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Version 1.1 For Art of Illusion version 2.4 Copyright 2001,Rick van der Meiden
Introduction
In this tutorial you'll be shown how to model a simple object with Art of Illusion (AoI), using as an example
the hourglass in the picture above. This tutorial does not cover all the features found in the AoI modeler;
there are simply too many. We do try to cover enough to get you started. You will propably figure out the
rest by reading the manual, viewing other tutorials available online, or experimenting on your own. If you
are already familiar with 3D modeling, you will propably not need to follow this tuturial step by step. You
might leaf through it to get some idea of the program's capabilities, but please try it out yourself. For you
new users: I'll get you going making your own 3D graphics in just a few minutes. For the sake of
completeness, an AoI scene file called"hourglass.aoi" is distributed with this tutorial that you can simply
open with the modeler. However, if you want to learn from this tutorial, you should try building the scene
yourself.
Look around
Let's assume that you've downloaded AoI from the download page, you've got Java installed correctly, and
got the program running. If not, refer to theArt of Illusion home page. When you start AOI, you are
presented with the main screen. On top of the window is you basic menu bar; take a look around, see
what's in the pulldowns. If there's a lot up there that you don't understand, don't worry, you will, in time.
To the left you see some icons. Clicking them selects a tool and a single line of help is displayed at the
bottom of the screen. The icons (perhaps with some variation if you're using the most current version) are:
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The bulk of the screen displays four views on the 3D model:Front, Left, Top andCamera1. For each view
the user can set a camera or standard viewpoint (front, left, top, ect), perspective or parallel viewing mode,
and a zoom factor (default 100). These viewpoints can be changed using the two appropriate tools for
movement and rotation (mouse shortcuts are also available - see the manual). You will often change the
scale and position of these views but not the viewpoint. The standard views are quite sufficient for most
modelling sessions. Only the lower right view,Camera1, will be changed often because it's very usefull for
checking out the model. On the right is a (now empty) space for showing a list of objects (shapes) in your
model. From this list you can select or deselect objects by clicking on their name. Also, double clicking will
bring up the edit-object dialog. Before getting started, you need to know about one more thing: coordinates.
The position and dimensions of objects is determined by a coordinate system with three axis, named X, Y
and Z. The X axis is considered to be pointing to the right, that is: the greater the X coordinate of a point,
the more to the right it is in the model. Likewise, the Y axis points upwards and the Z axis points out of the
screen towards you. (In jargon this is called a right handed coordinate system)
Getting started
It's commonly considered good practice to start a 3D modeling session by first sketching your model on
grid paper, to get some idea of its dimensions and shape. If you don't, then at least set up a grid in the
modeler:
This allows us to easily draw objects with an exact position and size and to align objects othogonally. You
may change the grid parameters at any time to accomadate your needs for finer or coarser grids. Now let's
start drawing. First, draw a box for the wooden top and bottom of the hourglass frame:
Notice that you can draw any object in either the front, left or top view. Since you can only draw two
dimensions at once, you'll have to edit the third dimension afterwards. You may use the scale and move
tools for changing the position and size of the box. But if you have a clear idea of what the dimensions
should be, the Object Layout dialog is much quicker. The first box is the bottom of the model. The top
looks exacly the same, so create a box for it by copying.
Now we have two boxes, symmetrical about the origin. Note that both boxes are both still namedCube1.
You may change object names by selecting theObject->Rename Object option from the menu. Proper
names could be 'Top' and 'Bottom'. Now it is easier to keep them apart when selecting from the list. Using
the techniques above we can also create the four poles between the top and bottom boards. Use the
'create cylinder' tool to create a cylinder of the following proportions:
And create tree more cylinders in the other corners of the hourglass frame.
Hints:
draw the first cylinder in the front or left view, this allows you to set it's diameter as well as its
length. Position the cylinder using the other views.
Create the other cylinders by copying and moving.
You cannot see the cylinders you've created in the top view because they are obscured by the top
box. SelectScene->Display Mode->Wireframe from the menu, and you will be able to see them
again.
Now we have a frame for the hourglass. Now use the 'move viewpoint' tool and the 'rotate
viewpoint' tool to change the lower-right view (camera1). Now you can see the model from any angle you
like. The result should look something like this:
A complex object
The most complex shape in this scene is the glass bulb. It will be created using the Lathe tool. A lathe is an
object created by revolving a spline curve, which determines the contour of the shape, around an axis. To
create the contour curve we will use the create approximated curve tool. To avoid painfully precise
mouse work, create a first create a finer Grid: spacing 0.2 with 2 subdivisions. Then selectScene->One
View from the menu. You can then set the zoom factor of the view to 200 percent. Now create the spline
curve by adding the points 1 though 9 shown in the image below (in that order). Double click point 9 to
finish the spline curve. Make sure that the first and the last point are nicely on the y axis and tangent to the
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Scene layout
Now we've finished modeling all the shapes. We should try to render the scene with accurate shapes and
lighting. Before rendering though, we should determine the layout of the key elements in the scene, the
camera and the light. First, determine the position and orientation of the camera. This is easily done using
the camera preview in the lower right corner. Translate and rotate the view using the Move view
tool and the Rotate view tool. Hold Control while moving the view to zoom in and out. And you
may roll the view over by holding Control and using the rotate view tool. You may also position the camera
using the move object tool and the rotate object tool or with theLayout object menu
option. The camera is an object just like any other. A good position might be one where you can see the top
and two other sides of the object. Next we should illuminate the scene. As you can see there already a light
source in the scene from the beginning of the session,Light 1. The light source should be positioned so
that it illuminates the side of the object we are looking at.Light 1 is propably not positioned correcty given
the position of the camera. Since this lightsource is also far away, we'll delete it and create a new one. AoI
supports three types of lightsources: point lights, directional lights and spot lights. We'll use the simplest of
them, the point light. Follow The next steps to correctly illuminate the scene:
Find a position for the new light near the camera, or at least on the same side of the object as the
camera. Use a lower zoom factor (30) to find the camera in the views.
To create the light, click on the create lightsource icon and click over the position where
you want the light. You should propably move the light (just like moving other objects) in one of
the other views to get the correct position in 3D space.
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select Object->Edit Object from the menu. We should change some properties of the light source
to accomadte its position relative to the hourglass. See the dialog image below for the correct
values. The defaultIntensity value is a bit high, resulting in picture that looks like the camera was
blinded by the light. Change the intensity value to 0.8. Set theDecay Rate to zero. This value
determines how fast light intensity decays over distance. In reality, light intensity decay is related
to the squared distance. The default Decay Rate would result in a very dark image. This simple
scene does not need this much realism anyway, so lets make things easy and turn it off.
Now lets render. SelectScene->Render Scene from the menu. Don't bother with the settings yet, just
press OK on the render dialog. The result should be something like this:
Wood
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Lets create a texture that looks like wood. SelectScene->Textures from the menu and pressNew in the
texture dialog. In the next dialog, name the textureWood and select theprocedural 3D type (see dialog
Values determine a constant color or value that may be used as input for other values.
Functions are components that output scalar values.
Color functionsoutput color values.
Transforms transform coordinates to a new set of coordinates.
Patterns determine a scalar value as a function of coodinate values. This scalar value may be used
to determine a color pattern for the texture or to pattern some other texture property.
When you've created a new texture, you'll be presented with a dialog in which you may specify the texture.
There's a large empty white area, in which we'll add functional components. And to the right there are
blocks with names likediffuse, specular, tansparent, etc. These are properties of a texture which will be
connected to the components we've added in the empty area. The following components are added to the
procedure to make a wood texture:
Finally, we'll make the wood texture a bit denser, more rings. Double click the wood pattern
module and set the values shown in this dialog:
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The preview now looks like this: The texture doesn't realy look very
realistic but it will have to do for now. To create more complex texture, read the section on textures of the
the Art of Illusion manual. This texture will be assigned to the top and bottom boards and the sticks in
between that we've created earlier. Select all the shapes that should be assiged the Wood texture. Then
select Object->Set Texture from the menu. Now select the Wood texture and press O.K. Now select only
the Top andBottom objects. Again call up the set texture dialog. Now click on the button labeledEdit
Mapping. In this dialog, yoou may scale, translate, and rotate the texture to fit the object. We'll only rotate
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the texture to get the following result: Now for the sticks.
Select them all and edit the mapping mapping again. Create a mapping like this:
Now let's look at the result. The rendered image will look