To Use Cavernosa
As it is basicaly a sketching program with 2d pixels extended into 3d voxels,
using Cavernosa requires you to learn to fly through the 3d grid that is it's medium.
There are also 2 key points which must be controled.
The focus point is where you can add or remove material and is always dead-ahead of the viewpoint at a varying distance (the distance is what you control).
The rotation point is at some offset beyond the focus point or coincident with it.
It is represented on-screen by four red lines.
As they radiate out and upwards, they can be used to tell which way is up if you get disoriented.
You are able to circle the rotation point, simply to get around or with the focus point between you and it, to achieve the same coiling effect that is used to construct clay pots.
This all entails a fairly complex control system organised around 4 pairs of keys, each of which affects the action of mouse movements.
The Key pairs are:
- f & v (camera relative movement):
- f: mouse look (rotates the camera around the viewpoint).
- v: forward/back & left/right.
- f&v: up/down & twist about camera z-axis (if anti-twist is disabled).
- d & c (slice-locked translation):
- d: forwards/back & left/right in the plane perpendicular to the grid axis closest to the camera up vector.
- c: up/down & left/right in the plane perpendicular to grid axis closest to camera forwards vector.
- d&c: up/down & left/right in the plane perpendicular to the grid axis closest to the camera right vector.
If you imagine the grid as a stack of 2D bitmaps, these restrict your motion to one of those bitmap slices.
- s & x (circling the rotation point):
- s: up/down & left/right around the rotation point, using the grid axis closest to the camera forwards vector as the rotation axis.
- x: up/down & left/right around the rotation point, using the grid axis closest to the camera up vector as the rotation axis.
- s&x: Nothing for now.
- a & z (moving the two key points):
- a: rotation point away/towards focus point & left/right translate (pointless and often slightly annoying).
- z: focus point away/towards view point & left/right translate (pointlessly).
- a&z: viewpoint and focus point together away/towards the rotation point, leaving it where it is & left/right translate (pointlessly).
The left and right mouse buttons add the current tool bit (a preview of which is drawn in green wireframe at the focus point) to the grid or subtract it respectively.
Some of the smaller tools can not be used to add voxels except to fill in spaces between other voxels.
They are still useful to remove voxels.
A Simple Workflow
Begin by choosing whether to create a discrete form such as a statue in a clear
grid or to excavate a solid grid.
Hit
Now do a little sculpting, adding and removing material with the mouse buttons
untill the desired result is achieved.
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File Group
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Display Group
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- DB Fixed: Locks the Display Box at it's present position. The Display Box is
the volume drawn every frame and it is adjustable via the Display Options Dialogue.
Fixing it is useful when working on a large volume as one of the present
inefficiencies of Cavernosa is the Display Box update.
- Limit MCA: Enables the drawing of a smooth mesh extracted from the voxels.
- Squares: Enables the drawing of squares that separate solid and clear voxels.
This is the most direct display of the voxel grid.
- Verts: Enables the drawing of the vertexes of the tessellation and their interconnections.
- Wireframe: Enables the drawing of all polygons in outline mode.
- Lighting: Enables an ambient light and a right-pointing directional light (right-pointing
so surfaces always have highlights on one side and shadows on the other from the viewpoint).
- Texturing: Enables the drawing of each mesh in multiple passes with the results of three
texture map projections blended together. This is currently done in pure OpenGL 1.1 and so
is unbearably slow except on a fast implementation such as that of the NVIDIA Geforce family.
- RGB Tex: As above but with R, G, and B passes replacing the textures. Quite pretty for a diagnostic.
- Fogging: Enables fog.
- Extractions: Enables the drawing of boxes around groups of vertexes whose colour indicates
whether the corresponding meshes are being generated (red), having their geometry
updated(yellow), or are static(green).
- Options: Brings up the Display Options Dialogue.
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Physics Group
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- Snap: Move all verts to the location of their corresponding voxels and zero their velocities.
- ZV: Zero Vertex Velocities.
- F: Force Physics on.
- Options: Brings up the Physics Dialogue.
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Control Group
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- Load: Load a grid to be used as a brush by a special grid tool tip. Grids to
be used as brushes should only have a few set voxels.
That is, they should be very small discrete forms.
TT may need to be hit a few times to cycle to the grid tool tip if it is
not current.
- Save: Save the current grid as a brush. The save dialogue popped up defaults
to the brushes folder but the grid saved is identical to any other.
- Spray Mode: When checked, the current tool tip is projected forwards from the
viewpoint untill it hits a set voxel of the grid.
- TT: Cycle through tool tips.
- Prop/Drct: Proportional/Direct control mode toggle. Affects the way the mouse's
position and motion within the viewport is converted to motion of the camera,
focus point, and rotation point. Direct mode was broken somewhere along the way.
- AT: Camera anti-twist. Disabling allows freer camera motion.
- Options: Brings up the Control Dialogue.
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Bit 'N Bobs Group
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! Ignore !
! These buttons and dialogues thrown up by them are pressed at the user's own risk !
Any or none of this stuff could be here and may or may not be connected up to functional code in released versions.
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