Provided by: raster3d_3.0-7-2build1_amd64 

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 specifying
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 piecemeal 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 corresponding 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 submatrix
expresses a pure rotation, the lower left 1x3 submatrix gives a translation, the upper right 3x1
submatrix should be zero (otherwise 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 postmultiplied 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 programs 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 possible 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 encountering 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 shadows 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)