faulknermano

02-23-2003, 02:40 PM

been doing some homework. tought i'd share some of the options in unreal's strokefollower (toontracer) that wasnt documented. hope it's useful.. i might compiled this into a 'full set' documentation for UnReal. who knows? :D

Notes on UnReal ToonTracer's StrokeFollower Options

//--------------------------------------------------

All values are to be resolved as floating point data.

Conversions are as follows:

1.) Percentages (0.0% == 0.0, 100.0% == 1.0)

2.) Distance (0.0 meters == 0.0, 1.0 meters == 1.0)

3.) 8-bit (000 == 0.0, 128 == 0.5, 255 == 1.0)

4.) Angle (0.0 degrees == 0.0, 359.9 degrees == .99)

//--------------------------------------------------

Alpha

- value is render alpha value (Value) as seen in Image Viewer.

Diffuse

- value is raw diffuse value as in specified in Surface Editor. (Textures excluded.)

Specular

- value is raw specular valueas in specified in Surface Editor. (Textures excluded.)

Diffuse Shade

- value is resulting diffuse shade (or diffuse reflection) of surface polygon, taking into account lights and surface attribs.

Specular Shade

- value is resulting specularity of surface poly, taking into account lights and surface attribs.

Shadow

- value is raytraced shadow density.

Geometry

- value is incidence angle from camera.

- value of 0 is poly normal facing away from camera.

- value of 1 is poly normal facing toward camera.

Depth

- value is meters from polygon.

Raw R, Raw G, Raw B

- value is floating point value of raw surface color as specified in the Surface Editor. (Textures excluded.)

Rendering R, RenderingG, Rendering B

- value is floating point value of surface color in consideration of rendering factors (e.g. lights, textures, etc).

Normal X, Normal Y

- value of 0 is poly normal facing directly perpendicular to particular positive axis.

- value of 1 is poly normal facing particular positive axis.

Normal X, Normal Y (Absolute)

- value of 0 is poly normal facing directly perpendicular to particular axis (positive and negatives).

- value of 1 is poly normal facing particular axis (positive and negative).

Normal Z

- value of 0 is polynormal facing at positive Z.

- value of 1 is poly normal facing at negative Z.

NormalXY Angle

- the value is a "ratio of angle" around the axis denoted by the vector of the camera aim.

- the angle of zero denotes vectors facing precisely at the right of the camera.

- the angle increases clock-wise as viewed from the camera.

- value of 0 is poly normal at 0 degrees (e.g. facing right)

- value of 0 is poy normal at 360 degrees (e.g. still facing right after completing a clock-wise turn).

- a good visualization of 0 degrees is imagining a compass or clock in front your that is tilted 90 degree to the right, so the the 12th hour mark is at the right.

- another helpful visualization of normalXY angle is to imagine a poly normal as a straight line coming out from the poly. then, "flatten" this normal by imagining it is drawn line in front of your camera.

Notes on UnReal ToonTracer's StrokeFollower Options

//--------------------------------------------------

All values are to be resolved as floating point data.

Conversions are as follows:

1.) Percentages (0.0% == 0.0, 100.0% == 1.0)

2.) Distance (0.0 meters == 0.0, 1.0 meters == 1.0)

3.) 8-bit (000 == 0.0, 128 == 0.5, 255 == 1.0)

4.) Angle (0.0 degrees == 0.0, 359.9 degrees == .99)

//--------------------------------------------------

Alpha

- value is render alpha value (Value) as seen in Image Viewer.

Diffuse

- value is raw diffuse value as in specified in Surface Editor. (Textures excluded.)

Specular

- value is raw specular valueas in specified in Surface Editor. (Textures excluded.)

Diffuse Shade

- value is resulting diffuse shade (or diffuse reflection) of surface polygon, taking into account lights and surface attribs.

Specular Shade

- value is resulting specularity of surface poly, taking into account lights and surface attribs.

Shadow

- value is raytraced shadow density.

Geometry

- value is incidence angle from camera.

- value of 0 is poly normal facing away from camera.

- value of 1 is poly normal facing toward camera.

Depth

- value is meters from polygon.

Raw R, Raw G, Raw B

- value is floating point value of raw surface color as specified in the Surface Editor. (Textures excluded.)

Rendering R, RenderingG, Rendering B

- value is floating point value of surface color in consideration of rendering factors (e.g. lights, textures, etc).

Normal X, Normal Y

- value of 0 is poly normal facing directly perpendicular to particular positive axis.

- value of 1 is poly normal facing particular positive axis.

Normal X, Normal Y (Absolute)

- value of 0 is poly normal facing directly perpendicular to particular axis (positive and negatives).

- value of 1 is poly normal facing particular axis (positive and negative).

Normal Z

- value of 0 is polynormal facing at positive Z.

- value of 1 is poly normal facing at negative Z.

NormalXY Angle

- the value is a "ratio of angle" around the axis denoted by the vector of the camera aim.

- the angle of zero denotes vectors facing precisely at the right of the camera.

- the angle increases clock-wise as viewed from the camera.

- value of 0 is poly normal at 0 degrees (e.g. facing right)

- value of 0 is poy normal at 360 degrees (e.g. still facing right after completing a clock-wise turn).

- a good visualization of 0 degrees is imagining a compass or clock in front your that is tilted 90 degree to the right, so the the 12th hour mark is at the right.

- another helpful visualization of normalXY angle is to imagine a poly normal as a straight line coming out from the poly. then, "flatten" this normal by imagining it is drawn line in front of your camera.