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                            Art Guild Tutorial
                     "Basic High Tech Effects, Part 2"
                          by Dave Seah (1/19/91)

                Apple II Art & Graphics Forum (keyword:AGR)
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Welcome Back!

     This tutorial picks off where Part 1 left off.  In this document, I
     will introduce some more "basics" that you'll be able to stash in your
     arsenal of dirty graphics secrets.

     "Dave's Glossary" will be expanded upon in this tutorial, but it will
     not stand alone.  If you haven't seen the glossary from Part 1, you
     should definitely grab it for handy reference if you feel
     uncomfortable with the terminology.

     And now...introducing "frames" and "bars"!

The Dark Truth about Frames

     Frames are a big, big part of high tech graphic screens.  This comes
     from current trends in real-life electronic equipment front-panel
     design.  If you take a good look at any gizmonic stereo component, you
     will notice that the knobs, buttons, and LCD displays are usually
     arranged in blocks.  Indeed, you could draw a rectangle around the
     groups of various controls.  Take another look at any modern aircraft
     cockpit, and you will again note the abundance of blocked-off
     controls.  More importantly, there are several small CRT displays
     scattered about.  The rectangle is a dominant part of high tech
     control design.

     You can make a basic frame by just "hollowing-out" a rectangle, then
     applying the basic shadow/highlight techniques to it.  Apply the
     normal highlights and shadows to the outside edge, and use the inverse
     shadowing on the inside edge (the "hole").  Voila!  A frame!

Some Tips for Making Frames

     TIP #1:   Keep it symmetrical!

     Nothing looks quite as lame as a frame that isn't symmetrical.  Make
     sure that both sides have the same width.  Use the Magnify Mode of
     your paint program to make sure they are the same width.  Check the
     top and bottom, though these aren't quite as critical.  If you want to
     make an asymmetrical frame, make it OBVIOUS that you intended it to be
     that way by making one side much wider than the other.

     You may find that the shadowing of some edges will appear to make one
     side look a little skinnier than the other.  If it really bothers you,
     you can make the offending "leg" wider.

     TIP #2:   Watch the frame thickness carefully!












     Remember to keep more "empty space" inside the frame.  If you draw a
     hefty, thick-walled frame, you may wind up with a "retro-tech" style
     that would be at home on a box stuffed with vacuum tubes.  Tutorial
     Picture 2A shows a red frame that is pretty chunky...would you want
     something like that on your Mercedes?  The other frames are slimmer,
     yet define the rectangular space inside without overwhelming it as
     does the red frame.

     TIP #3:   Build on the Basics

     Frames become really exciting if you can go beyond the simple
     rectangle.  Put slight flanges around the corners, or put another
     rectangle inside the hole.  Hollow-out some chunks from one side of
     the frame.  What you want to achieve is a semblance of
     three-dimensionality, so apply highlights and shadows to all edges.
     You can also build up the edges, as shown on two variations of the red
     frame in Tutorial Pic 2A.  This pic also shows the progression from a
     very simple frame to a somewhat more complex one.  The addition of
     Sparkles and some simple shading can really make a difference.

So I have a Frame...Now What?

     Use frames for fake monitor screens, and fill them with interesting
     text.  Whatever you do, don't use the Shaston 8 font ANYWHERE on your
     screen...you don't want to make your screen look like a IIGS
     application.  Check out Tutorial Pic 2A for the font I like to use.  I
     like fonts made out of slender strokes because they are more
     reminiscent of character displays one might see on a piece of
     electronic equipment.

     If you plan to put something in a frame, keep it centered or try to
     fill most of the area inside.  High-Tech is all about efficient use of
     space.

     You can put several frames inside or next to each other to create a
     kind of control panel.  Important Tip: Leave a black one-pixel gap
     between to adjacent frames.  This helps define the edges.  Note that
     most objects in both tutorial pictures follow this tip.

     The six numbered gray frames in Tutorial Picture 2A start with (1) a
     basic, unshaded frame.  (2) Basic highlights and shadows are applied
     with techniques discussed in Part 1 of this tutorial series.  (3) A
     dark rectangle box is added inside.  Note that there is a one-pixel
     gap between the inner and outer frames.  I decided at this point that
     I'd like the shadows to be a little darker (4).  To make the inner
     frame stick out a little more, I added a straight vertical highlight
     it (5).  Finally, I added "sparkles" to the upper-left corners of the
     inner and outer frames (6).

Yet Another Kind of Widget: Bars and Pipes

     The other basic high tech widget I will discuss is the ubiquitous Bar.
     These are ludicrously simple to make.












     STEP 1:  Define a palette of 5 grays.

     Try using the "spread" function of your paint program to generate a
     range of evenly-mixed grays.   I'll call the lightest one GRAY1, and
     the darkest shall be called GRAY5.

     STEP 2:  Draw a horizontal line in GRAY5 (the darkest)

     STEP 3:  Draw a horizontal line just above it in GRAY4

     STEP 4:  Draw a horizontal line above the last one in GRAY3

     STEP 5:  Draw a horizontal line above the last one in GRAY2

     STEP 6:  Draw a horizontal line above the last one in GRAY1

     At this point, you should have a shaded bar, with the brightest gray
     at the top fading into the darkest gray at the bottom.  If the left
     and right edges are not even, even them out.  One can't be sloppy when
     doing high-tech effects!

     STEP 7:  Draw another horizontal line above the last one in GRAY2

     STEP 8:  Draw a horizontal line above the last one in GRAY3

     If you stopped at GRAY3, you should see a shaded, highlit bar.  Note
     that the long horizontal highlight is not centered...that's because
     the light source at the top of the screen is shining straight down at
     you.

     If this doesn't float your boat, you can insert STEP 9 and 10.  You
     will end up with the highlight centered in the middle of your bar.

     To make a vertical bar, just follow the directions and use vertical
     lines.  For a light source at the upper-left of the screen, position
     the GRAY1 highlight to the left of your bar.  If you don't care about
     light sources, just use the center-highlighted kind of bar.  Both look
     good.

     You can use fewer or more colors in making your bars.  You should
     experiment with the differences of shades between each gray.  I like a
     very bright highlight (GRAY1 is nearly white), and a very dark GRAY5
     (almost black).  The number of grays is entirely variable.  The more
     grays you use, the "smoother" the bar may look.  With very big bars,
     this can be critical.

Tips for "rounder" Bar Construction

     TIP #1:   Use Less Area on the Edges

     You should be aware that the distribution of grays is NOT linear for a
     round bar.  In a really big bar, there will be more GRAY4 than GRAY5.
     This is rather hard to explain, so I'll refer you to the diagram in
     the tutorial picture.  If you are not drawing round bars, then never
     mind.











     TIP #2:   Adjust the Color Spread

     You can also compensate for this by having a non-linear spread of
     grays.  There are 16 possible pure gray levels on the Apple IIGS.
     Arbitrarily calling 16 the brightest level, compare the "linear"
     spread to the "weighted" spread:

                    LINEAR         WEIGHTED

          GRAY1:       13             13      *note* to get gray,
          GRAY2:       11             12      set red, green, and blue
          GRAY3:        9             10      level all equal.
          GRAY4:        7              8
          GRAY5:        5              5

     Use of the WEIGHTED scale grays should look "rounder" than the LINEAR
     scale grays.  This is related to the non-linear change in angle of
     reflection between the light source and the screen plane.

     Does this just confuse the heck out of you?   The way I usually do it
     is by spreading a palette of grays evenly.  I then draw the bar, and
     then tweak each individual gray until it "looks right".  The important
     thing to remember is that the DARK EDGE of the bar should be a bit
     more dark than it would be if you just used the LINEAR brightness
     scale.

     Tutorial Picture 2B shows five large cross-sections of a bar.  "A" is
     a magnified view of the standard Center Highlighted bar, with an
     evenly-spread palette of grays.  "B" shows the same bar with a
     weighted palette of grays.  The weighting was done by eye.  "C" shows
     a more accurate distribution of grays using the evenly-spread palette,
     while "D" shows the same thing with the weighted palette.  "D" was
     lightly dithered to produce "E".

In Summary...

     I've attempted to introduce two more basic widgets that are useful in
     constructing high-tech displays: The Frame and The Bar.  I've
     presented some potentially confusing concepts in this tutorial.  If
     you are a bit bewildered, just look at the accompanying tutorial
     pictures and try to emulate what you see. The important things to
     remember are:

     Frames:   Keep lighting direction consistent.
               Be symmetrical.
               Make frames slim.
     Bars:     Make edges of bar darker than the middle.
               Keep the center highlight off-center, towards
               the imaginary light source.

     In Part 3, we'll finally get to the Construction Phase of this
     tutorial.  From basic components, we will make a screen that looks
     halfway decent.
     












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Dave's Glossary

Dithering
     A finely-interwoven pattern of two colors will appear to "blend" into
     a third color.  Dithering refers to the construction of this pattern.
     It is a useful trick when you need an extra color but don't have any
     more spaces for defining them.

Linear
     An example of a linear scale would be a ruler.  Each little mark is a
     fixed, constant distance from the previous mark.  A non-linear scale,
     on the other hand, does not have that feature.  Linear = straight.

     linear:        2 4 6 8 10 12 14 ...
     non-linear:    2 3 5 8 12 17 23 ...

Ray Tracing
     A technique of calculating the lighting of a scene.  Very loosely, it
     involves modelling your objects mathematically, and computing the
     paths of individual light rays bouncing off of objects to figure out
     what is lit and what is not.  While capable of producing very
     realistic-looking pictures, it takes a lot of computer time to do.

Widget
     Nothing more than an "thing" that has been drawn on the screen.  By
     widget, I usually mean a distinct object that can be treated as a
     basic component.  Widgets are the Tinkertoy parts and Lego bricks that
     make up Dave's High Technology Graphics multiverse.

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About the Author:

     Dave Seah is currently a graduate student of Electrical and Computer
     Engineering at the University of Rochester in upstate New York.  His
     research interest lies in creating symbiosis between the creative
     process and engineering, primarily within the fields of computer
     graphics and user interface design.

     Dave is a forum consultant for the Apple II Art & Graphics Forum on
     America Online.  He helped found the Apple II Art Guild, a section of
     the Forum dedicated to exploring user-created computer graphics.

     US Mail:                      Email:
     701 Goler House               Internet: seah@ee.rochester.edu
     Rochester, NY 14620           America Online: AFC DaveS

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This Tutorial may be distributed other BBSs and Computer Services provided
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      Copyright (C) 1991 by Dave Seah & Three Legged Cat Productions
                            All Rights Reserved
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