#!F-adobe-helvetica-medium-r-normal--18* #!N #!CSeaGreen #!N #!Rnorsha Normals and Shading #!N #!EC #!N #!N Another Field component used in Data Explorer is the "normals" component. #!F-adobe-times-medium-i-normal--18* normals #!EF are unit vectors that tell the computer graphics program and the image renderer which direction is "up" or "out." Several tools, like Isosurface, automatically create a normals component so you do not have to calculate these numbers yourself. #!N #!N There are two types of normals provided in Data Explorer, "connections normals" and "positions normals." Connection-based normals are vectors perpendicular to each connection element on the surface. They are created by the Normals module when you set the #!F-adobe-times-bold-r-normal--18* method #!EF input to "connections." The resulting surface reveals the underlying polygonal grid structure of your sample grid. Frequently, this is a valuable way to show your data, as any observer can then see the grid resolution directly. At the same time, this surface can be colored or color mapped either by connection-dependent or position-dependent data. #!N #!N The other type of normals are created by the Normals module when you enter "positions" as the #!F-adobe-times-bold-r-normal--18* method #!EF (this is the default method, in fact). In this case, the surface will be much smoother in appearance yielding a more aesthetically pleasing surface at the expense of being able to directly perceive the grid resolution. It is sometimes less confusing to use position normals in place of connection normals because the object is less "busy" looking. You must be the judge of what is the appropriate way to observe your own data. You can also show your data first with connection normals, to illustrate the sample resolution, then switch to position normals in order to better show some other aspect of your data. #!N #!N Normals are used by various modules in Data Explorer. One use of this information is that it is required by the image renderer (the Image, Render, and Display modules all incorporate the image renderer) to calculate the amount and direction of light falling on an object's surface (we will discuss this in more detail below). Rubbersheet assumes that the input grid or line is flat (if there is no "normals" component in the input Field) and projects the values in a perpendicular direction. However, you may wish to create your own normals or modify an existing "normals" component (using the Compute module, for example) and Rubbersheet will then use the modified normals to control the direction of projection of the surface or line. After performing the Rubbersheet projection, you may want to insert another Normals module. This will take the projected object and generate real surface normals before rendering, resulting in better-looking shading on you projected surface. See #!Lrubbers,dxall930 h RubberSheet #!EL in IBM Visualization Data Explorer User's Reference for a full description. #!N #!N Isosurface will also generate normals automatically; to do so, Isosurface either calculates or reads the previously calculated Field gradient (depending on the setting of the #!F-adobe-times-bold-r-normal--18* gradient #!EF input flag). Therefore, the normals generated by Isosurface are not necessarily perpendicular to the connection elements generated by the Isosurface module, but better indicate the actual Field direction than simple perpendicular normals. #!N #!N If you wish to understand Normals better, you can use the Glyph module to visualize them. First use Mark to mark the "normals" component. This makes Data Explorer treat the "normals" component as if it were the "data" component. Then, Glyph the Field. Finally, Unmark the #!F-adobe-times-bold-r-normal--18* normals #!EF to restore the previous #!F-adobe-times-bold-r-normal--18* data #!EF component to its proper place. By showing the normals as vector glyphs in conjunction with a surface, you should be able to see how different modules, like Rubbersheet and Isosurface, deal with these vectors. #!N #!N Normals are also useful in helping you determine the "inside" and "outside" of an object. In addition to a "colors" component, which holds the color-mapped information for each data point in a Field, you can specify a "front colors" and a "back colors" component. Which is front and which is back is determined by the direction of the normal for that vertex (position normals) or polygon (connection normals). By setting different colors for the inside and outside of a complicated object, you may be able to understand its shape better. This technique can also be helpful when you are trying to convert a connection list like a finite element mesh into Data Explorer form. If you accidentally describe the "winding" (rhymes with "binding") of a polygonal face in the wrong order, the normal for that face will point in the wrong direction. Setting "back colors" to red and "front colors" to white will clearly indicate which faces are pointing the wrong way. #!N #!N The Shade module employs the "normals" component; it will make a "normals" component if it does not already exist. Shade allows you to set up the lighting of your objects to make them more "realistic" in appearance. That is to say, when we observe a 3-dimensional object, the way light falls on the object is an important cue to our eyes that helps us understand the shape of the object. We expect the surfaces of the object that are generally facing a light source to be brighter than those that face away. Data Explorer, like other computer graphics rendering programs, takes the normal directions of the object surfaces into account when calculating the angle between the object, the light(s) in the scene, and the viewer's eye point (the camera in the scene). #!N #!N In the real world, different materials react to incident light differently. For example, many metals scatter light causing the "specular" reflection to be more spread out than it is on shiny plastic surfaces. The specular highlight is the highlight (many types of cloth and other dull surfaces have no specular brightest spot on a shiny surface. Think of how the sun sometimes bounces off the hood of your car at just the right angle and makes a bright sharp reflection. By adjusting the "specular" and "shininess" inputs to the Shade module, you can make your object appear more metallic or more plastic. If you turn the specular value all the way to 0.0, you eliminate the specular reflection). This can be important if you are trying to make sense of color-mapped data, since the specular highlight will be a bright white area on the surface of the object (assuming the incident light color is white). This white spot or area could confuse a viewer who is trying to interpret the color mapping of the data. #!N #!N Two other inputs in the Shade module ( #!F-adobe-times-bold-r-normal--18* diffuse #!EF and #!F-adobe-times-bold-r-normal--18* ambient #!EF ) are also used by Data Explorer when it lights an object. Diffuse light is light emanating from a direct light source, like the default Light in any Data Explorer network, or from Light modules you place in your network. Think of diffuse light as the light coming from a light bulb and falling on an object surface, like a light in your office shining directly on your desk. This property is called "diffuse" because it represents the way light bounces off a surface, depending on the "roughness" of the surface. The rougher the surface, the more the light rays are scattered ("diffused"). An extremely smooth surface tends to bounce light more uniformly to the eye. Ambient light is light that is indirect: for example, daylight coming through a window, bouncing off white walls and then impinging on your desk. Data Explorer automatically places an AmbientLight value in any scene, or you can override this value by placing your own AmbientLight module in a network. Ambient light is best thought of as a sort of "glow" emanating from a non-point source of light and therefore illuminating even the parts of objects that face away from the point light sources in a scene. If you remove the ambient light, the apparent "shadows" on an object lit only by a point source of light are much harsher. #!N #!N Like Normals, the Shade module can light an object in two fundamentally different ways. If you enter "smooth" in the #!F-adobe-times-bold-r-normal--18* how #!EF input to Shade, the surface will appear smoothly rounded (assuming it is not completely flat to start with). This is equivalent to setting "positions" in a Normals module. Shade will, if necessary, create position normals, then light the object accordingly. Any point on a connection between positions will be lit by calculating an interpolated normal value between the position normals. If you choose #!F-adobe-times-bold-r-normal--18* faceted #!EF in Shade, the effect is the same as selecting "connections" in the Normals module. In this case, each connection element has one normal direction over the entire face. As a result, every point on a connection element reflects light exactly the same way. The image that you see will thus show faceted polygons. Once again, while this may make the object look less "realistic," it does more accurately reflect the sampling resolution of your data and may therefore be a more desirable image to show other viewers. #!N #!N #!N #!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Lplohis,dxall604 h Plots and Histograms #!EL #!N #!F-adobe-times-medium-i-normal--18* #!N
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