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Index



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O2C Converter

O2C Commands

The commands to use the o2c Converter are accessible from the relative toolbar.

From the left there are:

Convert to o2c.

Material.

Texture.

Converter Settings.

Convert to o2c
  1. Toolbar: O2C > Convert to o2c.
  2. Keyboard: CONV.
  3. This command generates the o2c file based on geometry, material and texture information in the current drawing.
Material
  1. Toolbar: O2C > Material.
  2. Keyboard: MATERIAL.
  3.  
  1. Brings up a Material Properties Dialog Box, where you can set the characteristics of the material the selected object (entity) is made of.
  2. Here you can set the properties of the material for your drawing entities.
  3. Presets The Presets radio buttons row allows quick setting of material properties to one of the predefined materials.
  4. Color Ambient/Diffuse and Specular. Here you can choose the object's color used for rendering.
    After clicking one of the colored rectangles the standard "Color" dialog box is shown allowing to choose custom color. The chosen color is then displayed in the rectangle.
  5. Ambient, Diffuse, Specular, Glossiness These variables decide how the object is rendered. Each one can be set using slider or simply by entering the value into the edit box. Allowable values are integers in range 0...100.
  6. Ambient lighting coefficient provides constant lighting for a scene. It lights all object vertices the same because it is not dependent on any other lighting factors such as vertex normal, light direction/position, etc.
  7. Diffuse lighting coefficient provides shading for an object. It decides how much of the light is reflected from the object in all directions. The intensity of the diffuse color depends on light position and direction.
  8. Specular lighting coefficient provides specular reflections on the surface of the object which are typically seen on metal, plastic and glassy objects.
  9. Glossiness coefficient decides how large the specular reflection is. Plastic surfaces usually have small, but intensive specular reflections while metallic surfaces can have large specular areas.
  10. Opacity It decides how transparent or opaque the object is.
  11. Refractive index This coefficient (in range from 0.1 up to 6.4) describes how light travels trough the object. Values less then 1.0 simulate water, values around 1.0 simulate air, greater values simulate glass.
  12. Self-illuminate Check it if the object itself should be rendered as a source of light.
  13. Edge smoothing Checked simulates smooth surfaces (without visible edges). Unchecked causes the edges of the triangles (quadrilaterals ) constituting the object to be visible.
  14. Render backface If checked causes both sides of the triangle (quadrilateral) constituting the object to be rendered. Unchecking it provides faster rendering but in some cases the objects are not properly displayed. It is advisable to check it off for transparent objects. If some objects are not properly rendered try switching backface rendering on/off.
Texture
  1. Toolbar: O2C > Texture.
  2. Keyboard: TEXTURE.
  3.  
  1. Here you can set a texture (raster image file) to the object along with various mapping types and mapping options.
  2. Image mapping type. This drop-down list allows choosing from 4 different texture mappings: box, planar, cylindrical and spherical.
  3. Box texturing. Advisable for easy and fast texturing of parallelepipeds and cubes. Texture is mapped to each of the six sides of the parallelepiped at once in a way showed on the picture:
  • Planar texturing. Applies a texture to a planar object from the Up direction.
  • Cylindrical texturing. The image is mapped around the cylinder.
  • Spherical texturing. Texture is "wrapped" around the sphere. Texture image is distorted: it is wider around the equator and stretched near the poles.
  • Texture each object separately This option is active only when selected objects are 3DFaces. If unchecked (default) all selected 3DFaces are supposed to constitute a single object. Otherwise each 3DFace is textured separately.
  • Mix texture with object color If checked, the color of the texture's pixels is mixed with the color of the object.
  • Texture masks object If checked the black pixels of the texture become transparent. It is useful when you want to create objects with holes in a simple and computationally fast manner. For instance you can apply a chequered image to a surface to achieve an effect of a lattice. See picture:
  •  
  1. Apply texture as a reflection map If checked the texture seems to be reflected from the object as if the object was a mirror. If you look at the object from different angles the texture "moves" as if it was an image of the reflected environment.
  2. Tiling Tiling parameters decide how many times texture is copied along the two texture coordinate axis called U and V. Tiling parameters less than 1.0 cause only part of the texture to be mapped to object.
  3. Up vector and Rotation/Back vector These two vectors are used to define directions of the texture coordinate axis. Along with mapping type, these vectors decide how texture is mapped to an object. Incorrect values of these vectors lead to incorrect texturing and can even cause errors while generating the .o2c file.
    There are two methods of setting values for these vectors. First you can simply enter values for x, y and z respectively into the three edit boxes. Program then scales these values to achieve vectors of length equal to 1.0. Second method is designed for situations in which you cannot guess the coefficients of the vector. By clicking on one of the Pick buttons you are given an opportunity to select three points in your drawing defining vertices of the triangle to which the vector will be perpendicular. It allows easy and fast choosing of Up and Rotation/Back vectors for solids (drawing entities) which are constructed (rotated) in a way that makes defining these vectors otherwise troublesome or even impossible.
  4. Up vector is perpendicular to the up side of the object. In case of box texturing it is perpendicular to the top side of the parallelepiped . In case of cylindrical texturing it is perpendicular to the up cap of the cylinder. In case of spherical texturing the Up vector is perpendicular to the North Pole of the sphere. In case of planar texturing the Up vector is perpendicular to the surface being textured.
  5. Rotation/Back vector is perpendicular to back side of the object. In case of box texturing it is perpendicular to the back side of the parallelepiped . In case of cylindrical and spherical texturing it is perpendicular to the "welding" line where ends of the texture meet. In case of planar texturing the Rotation/Back vector defines the direction (rotation) in which the texture is mapped.
  6.  
    Up and Rotation/Back vectors for different mappings
  7. Image filename Here you can set the path to the image that will be used as a texture for the selected object. You can enter directory path directly into the edit box or click the Browse button, to open the standard Windows' "Browse for file" dialog box and navigate through the directory structure in search for the texture file. The texture file must be a .bmp or .jpg.
Converter Settings
  1. Toolbar: O2C > Converter Settings.
  2. Keyboard: SETCONVERT.
  3. Allows you to set additional output options like: output folder, background etc.
  4.  
  1. With this dialog you can set general options concerning the output of the .o2c file. These options are:
  2. Location of the output file You can set the directory to which the output file will be written. Browsing local folders is available after clicking the Browse button. You can also choose the As output dwg file check box to place the o2c file in the same folder as the .dwg file.
  3. Name of the output file You can set the name of the o2c file or simply choose it to be the same as the name of the .dwg file. For example if the name of the .dwg file is "Space Station.dwg" the output o2c would be "Space Station.o2c".
  4. Object name This name is displayed in the tooltip while the mouse hovers over the o2c file. For instance:
  5.  
  1. Background Here you can choose a background picture that will be used for the output .o2c file.
  2. Show generated file immediately You can decide if you want the .o2c file to be displayed each time you generate it.
  3. Save defaults / Load defaults With these buttons you can save the current options as the default for all your drawings or revert the dialog box to the default values.
  4. About Displays the About Converter dialog box.