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Rendering and Shading
Rendering and Shading
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Fill example
Left arrow
Rounded rectangle
Rendering is the act of drawing an image or text on your screen. Ultimately of course, you are concerned about rendering on your visitor's screen.

Use shading to add color, texture mapping and  transparency to shapes and titles. In this tutorial, we cover:

Gradient fill (or shading) example
Gradient fill button operation
Color endpoint buttons
Fill-type buttons -- Flat, Lin, Cyl and Rad
Color picker eyedropper
Multiple custom colors
More examples of gradient fills
Transparency
Transparency mapping
Advanced shading
Texture mapping
Anti-aliasing (smoothing)
Re-rendering and tiling
Render Background
Image format and transparency



Gradient fill (or shading) example

A gradient fill has two endpoints, and the color changes gradually and evenly as you move from one endpoint to the other. Here is a simple example showing a gradient fill of a rectangle:




Gradient fill button operation

In the Quick Editor > Shading tab are a number of buttons. They have two positions -- on or off. In the "On" state they become darker to show they are selected. "Off" -- they are lighter. This makes more sense if you think of the "On" button as depressed and so in more shadow than an unselected one. (But is the reverse of some other buttons you may have seen.)



Color endpoint buttons

The first two buttons are labeled 1 and 2, for color 1 and color 2, the colors of the two endpoints. The color 1 button will become active when the shading supports 2 colors -- anything other than a flat color. 
Rectangle button
Gradient fill
Quick Editor button
Quick Editor Shading tab
Shaded Title
If they are labelled Cnt (Contrast) and Brt (Brightness), it may be because you may have an image selected -- they don't allow gradient fills. Try selecting instead our "Shaded Title" just above.

To set the endpoint colors, select a button, either 1 or 2, then adjust the sliders for the color to associate with that endpoint.


 
Fill-type buttons -- Flat, Lin Cyl and Rad

Below the color endpoint buttons, are four more buttons. You can select only one at a time:
Quick Editor Shading tab
Flat shading
Linear shading 1
Cylindrical shading 2
Radial shading
Linear shading 2
Cylindrical shading 1
Flat
Linear
Cylindrical
Radial
Linear
Cylindrical
Shaded Title
Select the Shaded Title above and try these buttons, while adjusting the color sliders. These are also called RGB sliders, short for for Red, Green, Blue.

The bottom slider, Trans,  is used to adjust transparency. Use it to adjust the transparency of either or both colors 1 and 2.

For color adjustment, use the left/right keyboard arrows to nudge the slider, type the values into the adjacent edit box or use the eyedropper.

For linear and cylindrical shading, adding 90.00 or 270.00 degrees of rotation to the object via the Quick Editor > Object tab will change the direction of the graduation -- shown in the examples above.

Other options are 180.00 degrees of rotation to provide a complete reversal of the graduation. This has a similar end result to using the Flip button in the Quick Editor > Shading tab.

See also:
Transparency for images
Transparency for shapes


Color picker eyedropper
Quick Editor button
Color picker eyedropper

The eyedropper that shows in the Shading Editor > Fill Settings tab (and is often grayed out) is a feature that is shared by the Quick and Text editors. To use the color picker eyedropper:
Color picker eyedropper
Multiple custom colors

The color dialog (e.g. Quick Editor > Shading tab > Pick) is a Windows standard, used in many other programs. It acts the same there too. It is fairly easy to use, but it is not clear how to select more than one custom color.

To set custom colors:
  1. Click the button Define Custom Colors
  2. Click the custom color box you want to change -- it should have a little rectangle around it
  3. In the large color window on the right, click the hue you want
  4. This changes the vertical color band at the far right showing the luminances of that hue
  5. Move the triangular slider to the luminance you want or click in the vertical color band
  6. The box marked Color|Solid should change as you do these steps
  7. Click Add To Custom Colors
The trap is that if the triangular slider is set "no luminance" (slider at its lowest) you can click anywhere in the large color window and nothing seems to happen. Any hue at zero luminance is black!

You can set a sequence of custom colors by looping through the steps 2 to 7. Each Add To click will fill out the next custom color in sequence -- continuing on from the color box selected in Step 2.


More examples of gradient fills

The first two examples also show rotation. The last example is done in the Shading Editor where you can set the origin of radial shading -- the origin does not have to be in the center of the object.
Shading Editor button
Linear shading
Cylindrical shading
Radial shading
Linear
Cylindrical
Radial
Shading
In the Gradient fill section, we discussed using the controls in the Quick Editor > Shading tab. Make the following changes to the arrow polygon on the left:

Outlines
Select the Geometry Editor > Outline tab. Adjust the Line Width and color:
Left arrow
Quick Editor button
Geometry Editor Outline tab
Geometry Editor button
You could have done this in the Quick Editor too. You should now have an arrow that looks a lot like this:

Left arrow
Transparent Flat Shaded Title
Transparency

Adding transparency makes an object look transparent by letting some of the background show through:
  1. Click the Transparent Flat Shaded Title above -- it's not really transparent -- yet!
  2. Select the Quick Editor > Shading tab
  3. The title has a color already assigned to it: black
  4. Adjust the Transparency between 0 and 100 to see the effect
  5. Select Linear shading and adjust the color 1 and color 2 transparency settings
  6. Move the title so that it is on top of the blue rectangle to the right.
See also:
Adding transparency to an image
Transparency mapping
Titles tutorial


Quick Editor button
Transparency mapping

Transparency mapping is similar to transparency except that the transparency is weighted towards a color you define. Transparency mapping allows you to completely "wash out" certain colors, while transparency fades out all colors.
'Spun With' Logo
Shading Editor buttonn
Transparency mapping
...
Now you can return to the Quick Editor > Shading tab and make all the usual adjustments to colors and standard transparency. Or you could continue using the Shading Editor.

"Spun With" Logo
Shading Editor button
Advanced shading

The Gradient fill section covers some features of the Quick Editor > Shading tab. Here we'll look at similar, and more advanced features using the Shading Editor:
  1. Click the rounded rectangle at the left
  2. Select the Shading Editor from the tools toolbar (left -- a picture of paint pouring from a can), or select the same button in the Quick Editor > Shading Tab
  3. Either of those steps should open the Shading Editor
  4. Select the Fill Settings tab
  5. Select the Linear, Cylinder and Radial shading buttons in turn while adjusting the color sliders. Click the two color boxes at the left of the sliders to switch between color 1 and color 2
  6. Select the RGB (Red, Blue Green) or HSV (Hue, Saturation, Value) buttons to set the color sliders to the color model you prefer
  7. Select Radial shading and set the bottom color to dark blue and the top color to a light cyan (about R=200, G=250, B=255)
  8. The large color box contains a shading vector (a line). Use your mouse to move the shading origin (the cross hairs) so that the origin is near the top left corner
  9. Use the other end of the shading vector (a little square) to adjust the rate of change of the Radial shading. It has no effect on Linear and Cylindrical shading
  10. Click OK to accept your changes and exit the Shading Editor.
Rounded rectangle
Rounded rectangle with Gradient fill
Linear
Rounded rectangle with cylinder fill
Cylindrical
Off center radial shading
Off center radial shading
Rounded rectangle with radial fill
Radial
The Quick Editor > Shading tab has many of these settings too. It does not have the HSV color model, nor can you adjust the origin of the color on gradient fills.
Texture mapping

As we use the term here, texture mapping is the process of copying a pattern (texture) from an image, and using it to color an object.

Any of our usual image files (PNG, PNG 8, PNG 32, GIF, JPG, BMP) can be used as the source of the texture. Apply texture to an object by Scaling, Stretching or Tiling the source image.

Try texture mapping
  1. Select the ellipse object to the right
  2. Open the Shading Editor > Fill Settings tab
  3. Select the Scale Texture button to open the standard Open File dialog. Try the file "SpunWithSpinnerPro.gif" from the /ClipArt folder
  4. Adjust the RGB sliders to select the color that will be used wherever the texture does not cover the image
  5. Click OK to exit and view
  6. Rotate the ellipse to see the effect
  7. With the ellipse still selected, open the Shading Editor again. Select the Stretch Texture button and load the "SpunWithSpinnerPro.gif" file again
  8. Click OK to exit and view
  9. Return to the Shading Editor and select the Tile Texture. Select the file "brick.png"
  10. Click OK to exit and view.
Ellipse
Shading Editor button
Tiled texture
Stretched texture
Scaled texture
Scaled Texture
Stretched Texture
Tiled Texture
Anti-aliasing (smoothing)

When you have an object that is running diagonally across your screen, you may see jagged edges. This is called aliasing -- if you have a sharp transition between two colors, your computer has to choose one or the other. It is possible to smooth out the transition by adding some extra pixels of intermediate colors around the transition. This is called anti-aliasing, and we're about to do it right now:
  1. Select one of the texture mapped objects above
  2. Select the Quick Editor > Object tab
  3. Make sure the Anti-Alias box is checked. You can see the effect of anti-aliasing in the workpage by checking and un-checking the High Render box
  4. When high render is selected, the workpage may appear sluggish on slower machines. It is OK to work with high render off. It affects only your workpage -- it has no effect when you publish or preview
  5. Turn high render off and rotate the texture mapped object observing the aliasing jaggies. Turn high render on to see the effect of anti-aliasing
The downside of anti-aliasing is that it can make smaller objects look fuzzy. If in doubt, try it both on and off -- pick the one that give the best results.

Also, you are anti-aliasing against a particular background, often white -- you may have problems if you then use the same image against a colored background. Example.

See also:
Anti-aliasing images
Anti-aliasing titles

Quick Editor button
Re-rendering and tiling

Rendering
is the act of drawing objects on your screen. Re-rendering is the act of modifying an object in some way, then drawing it again. In practice, this means that the re-rendered object will require an image file in order to be displayed.

One common application of re-rendering is to make a permanent group of two or more related images, then place re-render on for the group. This produces one larger image file instead of two or more smaller files -- often more economical.  The shadowed title at the top of this page has this treatment.

For more complicated shapes as we have been using here, re-rendering on or off makes no difference to the resulting image file -- one is always produced.

However, for straight flat-color or tiled rectangles, if you put Anti-Alias and Re-Render  off, no new image file is produced. This has advantages if you want a large image that you can make from a small tile. A little bit of code which SiteSpinner looks after, and a small image file are all you need.

Here is the image brick.png from the Tutorials/Media folder (254 bytes): 

And here is a brick wall tiled from that image (no extra image file, because Anti-Alias and Re-Render are both off):

Tutorials banner
Brick tile
It is possible to apply a tiled background to your whole page, or part of a page. See page backgrounds.

Render Background

If Render Background is on, (Geometry Editor > Options tab)  anything in the background will be drawn into the picture to simulate transparency. In two cases you can't turn Render Background on:
If Render Background is off, the background will be not be drawn into the picture. One of two things will happen instead:
Image format and transparency

PNG 8 and GIF are the only formats that can use transparency that will work on all browsers. Regular PNG (PNG 24) does support transparency but since not all browsers respect it, we do not use it that way.  PNG 32 supports 256 levels of tranparency.

PNG 8 and GIF are 8 bits-per-pixel formats. That means they can only have a maximum of 256 colors so you may see some loss of color on larger images.

If you import a full color image and then change it to GIF or PNG-8, SiteSpinner will choose the best 256 colors. That will minimize the loss of color.

For GIF and PNG 8, true transparency won't show until you preview or publish. Preview and look at the images against the bricks and see how they differ from their workpage appearance. In each case, the image immediately below is an exact clone -- an identical image using the same image file.

Notice the improvement with PNG 32 on the right.
PNG 8
GIF
PNG 32
 
GIF
PNG 32
PNG 8
GIF (same image file)
PNG 32 (same image file)
PNG 8 (same image file)
PNG 8 and GIF show an issue with anti-alias too. The bottom images are anti-aliased against a white background, so pick up a halo of white around the logo part of the image. This is not a problem when the same image is used against a pale background. However, when placed against a much darker background, the bricks in this case, the anti-alias shows. If this is a problem, one solution is to use another anti-aliased image, this one anti-aliased against the colored background.

Another solution is to use the PNG 32 format.

See also:
Image tutorial