation and Azimuth
Elevation and Azimuth define the position of the Sun on an imaginary sphere that encompasses an Atmosphere environment. The position of the sun in the sky influences which objects are highlighted and the direction of shadows that are cast. Elevation can range from 90 degrees for a sun that is directly overhead to 0 for a sun at the horizon to 90 for a sun shining directly below.
Azimuth describes the angle between the X-axis and a line drawn to the Sun. Values can range from 360 to 360 degress. Elevation and Azimuth values at sunrise would be 0 and 0. At high noon, the Elevation would be 90 and the Azimuth would be 90. At sundown, the Elevation would again be 0, but the Azimuth value would be 180.
Setting Cone Angle, Brightness and Color
The Cone Angle value defines how the Sun light spreads. Higher values will result in a wider cone and softer shadows. The Cone Angle value can range from 0 to 90. The Cone Angle value for the earth's sun is around 0. 5. The Brightness value sets the amount of light energy that is emitted by the sun. [. . . ] Code Sample
cube = SceneGroup(". /cube. aer"). add(); star = SceneGroup(". /star. aer"). add(); loader = new Object(); loader. timestep = function() { if (cube. loaded && star. loaded) { cube. physicalModel = cube. createPhysicalModel(1); star. physicalModel = star. createPhysicalModel(10); solver = FastConstraintSolver(); constraint = solver. createPointToPointConstraint(cube. physicalModel, star. physicalModel); constraint. strength = 1. 0; constraint. tau = 1. 0; pivot = Vector(0, 0, 0); constraint. setWorldSpacePivotPoint(pivot); removeAnimator(this); } } addAnimator(loader);
PrismaticConstraint
A PrismaticConstraint is a physical constraint between two physical models that simulates the effect of sliding on a rail. The objects are held in a fixed relative orientation to each other, and at a fix displacement orthogonal to the rail, but are free to slide along the rail direction. It is useful for sliding doors, elevators etc. The constraint is created using a fast constraint solver, after which the relative motion will be constrained to sliding along the axis direction. [. . . ]
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