[Chimera-users] high quality pictures for publication
Thomas Goddard
goddard at cgl.ucsf.edu
Wed Jun 24 15:05:20 PDT 2009
Hi Elaine,
I agree with your advice. I seldom use raytracing to produce
publication images. I do always use glossy lighting. Glossy lighting
is not enabled by the publication presets as far as I know. It has to
be turned on separately in the Lighting panel (Tools / Viewing Controls
/ Lighting).
Tom
Elaine Meng wrote:
> Dear Fabian,
> For publication images, to some extent different people will prefer
> different things. I will describe what I think is important, but keep
> in mind others may have artistic differences! The User's Guide includes
> a more comprehensive "image tips" page, also available by clicking the
> Tips button on the image-saving dialog:
> <http://www.cgl.ucsf.edu/chimera/docs/UsersGuide/print.html#tips>
>
> It seems like many people think POV-Ray is always the fancier/better
> option, whereas the Chimera rendering without raytracing only has the
> advantage of being faster. I disagree. For my own
> presentation/publication images, I always use the Chimera rendering as I
> can get much better results that way. This may be due in part to my
> lack of expertise with POV-Ray, but it is also because there are options
> only available with the Chimera rendering, and because the shadows from
> raytracing tend to add to the complexity of an image and make it harder
> to understand. Of course, the faster turnaround and somewhat more
> WYSIWYG nature of the Chimera rendering also helps in making nicer
> images. Most of the Chimera images in the gallery and all currently in
> the feature highlights page were made directly in Chimera, without
> raytracing.
> <http://www.cgl.ucsf.edu/chimera/ImageGallery/>
> <http://www.cgl.ucsf.edu/chimera/features.html>
>
> For images primarily containing opaque molecular surfaces, I would use
> Chimera (non-raytraced) rendering with settings: white background,
> increase molecular surface vertex density to 10, turn off depth cueing,
> turn on sihouette edges, and either use glossy lighting, or if that is
> not available on your computer, increase the shininess and brightness
> parameters.
>
> ** If you simply use the publication preset #1 or #2 (see Preset menu)
> it will do all of the above for you! **
>
> Example image from using publication preset #1 is attached at the bottom
> of this message. Just now, I also made a page with more images showing
> the settings being changed individually:
> <http://www.cgl.ucsf.edu/home/meng/icompare/icompare.html>
>
> However, let's say you have decided to use raytracing because you want
> shadows. My suggestions for raytracing surfaces would be:
>
> (a) increase molecular surface vertex density to make the surface smoother
> (b) if white background, make the surface some other color (silhouette
> edges would better demarcate the boundary, but they are not available
> with raytracing)
> (c) for faster rendering increase the POV-Ray Option "antialias
> threshold" from the default of 0.3 to at least 0.5, but 1.0 or even
> higher may still look as good and be much faster
> (d) if shadows are too dark, try decreasing the "key-to-fill" ratio in
> Lighting. Your shadows look much darker than what I got when raytracing
> today with the default ratio of 2.0. The default used to be higher, but
> that was a long time ago (changed before production release 1.2540 July
> 2008).
> (e) if shadows are in the wrong place, try moving the "key" light
> position in Lighting
> The latter two as well as quick shadow location previewing are mentioned
> in the raytracing page:
> <http://www.cgl.ucsf.edu/chimera/docs/UsersGuide/raytracing.html>
>
> I hope this helps,
> Elaine
> -----
> Elaine C. Meng, Ph.D. meng at cgl.ucsf.edu
> UCSF Computer Graphics Lab (Chimera team) and Babbitt Lab
> Department of Pharmaceutical Chemistry
> University of California, San Francisco
> http://www.cgl.ucsf.edu/home/meng/index.html
>
>
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