The Viewing Tool
The Viewing Tool has five sections shown as index cards,
Camera, Effects,
Rotation,
Side View, and
Lighting.
Only one card is shown at a time, and clicking the tab for another
brings it to the front.
For just the section being shown:
Reset replaces the current settings with the original "factory" defaults,
Restore replaces the current settings with those previously saved in the
preferences file,
and Save saves the current settings to the
preferences file.
Close dismisses the Viewing Tool, and Help opens
this manual page in a browser window.
The Camera section of the Viewing Tool
controls several aspects of the view, including stereo parameters.
There are several ways to start
Camera, a tool in the Viewing Controls category.
Default settings are indicated in bold.
- camera mode
(mono/stereo left eye/stereo right eye/cross-eye stereo/wall-eye
stereo/red-cyan stereo/sequential stereo/DTI side-by-side)
- the camera mode refers to
any of several stereo and mono viewing options.
Sequential stereo is
not always available.
For stereo viewing, the DTI mode requires
DTI technology.
- projection
(perspective/orthographic) - perspective causes
atoms and bonds further from the viewer to appear smaller, and is
indicated in the Side View by red lines
diverging from the eye position. An orthographic
projection has no scaling-with-distance effect, and is indicated
in the Side View by horizontal red lines.
- scale factor (1 when a structure is first opened) -
a factor reflecting the cumulative effects of scaling with
the mouse, the Side View, and/or the command
scale
- near plane - Z-coordinate of the front (hither) clipping plane
- far plane - Z-coordinate of the back (yon) clipping plane
- horizontal field of view
(25 degrees, minimum 1.0, maximum 179.0)
- how much perspective is used
(does not affect the orthographic projection).
As the horizontal field of view is increased (decreased),
the vertical field of view will likewise increase (decrease), but their
exact relationship depends on the aspect ratio of the graphics window.
- Stereo parameters
- units (millimeters/centimeters/inches)
- units for the following stereo parameters
- eye separation (2.0 inches)
- effective distance between the left and right eyes
- distance to screen - effective distance from the viewer to the
screen (or focal plane,
even though objects out of this plane do not appear "out of focus").
When viewed in stereo, objects in front of the focal plane will
appear to project from the screen, and objects behind the plane will
appear to recede behind the screen.
- window width - width of the graphics window reported by
the system (cannot be edited)
Together, the eye separation and distance to screen
determine the parallax between the left- and right-eye views.
The horizontal field of view, distance to screen, and
window width are interdependent. For a given window width, the
field of view and distance to screen are inversely related; changing one
changes the other in the opposite direction. When the window is
resized, the window width and distance to screen will both adjust as the
field of view is kept constant.
The horizontal field of view and
stereo parameters can be changed interactively
in the Top View.
The Effects section of the
Viewing Tool
controls visual effects such as depth cueing.
There are several ways to start
Effects, a tool in the Viewing Controls category.
Default settings are indicated in bold.
- depth cueing (on by default)
causes regions farther from the viewer to be shaded with the
depth-cueing color
- start ratio (0.5) - how far behind the front
clipping plane any decrease in intensity begins, expressed as a fraction
of the total distance between the clipping planes
- yon intensity (0.1) - the intensity of the nominal colors
at the back (yon) clipping plane. The intensity decreases linearly from 1.0
at the plane defined by the start ratio to a value of
yon intensity at the back clipping plane.
- color
(a color well,
No Color by default)
- the color used for front-to-back shading (depth cueing).
When set to No Color, the shading color will be the same as the
background color.
- subdivision quality (1.0, maximum 20.0)
- the stick, ball-and-stick, sphere, and ribbon
representations
consist of curved surfaces approximated by collections of planes;
increasing the subdivision quality increases the number of planes
and the apparent smoothness.
This setting does not affect
molecular surfaces.
If less than 5.0, the subdivision quality will be adjusted
automatically to 5.0 temporarily when an image is saved
with the Save Image dialog
or the copy command.
- local viewer (true/false) - whether for lighting purposes
the actual (local) position of the viewer is used. The alternative of
treating the viewer as infinitely far away simplifies the lighting
calculations and is more computationally expedient. The difference
in appearance is generally quite subtle.
- transparent background (true/false)
- whether to make the background transparent and allow its opacity to be
adjusted (opacity = 1 – transparency). Not all systems have the
hardware required to support this option.
PNG and TIFF images saved
from the session will include opacity information,
making them easier to composite with different backgrounds
in image-editing applications. (Note: TIFF images with
background transparency may not be interpreted correctly by Adobe
Photoshop®.)
With this option, the opacity is initially set to zero;
if the background color is subsequently changed, however,
the background will no longer be transparent unless the color
definition includes transparency.
Background transparency can also be enabled with the
startup option --bgopacity.
For background transparency in raytraced images,
see the POV-Ray Options
preferences.
- show shadows (true/false)
- display interactive shadows; this is intended to enhance 3D perception
during interactive use. For saving shadowed images, however,
raytracing with POV-Ray is recommended instead.
- silhouette edges (off by default)
highlights borders and discontinuities with a thin outline in the
silhouette color
- color
(a color well,
No Color by default)
- when set to No Color, the silhouette color will be gray if
the background is black, otherwise black.
- width (1.0) - linewidth of silhouette edges
The Rotation section of the
Viewing Tool controls rotation behavior.
There are several ways to start
Rotation, a tool in the Movement category.
Default settings are indicated in bold.
- center of rotation method:
- fixed - uses the rotation center coordinates
- center of models - sets the center of rotation to
the center of the bounding box of all
active models (displayed
portions only; may include items that are
invisible)
- independent - makes each model rotate around its own center
rather than one determined collectively; equivalent to the command
set independent
- center of view - continually adjusts the center of
rotation to the current center of view
- rotation center (X, Y, and Z coordinates)
- editable only when the center of rotation method is fixed,
meaningless when models are set to rotate independently
The Side View section of the
Viewing Tool provides a convenient and intuitive way
to scale and to move the clipping planes.
There are several ways to start
the Side View, a tool in the Viewing Controls category.
- The yellow square on the left represents the viewer's eye position.
Dragging it with the left mouse button adjusts the scale factor
(like the command scale).
This does not change the stereo parameter
distance to screen.
Double-clicking the eye position brings up a menu for changing the
camera mode.
- The vertical yellow lines represent the front and back
(hither and yon)
global clipping planes. Each can be dragged with the left mouse button
(like using the command clip).
Dragging the hither plane with the middle mouse button
moves both clipping planes in the same direction (like the command
section), while dragging
the yon plane with the middle mouse button
moves the clipping planes in opposite directions (like the command
thickness).
These clipping planes act globally; however,
models can be clipped individually and at any angle using
Per-Model
Clipping.
- The red lines emanating from the eye position show the field of vision.
The lines diverge when perspective is used,
but are parallel in the orthographic projection.
Simultaneously holding down the Shift key reduces the speed
(mouse sensitivity) of dragging operations by a factor of 10.
View All adjusts the scale and clipping plane positions to include
everything that is displayed (possibly including items that are
invisible
). Model rotations and translations are not adjusted.
The default View is right: it shows the relationship
between the viewer and the Chimera scene from the viewer's right side.
Setting View to top switches to a
top view in which
stereo parameters and perspective can be adjusted interactively.
By default, the miniature display of the Chimera scene
is shown at high resolution, with colors and
representations the same
as in the main display. Using low resolution
simplifies the miniature to molecule chain traces and
surface/object bounding box outlines. Low resolution is
recommended if performance seems slow with larger systems.
The Lighting section of the
Viewing Tool
allows lighting parameters to be changed and saved.
There are several ways to start
Lighting, a tool in the Viewing Controls category.
The interface can be switched among
Lights (basic),
Lights (advanced),
and Shininess.
The settings collectively define a scheme that can be
named, saved, and later retrieved from the pulldown list
indicated by the solid black triangle next to the Lighting field.
Choosing a scheme from the list automatically applies it to the
view in Chimera. When the name Chimera default is shown, it is only
possible to save to a different name, using Save As....
When another name is shown, it is possible to
- Save the current scheme to the name shown
- use Save As... to save the current scheme
with a new name
- Delete the scheme whose name is shown
Named schemes are saved in the Chimera
preferences
file, and are only updated with any changes
when Save, Save As..., or Delete is used.
The settings in effect when a session is
saved
(whether or not the scheme has a name) are included in the
session file.
In brief, the key light is generally the dominant (brighter)
source of light; the fill light serves as a secondary source.
Each light can include diffuse and specular contributions.
Diffuse light is scattered from a surface equally in all directions,
whereas specular light is reflected in a preferred direction
(see lighting details).
Lighting directions can be manipulated interactively
in the small window containing a sphere.
Unless turned off, each light source
is shown with a solid arrow (red for key, green for fill)
that can be moved with the mouse.
Outlines on the sphere represent directions
that typically give favorable results.
Only the advanced interface
allows a light to be turned off
or placed behind the sphere.
The Lights (basic) interface
includes sliders for controlling
- brightness (default 1.0;
slider values range from 0.1 to 5.0) - total illumination of the scene
- key-to-fill ratio (default 2.0;
slider values range from 1.0 to 20.0) - what proportion of the total
illumination is contributed by each light
The Lights (advanced)
interface contains additional parameters of the
current light
(either the key light or the fill light,
depending on which box is checked).
Default settings are indicated in bold.
- active (true/false) -
whether the light is "on."
When the key and fill lights are both inactive, the lighting reverts
to a single white light aimed along the line of sight.
- diffuse color (a color well,
white by default)
- diffuse scale (defaults are
approximately 0.653 for the key light and
0.500 for the fill light) - multiplicative scale factor for the diffuse
light. Possible values range from -5.0 to 5.0, where
negative values result in subtraction of the diffuse light
(see the combination rules).
- specular color (a color well,
white by default)
- specular scale (defaults are 1.0 for the key light and
0.0 for the fill light) - multiplicative scale factor for the specular
light. Possible values range from -5.0 to 5.0, where
negative values result in subtraction of the specular light
(see the combination rules).
A light with a specular scale of 0 will be treated as shadowless
during raytracing.
- direction (X, Y, and Z coordinates; by default, approximately
-0.383,0.707,0.707 for the key light and 0.259,0.259,0.966
for the fill light) - the apparent source location on a unit sphere
with positive X, Y, and Z pointing right, up, and out from the screen.
When the advanced interface
is shown, only the solid arrow representing the
current light can be moved with the mouse,
but it can be moved behind the sphere (not possible when the
basic interface is shown).
The Shininess interface controls the specular parameters of objects
(rather than light sources):
shininess, brightness, and the color used for shiny highlights.
Although part of the Lighting tool,
Shininess is also handled
as a separate tool in the Viewing Controls category.
- shininess (30 by default; ranges from 1 to 128) refers to
the "spread" of highlights; lower values yield larger, more diffuse highlights,
while higher values yield more pointlike highlights. Technically,
shininess is the OpenGL specular exponent. The effective highlight
intensity varies as the cosine of the angle between the view direction
and the direction of the reflected light, raised to the power of this exponent.
- specular color
(a color well, a light gray by default)
is the color used for shiny highlights.
It is added to the color that would be shown in the absence of highlights.
If the color is already bright white, highlights will not be discernable;
if the color is nominally green and the specular color is red,
the highlights will appear to be yellow.
This explanation assumes that all light sources are white or gray; however,
lights have their own diffuse and specular colors,
which must be combined with
that of the material.
- brightness (1.0 by default; ranges from 0.1 to 10)
scales the intensity of the specular color components, and
the resulting values may exceed 1.
The Shininess interface
adjusts the material properties of the Chimera default material.
Stick, ball-and-stick, sphere, and ribbon
representations
and MSMS molecular surfaces
use the default material. It is not possible to independently
control the shininess of different models that use the default material.
Except for surfaces generated by
Volume Viewer and
Multiscale Models (for which special code was written),
the properties of models that do not use the default material
(VRML models, for example) are not adjusted.
UCSF Computer Graphics Laboratory / May 2008