These are the main 3D settings that effect all of the modules selected in the "Main
Local Lighting - This is what gives all the objects
the smooth shaded (lit) look. You will usually want this on unless you are using
textures and you *don't* want to see the object colors change "through"
Wireframe - When you turn this on, all objects are drawn with "outlines".
This can be much faster, but of course, much less realistic.
This will make colors on the screen saver flow together (or shade) more smoothly.
When this is off, you will often see lines or blocks of solid colors instead of
a smooth fading between colors.
Static Colors - This will make each face
of every object have a random color. Other module-specific color settings and palette
settings are ignored when this is on.
Perspective - You will usually want
this on. Basically, this is what makes the objects (and the "viewing volume"
itself) appear smaller as they move farther away and bigger as the move closer.
Turning this off will keep the object the same size no matter how far or close it
is (in other words, it won't look like its moving farther or closer)...this can
lead to some very different and interesting visual effects however.
Mode - This determines in what way texture images (selected in the individual modules? "texture
name" fields) are applied to its modules' objects. 1 means the texture is applied
directly to the object sides, 2 means the texture "sticks" to the object
wherever the object happens to "hit" it, 3 means the texture is applied
to the object as if it were a sphere. See the FAQ for more info on Texture Mode.
Texture Scale - This determines how big or small each module's texture appears
when mapped onto that module's objects. This only has an effect when Texture Mode
1 or 2 is chosen. See the FAQ for more info on Texture Scale.
Determines the relative "shininess" of all objects. A high value will
make them appear very shiny (larger bright spot) and a low value will make them
appear less shiny. The color of the shiny part of the objects is determined by the
Z Depth - Z Depth is how "deep" the viewing volume
(the apparent 3D area in which Kinemorphics runs) is. When running with Perspective
turned on, this will determine how far back (and how close up) objects can move
when they are animating.
Clear depth freq. - This determines how often (in
seconds) the stored up depth information is cleared. When the depth information
is cleared, all of the old drawing is suddenly considered infinitely far away. This
of course means that all subsequent frames will be drawn on top of the frames drawn
prior to the clear, regardless of their depth position. A setting of 1 means the
depth information is cleared after every frame of animation.
freq. - This determines how often (in seconds) the screen is cleared. Note that
this includes clearing the depth information (see Clear depth freq.). A setting
of 1 means the screen (and depth information) is cleared after every frame of animation
(usually more than every second). In this case (setting of 1), double-buffering
is used which is a smoother way of redisplaying each frame. When the setting is
greater than 1, standard single-buffering (no buffering) is used.
Quality - This determines how accurately "living" objects will be displayed.
If you are running on a slower system, you may want to lower the object quality
in order to increase performance. Conversely, if you are running on a fast system,
you may want to increase the object quality in order to smooth out the angles. A
value of 100 indicates that the object will be displayed at the same quality level
in which it was created.
Specular (R,G,B) - These 3 fields allow you to specify
the color (in red, green, and blue components) of the specular highlight (shiny
part) of the objects. The size of this specular highlight is determined by the Shininess