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- Module: Desktop | website
Desktop Module Video Tutorial The Desktop Module is your control and navigation center. It allows to open modules and customize the quick navigation bar at the top, open recent projects with a single click, customize general parameters and open utilities. Module area: You can left-click on the icons for the different modules to switch to them. Right-click opens a little button that allows you to pin the icon to the main Menu Bar at the top of the user interface. Alternatively, you left-click and drag the icon onto the Menu Bar. Menu Bar: The Menu Bar is the quick navigation tool and stays there on all Modules. Drag-and-drop icons from the Desktop here and arrange them according to the needs for the most efficient workflow on your project. Right-click on an icon to unpin it from the Menu Bar. Files: In this section of the Desktop you have access to project files. You can save the current project with its current name and location (Save) or save it with a new name or location in the file system (Save As). Furthermore, you can open an exiten project (Open) or clear the current project and start a new one (New). Recent Files: In this section of the Desktop you have access to project files that you have been working on recently using a quick access button. Just click on the button of the project that you would like to open. If the displayed file name is not enough to identify the correct project, just hover over the button to display the full file path as a tool tip. Information tools: There are a few tools that will display useful information or where you can configure a few general parameters that you might need to change from their defaults in order to optimize the performance of ShapeX on a particular system. The Memory tool will show the memory usage as a function of running time. The Progress tool shows how the difference forground and background processes are progressing. The Help tool opens this website. The Config uration tool allows you to set multi-threading and autosave parameters (how often the current project file is backed up automatically), as well as a project directory, where ShapeX will start to look whenever you open a file dialog. System information about the interactive Java3D libraries and other Java system data can be found in the J3D and System information tools. Commands: There a few additional tools that are either just commands to be executed or open a tool that did not fit into the other categories. The Shape It! button simply executes a rendering and is equivalent to the Render button located at the left end of the Menu Bar. The Reset button resets the Menu Bar to its default configuration with the minimum necessary modules. Finally, the Units tool open a utility that allows to convert between different units, such as cgs to SI, which come in handy since many astrophysics books use cgs units, while ShapeX works with SI units.
- Shape Modifiers | website
They are a key functionality in ShapeX the usage of which should be mastered in order to create the most realistic models. Modifiers determine the properties of the objects as a function of position in space, hence it is important to know as much as possible about coordinate systems in general (Spherical, Cartesian & Cylindrical) and how they are used in ShapeX. See Coordinate Systems for more information on this topic. Modifiers are assigned to an object in the form of a list or Modifier Stack . This list of operators is executed on the object from the top to the bottom. For many of the modifiers the order in which they are executed does not matter. However, some operators, e.g. those that globally or locally involve some form of rotation, need to be stacked in the right order to produce the desired result. It is therefore important to know whether they order can be reversed or not. Knowledge about commutative properties of operators, or sufficient experimentation, is useful here. Modifiers Overview Modifiers are a operators in the 3-D module that allow you to add or change, i.e. modify properties of an object in the scene. There are different types of modifiers, some change the geometry of the mesh objects, others assign scalar or vector type physical properties such as density or velocity, respectively. After adding or selecting a particular modifiers, its Properties are displayed under the Modifier Stack . These can then be edited either by changing parameter value fields or after opening additional dialogs or graphs. Adding or deleting modifiers is done using the blue + and the red x sign, respectively. When you select a modifier you can move it up and down in the stack with the green arrows. More than one modifier of the same type can be applied with different coordinate systems. In some cases you might have to change the Operation setting from Replace to either Add or Scale , otherwise the last modifier of this type replaces all previous ones. Using combinations of the same type of modifiers allows a larger variety of structures to be build. Modifiers can also be copied and pasted with the corresponding buttons. When you use the paste button, a small dialog will open that asks you to decide whether the modifier should be a copy or and instance of the original modifier. When you choose copy then the new modifier will be completely independent from the other. However, and instanced modifier will always change together with its original and vice versa. Instanced modifiers are a great tool to provide the same parameters for more than one object, while only needing to change a single one of them. Types of Modifiers Physical Modifiers Physical modifiers add or change physical properties as a function of position. They include the Density , Temperature , Pressure , Image Texture , Taper , Velocity, GField and BField . The Boost modifier is a helper modifier to the scalar physical modifiers and is used to change those quantities, but depending on the geometry of another mesh object. This is useful, for instance, to reduce or cut out part of the density of one object using another. Geometry Modifiers Geometry modifiers change the structure of the polygon mesh. They include Bump, Curvature, Displacement, Image Displacement , Projection, Random, Sculpt, Shear, Shell, Size, Spiral, Squeeze, Squish, Stretch, Texture Displacement, Twist, Universal, and Warp . The geometry modifiers move the vertices of a polygon mesh within the local coordinate system of an object. If you move or rotate the local coordinate system with a Rotation or Translate modifier, then the geometry modifiers act in the transformed coordinate system. Note that the Displacement modifier is a geometry modifier and moves only the vertices, but not the origin of the local coordinate system is does the Translate modifier. This is useful when you want to move a complete object, such as a small sphere within a fixed coordinate system and apply, for instance, the Velocity or Density modifiers in the original coordinate system. Modifier Parameter Panel: Common Parameters The parameters that modifiers take vary considerably. They are described in the sections for individual modifiers. What they have in common are the Name field and the Enabled flag . In the Name field you can set a name for this particular modifier, which is strongly recommended, since it allows one to easily identify a modifier, which becomes more and more important once the number of modifiers increases for a particular object or for the project itself. It is especially important once the Modifier Module is used to manage a large number of modifiers. As the name implies, the Enabled flag allows one to enable or disable a particular modifier. Modifier Module: The Modifier Module becomes important once a model contains a large number of objects and modifiers. Often different objects have similar basically the same modifiers that have at least some parameters in common. If they are not instances of each other or have their parameters organized as global variables, the Modifier Module allows you to select a number of modifiers and change their parameters in a single operation. It also provides a good way to get an overview of which modifiers are used by which objects as well as the possibility to sort them by type. For more details on the Modifier Module go to its more detailed description in its own section of this manual.
- Module: Filter | website
Filters for physical quantities in Shape can be defined here. Filter Module Overview A variety of box filters can be defined in this module and applied to objects in the 3-D Module. To apply the filter look for the Filters drop-down list in the General Parameters tab for mesh objects. All filters defined in the Filters Module appear in this drop-down list. Select the filters to be applied. The Filter Module has three main areas, the Tool Bar at the top, the Filter List on the left and on the right the Options for the selected filter. Menu Bar: Add: Use the Add button to add a new filter to the Filters list. When you click on this button a pop-up opens with a list of Filter Types from which to choose one. In the Options Panel change the Name to something recognizable, e.g. the name of the object to which it will be assigned or something that describes the function it is meant to do. Remove: Remove the selected filter from the Filters list. Make sure you have selected the the filter that you really mean to delete. Copy: Copy the selected filter within the Filters list. Best to rename the filter to make it uniquely recognizable. Change the parameters in the Options Panel. Sort: Sort the filters alphabetically in the Filters list. Open: Load a previously saved filter from disk. A file opening dialog will open for you to select a file. Save: The selected filter will be saved to disk. A file saving dialog opens. Select the directory and filter name to be saved. Add an extension that helps you to recognize the file as a Shape-Filter. While you can choose any extension, we recommend to use .shf. 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.
- Module: Export | website
Export Module Overview The Export Module exports the 3-D model into various output formats that can then be used as data for external use. It was mainly designed to prepare models for export to the iluvia software for external interactive visualization. The Export Module uses data from an intermediate output of Shape that contains all the radiation information within a cubic grid with uniform voxels. The name and disk folder in which this intermediate file is located are set in the Output tab of the Render Module . Exporting Shape models into new formats for external visualization may be a challenge. This is due to the fact that in Shape you may can use a variety of physical radiation effects, some of which can not be directly mapped to the simpler treatment of emission and opacity in interactive graphics software that rely on ARGB color coding or similar. General Workflow: In the Output tab of the Render Module, make sure there is a valid filename and path provided. The output will be with the extension .ilv . This file is loaded into the Export Module. Then a previsualization is generated by adjusting the parameters on the left and right side of the preview image in the middle. The parameters on the left adjust the behavior on the level of the voxels of the input grid. Those on the left adjust the visualization on the image plane after the preview rendering. The preview attempts to recreate the view of a GPU rendering by simulating a similar shader. It also allows you relatively quick interactive inspection. For low resolution you can interactive rotate the object for inspection. Parameter Panels: Volume: The parameters on the left side of the preview control the values of voxel data cube before it is previewed and converted to a different data format. Note that scaling and clamping these values in the presence of opacity maybe result in non-linear behavior that sometimes is not intuitiv. In combination with the parameters on the output side (Preview parameters), it may require some trial and error to obtain the expected result. Filename: Select the .ilv input file to be used for exporting to an external file format. Click on the icon on to the right of the text box to open the file system dialog and choose a file from disk. Reload: If the content of the input file has been updated and the filename remains the same, use the Reload Button to load the new content. Size: Shows the width of the cube by the number of voxels along one side. Downsample: If the original .ilv file is too large, it can be downsampled x2 in terms of side length by clicking on this button. Intensity range: The range of voxel intensities. Histogram: The histogram of the voxel intensity values opens when this button is clicked. Opacity range: The range of opacity values is shown. Histogram: Shows the histogram of the voxel opacity values when this button is clicked. Intensity scale: Scale all voxel intensities by this factor. Opacity scale: Scale all voxel opacity values by this factor. Max Intensity: Set the value of the maximum intensity. All higher values of voxel intensity are clamped to this value. If the default value of -1 is set, then the maximum value of all voxels is automatically used. Max Opacity: Set the value of the maximum opacity. All higher values of voxel opacity are clamped to this value. If the default value of -1 is set, then the maximum value of all voxels is automatically used.} Show stars: This flag switches on any stars that might be saved in a file that has the same base name as the .ilv file. Show volume: Shows the volume save in the .ilv file. Show cube: Show a line cube that delineates the space domain of the .ilv file. Preview: The Preview parameters to the right side of the preview image window control the preview in the output format. It allows you relatively quick interactive inspection. For low resolution you can interactive rotate the object for inspection. Image size: The preview image resolution in pixels. Lower resolution allows for a faster and more interactive preview. I factor: Intensity factor to be applied to the preview at the image level. Star factor: A scaling factor for the brightness of the stars. A factor: A scaling factor for the opacity. Camera: X, Y, Z rot: The rotation angles of the preview camera around the cartesian coordinate axes (in degrees). X, Y, Z pos: The shifted position of the preview camera around the cartesian coordinate axes in units of the width of the domain (0-1). Zoom: Camera distance from the center in units of the width of the domain. Reset Camera: Set the camera values back to the defaults. Statistics: Shows the Maximum value of the preview image. It is convenient to adjust this to values near 1. Export: Format: Various output formats can be chosen. Most importantly, the DDS format is a standard format that encapsulates slices of the data cube in ABGR image format, that can then be imported in external volume visualization software. This is also the format for the iluvia software that is developed by ilumbra.com where you can fully interactively view your models. The Volume option, is a .ilv file with properties that correspond to the transformation that the Export Module made to the original. The PNG option outputs a sequence of slices of the volume in standard PNG image format including absorption. The slices are in the XY plane and change along the Z-axis of the World Coordinate System. Directory: Select the directory on disk where to output the exported file. Omit empty: When selected, the slices where the emission and opacity are both zero will be omitted from the output. This may save data and may reduce the load on the visualization system that will process the output data. Crop: . When activated, the output will be cropped to a size of Crop size. This is useful for models in which for some reason the domain is significantly larger than the content. Export: Start the export process.
- Key Sub-systems | website
Coordinate Systems The hierarchy and types of coordinate systems is key to the flexibility of the modeling of structures and velocity fields. Video Tutorial The Modifier Stack Graphical representations of functions are a fundamental tool to control parameters that vary in space, time or wavelength. Video Tutorial Graphs Graphical representations of functions are a fundamental tool to control parameters that vary in space, time or wavelength. Video Tutorial Textures Textures are either random procedural 3-D structures or external images that determine structures of density, temperature or others. Video Tutorial Particles Particles are used to generate complex specific structures by spraying them interactively on surfaces and into volumes. Video Tutorial
- Contact | website
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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.
