{"id":860,"date":"2016-03-26T20:22:16","date_gmt":"2016-03-26T20:22:16","guid":{"rendered":"http:\/\/fractorium.com\/?page_id=860"},"modified":"2023-11-19T06:46:11","modified_gmt":"2023-11-19T06:46:11","slug":"geometry","status":"publish","type":"page","link":"http:\/\/fractorium.com\/?page_id=860","title":{"rendered":"Geometry"},"content":{"rendered":"<h3 class=\"collapseomatic \" id=\"id69fc9e0f58646\"  tabindex=\"0\"     >Width<\/h3><div id=\"target-id69fc9e0f58646\" class=\"collapseomatic_content \">\n<p>The width in pixels of the image. Double click to make the width and height match the exact dimensions of the viewable render area, and to scale the original image by the width.<\/p>\n<p>Note if this value exceeds the viewable render area, the interactive renderer will run much more slowly due to issues with how Qt draws an OpenGL texture when obscured by other widgets.<\/p>\n<p>Right clicking inside the field shows a menu with common image sizes to select from.<\/p>\n<p>Default: The width of the viewable render area.<\/p>\n<p>Range: 1 &#8211; max texture width of your GPU, usually 16,384<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f588ad\"  tabindex=\"0\"     >Height<\/h3><div id=\"target-id69fc9e0f588ad\" class=\"collapseomatic_content \">\n<p>The height\u00a0in pixels of the image. Double click to make the width and height match the exact dimensions of the viewable render area, and to scale the original image by the height.<\/p>\n<p>Note if this value exceeds the viewable render area, the interactive renderer will run much more slowly due to issues with how Qt draws an OpenGL texture when obscured by other widgets.<\/p>\n<p>Right clicking inside the field shows a menu with common image sizes to select from.<\/p>\n<p>Default: The height\u00a0of the viewable render area.<\/p>\n<p>Range: 1 &#8211; max texture width of your GPU, usually 16,384<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58a03\"  tabindex=\"0\"     >Center X<\/h3><div id=\"target-id69fc9e0f58a03\" class=\"collapseomatic_content \">\n<p>The x coordinate of the center offset of the camera. The image will move in the opposite direction on the X axis.<\/p>\n<p>Default: 0.000<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58b40\"  tabindex=\"0\"     >Center Y<\/h3><div id=\"target-id69fc9e0f58b40\" class=\"collapseomatic_content \">\n<p>The y\u00a0coordinate of the center offset of the camera. The image will move in the opposite direction on the Y\u00a0axis.<\/p>\n<p>Default: 0.000<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58c24\"  tabindex=\"0\"     >Scale<\/h3><div id=\"target-id69fc9e0f58c24\" class=\"collapseomatic_content \">\n<p>The number of pixels in the final image that correspond to the distance from 0 to 1 in the Cartesian rendering plane. Increasing zooms in, decreasing zooms out. <code>Quality<\/code> is not scaled when this value is adjusted, so increased values without a proportional increase in the <code>Quality<\/code> value will degrade the final image quality.<\/p>\n<p>Range: 10+<\/p>\n<p>Default: 240.00<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58d2f\"  tabindex=\"0\"     >Zoom<\/h3><div id=\"target-id69fc9e0f58d2f\" class=\"collapseomatic_content \">\n<p>The zoom level of the final image. <code>Quality<\/code> is scaled when this value is adjusted, so rendering time is greatly increased.<\/p>\n<p>Values over 10\u00a0can cause the render to fail due to numeric overflow when scaling the quality, so it&#8217;s best to keep this at lower values.<\/p>\n<p>Range: 0 &#8211;\u00a025.0<\/p>\n<p>Default: 0.0<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58e47\"  tabindex=\"0\"     >Rotate<\/h3><div id=\"target-id69fc9e0f58e47\" class=\"collapseomatic_content \">\n<p>The rotation of the final image in degrees.<\/p>\n<p>Default: 0.00<\/p>\n<\/div>\n<p>The following fields are used for creating a 3D effect.<\/p>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f58fa0\"  tabindex=\"0\"     >Z pos (3D)<\/h3><div id=\"target-id69fc9e0f58fa0\" class=\"collapseomatic_content \">\n<p>The z coordinate position used to project points to the histogram. Used alone, this has no effect. When used with other 3D fields, it gives a zooming effect.<\/p>\n<p>Range: -1000 &#8211; 1000.00<\/p>\n<p>Default: 0.00<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f590c0\"  tabindex=\"0\"     >Perspective (3D)<\/h3><div id=\"target-id69fc9e0f590c0\" class=\"collapseomatic_content \">\n<p>The perspective used to project points to the histogram. This gives the effect of tilting the camera forward or backward.<\/p>\n<p>Range: -500 &#8211; 500.0000<\/p>\n<p>Default: 0.0000<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f591c7\"  tabindex=\"0\"     >Pitch (3D)<\/h3><div id=\"target-id69fc9e0f591c7\" class=\"collapseomatic_content \">\n<p>The pitch angle used to project points to the histogram. This angle rotates the entire frame around the X\u00a0axis.<\/p>\n<p>Range: -180 &#8211; 180.<\/p>\n<p>Default: 0.00<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f592e7\"  tabindex=\"0\"     >Yaw (3D)<\/h3><div id=\"target-id69fc9e0f592e7\" class=\"collapseomatic_content \">\n<p>The yaw angle used to project points to the histogram. This angle rotates the entire frame around the Z\u00a0axis. The effect is similar to rotate, but observes 3D space.<\/p>\n<p>Range: -180 &#8211; 180.<\/p>\n<p>Default: 0.00<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f593e8\"  tabindex=\"0\"     >Depth blur (3D)<\/h3><div id=\"target-id69fc9e0f593e8\" class=\"collapseomatic_content \">\n<p>The amount of depth blurring used when projecting points to the histogram. Points with Z coordinate values farther away from the camera get blurred more.<\/p>\n<p>Range: -100 &#8211; 100.000<\/p>\n<p>Default: 0.000<\/p>\n<\/div>\n<h3 class=\"collapseomatic \" id=\"id69fc9e0f5952e\"  tabindex=\"0\"     >Blur curve (3D)<\/h3><div id=\"target-id69fc9e0f5952e\" class=\"collapseomatic_content \">\n<p>Curve parameter to adjust how blurry points are as they move away from 0,0. Use 0 to make blurriness uniform.<\/p>\n<p>Range: 0 &#8211; 100.000<\/p>\n<p>Default: 0.00<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>The following fields are used for creating a 3D effect.<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":418,"menu_order":1,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-860","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/pages\/860","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/fractorium.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=860"}],"version-history":[{"count":25,"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/pages\/860\/revisions"}],"predecessor-version":[{"id":2383,"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/pages\/860\/revisions\/2383"}],"up":[{"embeddable":true,"href":"http:\/\/fractorium.com\/index.php?rest_route=\/wp\/v2\/pages\/418"}],"wp:attachment":[{"href":"http:\/\/fractorium.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=860"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}