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    Shape The interactive 3-D astrophysical laboratory Images inspire us. Images lead to ideas. Shape was made as a tool to test astrophysical inspiration. Play True or False. By finding out whether an idea works or not, either way, we deliver new insight into nature for ourselves and others. That is why with Shape we make 3-D images of the universe...and more... Shape responds to your scientific creativity for morpho-kinematic modeling or spectral radiation transfer calculations. Create schematic educational visualizations or even photo-realistic images of astronomical objects. Our Introduction and Overview gives you more information about what you can do with Shape. UPDATE REQUIRED (January 21, 2022) Due to a bug in some renders after camera rotation, an update is needed. Please go to the DOWNLOADS for a link to the patch and instructions. SBa Galaxy This 3-D volumetric galaxy model was created in ShapeX based on a detailed analysis of an actual galaxy image. The Orion Nebula This volumetric 3-D model of the Orion Nebula was created using pure polygon mesh and path objects with radiation transfer computation for the scattering and absorption by the dust from the central illuminating stars. Proto-planetary disk with jet. The dusty disk of this proto-planetary object has an enriched structure using noise-textures added to a relatively low-resolution hydrodynamic simulation from the Hydro Module. The disk and jet were then separated using filters and assigned different emission (jet) and dust scattering (disk) properties. Ring Nebula For the creation of this planetary nebula the application of image texture mapping along the line of sight allowed to include details of the dusty globules at precisely the right projected positions in the nebula. The environment of Eta Carinae This is the complex mesh structure that Mehner et al. (2016) used to model the fast expanding gaseous environment of the massive Eta Carinae stellar binary system. Eta Carinae Homunculus model This simple bipolar model of the dusty Homunculus around Eta Carinae demonstrates the multi-wavelength modeling capabilities with ShapeX. From left to right the wavelength range of the rendering moves from the optical to the infrared. About Shape was created by Wolfgang Steffen and Nico Koning. Shape is free software supported by the Institute of Astronomy, UNAM. Legal and Privacy Information Home: Homepage_about User Guide Index Introduction Learn about the possibilities and limitations of astrophysical modeling and visualization in Shape. What types of physical models can be done. Whether you pursue research or outreach, find out what you can do and what you need to learn to successfully apply Shape in your field. Overview A quick tour is given through the integrated modules of Shape is given. We briefly describe how they work individually and how the general workflow brings everything together via interactive input but no need for a single line of coding from the user. Modules The modular design of Shape allows the user to concentrate on the job at hand. The desktop and the main toolbar are the hubs to get you around. In this section we describe the functionality of each of the modules, so you can quickly decide which one will be needed for your project. Goto Introduction Goto Overview Goto Modules Data Preparation Images, spatially resolved spectra and other data can be displayed as direct background references to build your models. Such data images need to be prepared carefully and correctly imported into Shape. In this section we describe how such data images can be prepared and set up in Shape. Goto Data Preparation Coordinate Systems Detailed knowledge of the various coordinate systems is necessary to correctly modeling in Shape. This is particularly true when kinematic are to be modeled. Here is a description of the coordinate systems in different contexts of the available tools. Goto Coordinate Systems Radiation Transfer Mathematical and physical details about the radiation transfer on the Cartesian grid in Shape are described. The physics and approximations for the calculations of scattering on dust particles are also layed out. Radiation Transfer Home: Service Home: Contact

  • Index | website

    Quick links Modules: Overview Downloads Modifiers: Boost Bump Density Displacement GeoRotation Image Displacement Image Texture PA/Inc Rotation Pressure Projection Random Rotation Shear Shell Size Spiral Squeeze Squish Stretch Taper Temperature Texture Displacem. Translation Twist Universal Velocity Warp Key sub-systems: Overview

  • Downloads | website

    Downloads The most up-to-date installers for Window, Mac OSX and Linux can be found found at: Installers Updates Occasionally, updates will be issues without supplying new installers. This greatly reduces the size of the downloaded needed. The update packages will contain library files that simply need to be copied over the files that already exist on your system (whever you have installed ShapeX). Shapemol Shapemol is a complementary code for SHAPE that computes synthetic line profiles and maps for the molecular line emission of a numerical nebula model. shapemol solves the statistical equilibrium population of a given molecular species using the LVG approximation formalism (see Santander-García, M., Bujarrabal, V., Koning, N., & Steffen, W. 2015, A&A, 573, A56). For Shapemol to function, you need to download the data tables corresponding to the molecular species you wish to reproduce. The latest version of the Shapemol tables, along with the installation instructions, can be downloaded below. See Masa, E, Alcolea, J., Santander-García, M., Bujarrabal, V., Sánchez Contreras, C., Castro-Carrizo, A., Steffen, W., & Koning, N., 2026, A&A, in press. for details. Shapemol Tables M1-92 Example Notes: Since the last release, Shape has been revamped almost completely. In particular, the user interface (UI) and the rendering algorithms have seen profound changes. New modules and modifiers help with the workflow New manual & website help the user to get started User forum - ask questions, share tips & tricks, propose features Installers for Windows, MacOSX, Linux RPM & Debian IMPORTANT NOTE: Remember that to take full advantage of your computers RAM, you need to manually set it in the ShapeX.cfg file. Search for this file within the installation directory. Open it with Administrator privileges and add the minimum and maximum RAM that you will allow Shape to use, say e.g. 14 GB of your actual RAM of 16 GB. Edit the .cfg file in a text editor with the following lines: [JVMOptions] -Xms1000m -Xmx14000m Make sure that there are no spaces before or behind the lines with the numbers. Save the file and run Shape. At the bottom of the UI the "Total (Mb): " should now indicate approximately 1.4E4 .

  • Legal | website

    Filamentary texture generator in Shape LEGAL AND PRIVACY INFORMATION Impressum Dr. Wolfgang Steffen Contact: e-mail: contact@ilumbra.com Responsible for the content: Dr. Wolfgang Steffen Hautzenbergstrasse 1 67661 Kaiserslautern Germany Copyright 2021 Owners: Dr. Nico Koning (ilumbra), Dr. Wolfgang Steffen (ilumbra) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal use the Software without restriction, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. THE SOFTWARE MAY BE USED AND DISTRIBUTED IN COMPILED FORM. NO PORTION OF THE ORIGINAL CODE MAY BE USED, CHANGED OR DISTRIBUTED WITHOUT EXPRESS PERMISSION IN WRITING BY THE COPYRIGHT OWNERS. Disclaimer of liability: Liability for the Shape software and the manual contents The Shape software is provided as is and no guarantee is given for its fitness for a particular purpose. We can not be made responsible for any incorrect scientific results or other that may or may not appear in publications of any kind. The contents of the Shape manual may not correspond to the version of the Shape software that user is applying and may therefore or for other reasons deviate from the actual functionality of the software. Liability for general contents The contents of our pages were created with the greatest care. However, we cannot guarantee that the contents are correct, complete and up-to-date. As a service provider, we are responsible for our own content on these pages in accordance with § 7 para.1 TMG (German Telemedia Act) and general laws. According to §§ 8 to 10 TMG we are not obliged to monitor transmitted or stored information from third parties or to investigate circumstances that indicate illegal activity. Obligations to remove or block the use of information according to general laws remain unaffected by this. However, liability in this respect is only possible from the time of knowledge of a concrete infringement. If we become aware of any such legal infringements, we will remove the content in question immediately. Liability for links Our offer contains links to external websites of third parties, on whose contents we have no influence. 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Google will use this information for the purpose of evaluating your use of the website, compiling reports on website activity for website operators and providing other services relating to website activity and internet usage. Google may also transfer this information to third parties where required to do so by law, or where such third parties process the information on Google's behalf. Google will not associate your IP address with any other data held by Google. You may refuse the use of cookies by selecting the appropriate settings on your browser, however please note that if you do this you may not be able to use the full functionality of this website. By using this website, you agree to the processing of the data collected about you by Google in the manner and for the purpose described above. Support The design of the Shape software was partially supported by the "Universidad Nacional Autónoma de México" (UNAM-DGAPA, UNAM-PASPA).

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  • Modifiers: Shell | website

    The Shell Modifier converts a normal mesh into a shell with user defined thickness. The shell thickness can be set as a function of distance in the Magnitude dialog. Note that the shell can be generated outwards (positive) or inwards (negative) of the original mesh by changing the sign of the magnitude. Currently the magnitude can only be changed as a function of distance from the world coordinate center. This might change in future releases. The magnitude dialog allows you to define the thickness as an Analytic Function of distance or use a graph where you can generate an arbitrary function by manually placing points and setting the spline interpolation. The graph on the right shows the way it was done in this example. Note that only the newly generated mesh is affected by the shell modifier. In the three pictures above the mesh is shown for three different settings. The first one on the left has both parts of the shell enabled. For the second one, the Outer geo flag was disabled. Therefore only the original object mesh remains. On the right, however, the Inner geo flag was disabled. Then the new shell mesh is left. Now the rendered volume fill out the whole space within the outer mesh of what was a shell. Note that the position in the Modifier Stack is important. If a Shell Modifier is placed at the end of the stack, the result will be a shell thickness that conforms to the Magnitude graph. However, if another geometry operator, such as a Bump Modifier or a Squish Modifier is placed below the Shell Modifier, then the final thickness may strongly different from that set up in the Shell Modifier. Caution: If the original mesh is locally complex and the thickness similar or larger than the local curvature, then the newly created mesh for the shell may self-overlap. This can lead to undesirable results. Make sure the thickness of the shell is compatible with the complexity of the mesh. Sometimes applying the shell in the opposite direction by inverting the magnitude of the thickness solves or reduces this potential problem. Modifiers: Shell

  • Module: Animation | website

    Animation Module Overview Most parameters in Shape can be animated over time. This can be used to generate time variation of the models either for scientific modeling of time varying phenomena or for visualization purposes. A simple example application is the simulation of the lightcurve of an exoplanet or of eclipsing binary stars. An application that aims more at purely visualization could be rotating the virtual camera around an object go generate a movie that shows the structure as seen from many points of view. Since animation implies the generation of a large number of individual images that can be joined together in the Movie Module, care needs to be taken in preparation in order for the rendering process to not take an unacceptably large amount of time. The key question is which type of rendering do you need : Camera motion: If you animation will consist of camera motion only and the spatial resolution that you need is small enough to allow you to use the grid renderer, then you can save a lot of time. In this case the steps before the final ray casting to determine the image pixel values can then be precalculated and saved. Then they do not need to be repeated for every frame. Another option to get a camera animation is to use the interactive iluvia software from ilumbra.com . Using the Export Module in Shape you can quickly output your model in a format suitable for iluvia and inspect your model interactively or very quickly set up and capture animations. Varying model parameters: If parameters of the model itself need to be changed over time, then the precomputed grid changes and a full render is needed for every frame. For complex models and high resolutions, this may take a lot of time to compute, depending on your computing equipment. Once you decided which type of animation and spatial resolution you need, you can time the rendering and estimate the total time it will take to render the necessary number of frames. For each rendering, come basic stats are output in the Info Module that include the time it took to render. This information can be used to estimate the total time necessary to render out the full animation. General workflow: 1. Set up the timing and output parameters in the Parameters Panel on the right. 2. Select variables to be animated from the Parameter Tree. They appear in the Animation Parameter Stack. 3. Select each animated parameter in the Animation Parameter Stack and set up its animation graph as a function of time 4. Render the animation Animation Module UI: The Animation Module is divided into five main sections. A control bar is at the top and the parameter tree and the animation parameter stack are on the left. In the middle you find the animation graph for the animated parameters. At the bottom is the time line . Finally, the General and Output parameters are in the panels on the right. Control Bar: Animate: Starts the rendering of an animation. After each rendered image it advances one frame and renders again. Refresh: Updates the Parameter Tree after new renderable parameters have been added somewhere in Shape. This does not happen automatically, so make sure to click on this button to see any new parameters. Up & Down: In the Animation Parameter Stack move selected parameters up or down. This has no effect on the result but is helpful to keep order in the stack when a large number of parameters is animated. Remove: Removes selected parameters from the Animation Parameter Stack. Copy & Paste: Copy the animation graph from a selected animation variable in the Animation Variable Stack and paste it to another that you select after copying the previously selected graph. Parameter Tree: The parameter tree is a hierarchical list of all animatable parameters. The parameters may be from the UI, general project parameters or from particular objects. Additionally global parameters that have been defined in the Math module will also show at the bottom of the parameter tree. To select a parameter for animation, open the parent branches in which it is located. Once the parameter appears, double click on the tick box to the left of the parameter name. When the tick mark is on, the parameter appears in the Animated Parameter Stack, where the time variation of the parameter is set up (see below). Note that newly created parameters or objects do not automatically show in the parameter tree. To have them appear click on the Refresh button in the menu bar at the top of the Animation Module. Animated Parameter Stack: The Animated Parameter Stack is the list of parameters that are selected from the Parameter Tree to be changed, i.e. animated over time. The first column shows the Parent branch in the Parameter Tree, the second is the name of the parameter. The third column contains the value of the parameter at the current time of the animation time line. To select a parameter click on the row for that parameter. Automatically its animation graph will be shown. Animation Graph (not shown): In the Animation Graph you set up how the parameter selected in the Animation Parameter Stack changes over time. Note that in this graph the x axis is in units of time as defined in the Parameter Panel on the right (see below), whereas the Time Line at the bottom is in terms of the frame number. The graph is not shown here . It work the same way as other graphs in Shape. For more information on how to set up a graph see the manual page on Graphs . Parameter Panel (right side) General: Timing and frame numbers are set up in this tab. Name: The base name of for the output frames of the animation Start Frame: The frame number at which to beginn the animation. It may be necessary to start from a position different from 0 or 1 when an animation was interrupted or if several will be concatenated. # Frames: The total number of frames for the duration of the animation from the Start Time to the End Time . Start Time & End Time: in terms of time units (see below) when is the animation meant to start and end. Time Units: Select the desired time unit from the drop-down list. The default is Years. Make sure the unit in the Variable tab is the same or consistent with the needs for this model. The animated variable that is selected and displayed in the graph uses the units from the Variable tab . Occasionally these units need to be different from each other. Fields: Include the calculation of field lines, magnetic or velocity. Distribute: Recompute the distribution of particles for each frame. Render: Do a full render at each time step. Camera animation with "Autorender" on in the Render Module does not require this, since the model grid does not change and is calculated either before the animation is started or with the first frame. After that autorender is used if the Render flag in the Animation Module is off. Variable Some control parameters for the animated paramater that is currently selected in the Animated Parameters Stack . Time Units: The time units to be used for this variable. Make sure it is the same as the Time Unit in the General tab or you are certain of the animation graph in this context of a different general time unit. Enabled: Enable the animation of this variable. If for some reason you disabled this variable, then later you might wonder why it doesn´t change in an animation. It may well be that you forgot that you disabled it. So, if something in your animation doesn´t change as expected, make sure all the variables that you need change are actually enabled for animation. Stamp: The total number of frames for the duration of the animation from the Start Time to the End Time . Stamp Format: The number format for the numerical stamp. Output: Here you define the output format and what you wish to output and where on disk it is to be placed. Directory: Set the output directory for the individual animation frames. Note that the name of the files is set in the General Tab. Image Type: Specify the image type by writing the standard extension for the image. For instance, if you wish to output PNG format images, then write ".png". 3D Mesh: Output and image of the 3D Mesh. Note that it is not the mesh itself that is output, but rather an image of the view in the 3-D Module. Hydro: Output the full data from the hydrodynamics module at each time step. Note that, depending on the resolution, this might lead to a large amount of data to be output. Plots (Images): Output images of any graphs that the animation might generate in the Graph Module. You can adjust the image resolution for these outputs. Plots (Ascii): Output the ASCII values of any graphs that the animation might generate in the Graph Module. Math Variable: Output any math variables that change over time during the animation. Stereo: Output stereo images. dStereo (deg): The parallax anglee. This is the difference between the horizontal camera angles for the two stereo images.

  • Modifiers: Image Displacement | website

    Modifiers The Image Displacement Modifier uses an grey-scale image to move vertices as a function of the image pixel intensity. This allows one to use actual images to influence the model structure. As shown in the example mesh on the right, a potential application is in the modelling of spiral galaxies. An external drawing device can be used to design structures almost interactively with the automatic update functionality. For this example the image of a spiral galaxy was smoothed and a flipped copy of it generated. The flipped version is needed for the top-bottom symmetry of the galaxy structure. The image on the right is the rendered image. The Image Displacement Modifier (IDM) works in a similar way as the Bump Modifier with the basic difference of using an image as data source instead of a simple function. The handling of the Gizmo for placement is similar. One difference is that the Gizmo of the IDM include a preview of the image to help with the precise placement and scaling. In this example of a spiral galaxy two IDM are required, one for each side, as shown in the example modifier stack on the right. Parameters: Name: If multiple Modifiers are used, make sure to name them adequately for ease of identification. Enabled: When deselected, the modifier will not be applied. Filename: Click on the button on the right to open the file selection dialog to open the image file to be used to the IDM. The filename will be displayed in the text field. Width & Height: The full size of the image in the 3-D Module in local x & y directions. Radial: Select this option if you wish the displacement to be radial from the origin of the Local Coordinate System of the mesh. Auto Update: If you change the image texture using an external software such as Gimp or Photoshop, then you can enable the automatic loading of the image by clicking on Start. Make sure to Stop it again after you finish. Since the image is read from disk, you need to save it after every change you want to be updated in Shape. Interval (ms): The the interval between Updates of the image from disk. Magnitude: Set up the how the mesh displacement shall be as a function of the pixel brightness of the image assuming that it has an interval from x=(0-1) for greyscale values of (0-255). You can use an analytic function of x (the pixel value between 0 and 1) or a corresponding point function. Widget: Opens the Widget panel shown on the right and enables the preview of the displacement image that helps to place it correctly. To see the preview image, the Display has to be enabled and the object needs to be selected in the object tree. The not only the Widget arrows are show, but also the preview image as shown below the Widget panel on the right. Note on Rendering IDM objects: Below are a few renderings of the example galaxy object. The first one shows the rendering at an intermediate viewing of the disk. At the center the bulge is seen as a vertical uniformly lit structure. This is typical for the applications of the IDM, especially with small-scale features. These turn out to look like little vertical "sticks". There are a number of measures that one can take to remedy that depending on the feature and the application of the IDM. For the smooth structure of the galaxy, for instance, one can use the Taper Modifier to taper off the emission towards the surface of the mesh. This is shown below where the galaxy has been rendered edge-on. The upper image is without and the lower one has a Taper Modifier applied. In addition to the IDM to strengthen the spiral features in the galaxy an Image Texture Modifier was applied with the same image. Modifiers: Image Displacement

  • Modifiers: Shear | website

    The Shear Modifier changes the distance of the mesh vertices perpendicular to a chosen axis (default: local z-axis) along another axis. The orientation of the shear axis and direction of the shear can be changed by changing the values in the Axis boxes. Choose a value of 1.0 to select a particular axis (setting the others to 0.0). Intermediate value result in an intermediate axis. A better way to set the reference axis is using the Widget. The Magnitude dialog allows you to define the squeeze amount as an Analytic Function of position along the reference axis. You can also use a Point graph where you can generate an arbitrary function by manually placing points and setting the spline interpolation. To do this, select Point from the Function drop-down list under the graph. The example graph on the right shows the way it was done for the example mesh displayed below. Modifiers: Shear

  • Modifiers: Squeeze | website

    The Squeeze Modifier changes the radius of a mesh perpendicular to a chosen axis (default: local z-axis), The action is similar to squeezing a soft object or to that of a lathe. There are three different Modes: Scale, Inverse Scale and Absolute . In the Scale mode the distance of the mesh points from the reference axis is scaled by the factor given in the the Magnitude graph as a function of position along the reference axis. In the Inverse Scale mode the scaling factor from the Magnitude graph is inverted. In the Absolute mode the mesh vertex is placed at the absolute distance provided by the Magnitude graph. The Magnitude dialog allows you to define the squeeze amount as an Analytic Function of position along the reference axis. You can also use a Point graph where you can generate an arbitrary function by manually placing points and setting the spline interpolation. To do this, select Point from the Function drop-down list under the graph. The example graph on the right shows the way it was done for the example mesh displayed below. Modifiers: Squeeze

  • KSS: Modifier Stack | website

    Key Sub-S ystem: The Modifier Stack A model in Shape is build starting from a few basic mesh objects such as spheres, cylinders, tori or imported ones. Very few objects have such regular structure, however, and the fundamental purpose of Shape is to enable the user to reproduce any structure the universe comes up with at us as closely as possible. There these "primitives" have to be "modified". That is why the operators in Shape are called modifiers . Since there is a large variety of modifiers, the are assembled in a modifier stack (see the image on the right). This list of modifiers operates on the primitive mesh in sequence from the top to bottom. It is very important to note that for some operator combinations, such as rotations, the order in which they are applied makes a difference. When a new modifier is added from the drop-down list that opens by clicking on the plus (+) sign below the stack, it is added to the bottom of the list. They can be reordered by dragging and dropping them into the desired position. To delete one or more modifiers select them in the stack and then click on the "x" at the bottom of the stack. For good practice we recommend to order the modifiers by type as long as the order can be chosen without affecting the result. Modifier that apply to physical quantities such as density and temperature should go at the top, as shown in the example. Copy-Paste modifiers: Modifiers can be copied within the same stack or to the stack of a different object. To copy the modifier to the buffer click on the Copy icon at the bottom of the stack. Then click on the paste button right beside to paste it to the same object. To paste the modifier to a different object, select the target object and click on the paste button. When you do that, a small pop-up window opens with two option to select from. You can paste the modifier as a "new copy " or as an "instance ". The new copy of the modifier will act independently of the original. The instance of the original will work in unison with the original. This means that changes in the parameters of one instance will be automatically transferred to the other. You can have several instanced copies of the same modifier, thereby saving time by changing only one of them to affect all the others in the same way. This is an easy way to maintain the same structure for several meshes or other features of an object. Modifiers: There are basically three categories of modifiers: physical, geometry and transform . In the modifier stack these are identified by having a green, orange and white background respectively. The physical modifiers act on the local physical properties that determined the interaction of the gas with the radiation. Examples are the density, temperature, velocity or boost and points . The geometry modifiers move the vertices of the mesh to turn the primitive starter shapes into more complex structures. Examples for these are the bump, squeeze, twist and size modifiers. These modifiers do not move the origin of the local coordinate system. Contrary to the geometry modifiers, the transform modifiers precisely do move the local coordinate center . The physical and geometry modifiers then take the new local coordinate center as a reference. Links to descriptions of each modifier can be found in the Index .

  • Render Mod Units | website

    Render Module Properties Panel: Units Properties Panel: Units Observational astronomers and theorists often work with very different units. This can be accommodated for in Shape by choosing the units that work best with your reference images or target audience. World & Image units: Various units can be selected for the World (Coordinate System) in the 3-D environment and the Images. The appropriate unit is selected from a drop-down menu and by default is set to meters (m). Some of the units are in terms of typical linear and others are in angular sizes. Energy: The energy units refer to the intensity units of the images. In addition to the SI (International System) some of the typical astronomical units are also available. Distance: The units for distances are similar to those for the World & Images, except that the angular units are, of course, not available.

  • Modifiers: Stretch | website

    The Stretch Modifier changes the mesh vertices along a chosen axis (default: local z-axis) as a function of distance from the axis. There are two different Modes: Scale and Absolute . When you switch on Absolute, the values in the Magnitude graph are the distance from the axis in units of the current project instead of a scaling factor based on the original shape of the mesh. The Magnitude dialog allows you to define the stretch amount as an Analytic Function of position along the reference axis. You can also use a Point graph where you can generate an arbitrary function by manually placing points and setting the spline interpolation. To do this, select Point from the Function drop-down list under the graph. The example graph on the lower right shows the way it was done for the example mesh displayed below. It scales a spherical primitive mesh to a disk with a hump around a certain distance. This modifier is ideal to set up a disk with a complex structure. Modifiers: Stretch

  • Module: Maps | website

    Maps Module Overview Channel maps are spectroscopic images, where the image contains only emission from a certain small range of wavelength or line-of-sight velocity. They are typical for spectroscopic radio observations, but have come into more frequent use also in the optical and infrared spectral ranges. Usually they are presented in an array of many channel maps representing the complete spectral range that has been observed. The full set of spectral data is often referred to as a data cube, since the image can be arranged as slices of a cube. The Maps Module is divided in three main sections. The dominant region is the display of the channel maps. Above the maps is the main menu and to the right are the parameter tabs. There are three tabs for General parameters, those for an individual selected Channel and for the Output of the channel images (maps). General Workflow: In the General Parameters tab the minimum (initial) and maximum (final) velocities are applied. These are then divided in a number of channels that is the product of the number of channels in rows and columns. To set up this grid of channel maps click on the "Re-grid" button in the main menu and confirm. This generates the grid of image windows. Now render by clicking on the Render Button in the Render Module or press Ctrl-S. Parameter Panels: General: Render: This flag controls whether the channel maps are rendered at all. Make sure to have the tick mark set when using the Map Module. Initial vel: The smallest velocity to be included (can be negative). This is the center velocity of the first channel map (top left in the grid). Final vel: The highest velocity to be included. This is the center velocity of the last channel map (bottom right in the grid). Delta (D) : This is the width of the velocity channels. If set to zero, then the width is calculated from the difference between the final and initial velocity divided by the number of channels. If set manually, then the channels may be narrower than that or wider, in which case they overlap. The intensity taken into account is constant over the interval, which may or may no be the case for the actual observations. Rows & Columns: The number of rows and columns that the channel map grid shall have. The total number of channels is then the product of rows and columns. Transparency: The transparency of the rendered foreground image. It can be changed with the slider to transition between rendered and observed background image. This helps to compare the model with observations. Light Echo: This function is deprecated. Difference: Show the difference image subtracting the observed image from the rendered model image. Export: Export the rendered image in ASCII format for further external processing. Channel: Select a particular channel by clicking on the image in the grid view of the channel maps. The selected channel is highlighted by a thin red line. The Channel parameter panel on the right then displays the settings of that particular channel. To view the image of this channel by itself at a larger scale, click on the "Expand" icon in the main menu of the Map Module. Vel (km/s): The velocity center of this channel. D vel (km/s): The full width of the velocity channel. Image: A reference or observed image can be loaded to be compared with the observation. One can transition between the rendered model and the reference image by changing the Transparency in a numerical way (see below) or using the Transparency slider in the General parameter panel (see above). The reference image can be placed and processed using similar attributes as those used in the Selected Window section of the Render Module. Please see the pages on "Data Preparation " and the Render Module for more details on how to use the Location parameters and the image Modifiers. Output: The output parameters control the appearance and labeling of the grid image output using the Save Grid or Save Images button in the Main Menu of the Map Module. An example grid output is shown on the right. CrossHairs: Mark the center of each channel with a cross. Labels: Label each channel with its central velocity. Color: The color for the labels. Change the color by clicking on the colored squared. A dialog opens to let you select a different color. Menu bar: Re-grid: After you adjusted the General Parameters for the grid of channel maps, the Re-grid button sets up the grid using these parameters. When you change the General Parameters use this button again to apply these parameters. Insert: Individual channels can be inserted before the currently selected channel. Note that this channel does not change the parameters of the pre-existing channel and is therefore not part of the regular sequence that was established using the Re-grid button. This new channel needs to be set up individually in the Channel parameter panel. Delete: Delete the currently selected channel. Save grid & Save images: save the grid of image or individual channel images. Se the section on Output above for details. Palette: Opens the image adjustment dialog for the channel maps. Here you can adjust brightness, scaling, and add other image modifiers. Note that the Gaussian Blur modifier handles the resolution of the maps. This is currently disconnected from the Seeing parameter in the Render Module and needs to be adjusted separately. In the Maps Module it works in terms of pixels, so it is depends on the resolution. This feature will be improved in a future release. Properties: Opens the Properties dialog for the detailed appearance of the grid coordinates, tick marks, fonts and colors. Load obs: Load observed or reference images to the background of the grid. Here you can load a sequence of multiple images to fill all the channels. Select multiple image in the directory dialog that opens by clicking on the first of the sequence and then Shift-click on the last. Reference images for individual channels can be loaded or changed with the corresponding Image load button in the Channel properties panel. Expand: Expands the selected individual channel image to full size of the image grid area for a detailed view. Clicking the same button again restores the full grid.

  • Module: Movie | website

    Filters for physical quantities in Shape can be defined here. Movie Module Overview In the Movie Module you concatenate individual animation frames into a movie. It can be reproduced in the integrated movie player and saved to disk for viewing in an external movie player. Several movie can be displayed side by side. These can then be saved into a single movie file. This is useful when comparing different visualizations of the same object simultaneously. Menu Bar: Create: Once you loaded the animation sequence of images, click on the Create Button to render the movie in a single file for viewing in external movie players. Add: Add a second or more movie panel to the right of the current one. Several frames can be rendered side by side into a single movie. Delete: Remove the currently selected movie panel. Select by clicking on the panel with the left mouse-button. Load: Load a sequence of animation frame into the currently selected movie panel. When you click on the Load button, a file dialog open. Select the first of the frames. Then go to the last one of the sequence and Shift-Left-Click it to select all the frames from the first to the last. Click "Open" to load them into the frame buffer of the selected movie panel. Options: Name: Set a descriptive name for the filter. This name appears in the Filter selection drop-down list in objects in the 3-D Module. Enable: The check box activates or disactivates this filter for all objects that use it. Mode: Here to can chose the Mode of the filter, which refers to whether the range between the Min and Max values is to be included or excluded. Clamp: If checked then all values above the Max values are set to the Max values. If unchecked, then the value is set to zero. Min & Max: The minimum and maximum of the filter range.

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