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                     What is Puppy Ray? 
                    
                
                
                  
                     
                    
                      Puppy Ray is a ray tracing
                        filter included with Project Dogwaffle 9. In
                        version 9.0, it was first introduced for Howler,
                        and later for the Artist edition. In Howler 9.1,
                        a new version came about wich is implemented to
                        run on the GPU, much faster in many cases. 
                       
                     
                   
                   Examples 
                    
                  
                  
                  
                    One of the primary goals
                        with Puppy Ray is to help you create fantasy
                        landscapes, such as mountain scenes and
                        canyonlands. Puppy ray can also be used for
                        fancy 3D text, titles and animated videos. 
                       
                    Here's an example of a
                        rendering done with Puppy Ray: (click image to
                        view full size) 
                       
                     
                        
                    Many examples can be seen in
                        the newsletters posted prior to the release of
                        9.0: 
                     
                   
                  
                  
                    and a few more up to the
                        release of 9.1 with the GPU based version: 
                     
                   
                  
                   
                      Be sure to keep looking for more in our upcoming
                      posts of the newsletter 
                   
                  
                  
                  
                   Image Galleries &
                      Slideshows
                  A Javascript based
                      slideshow from v9.0 can be seen here 
                     
                    We also have a few images in
                      Dropbox, and those can also be seen in slideshow
                      mode. 
                     
                    
                     
                       
                   Videos & Tutorials
                   Most of our new tutorials are
                    posted in video form in the pdhowler channel on
                    YouTube. Look here to find many examples of Puppy
                    Ray usage. 
                  
                  
                    
                  
                   
                      
                   How does it work? 
                    
                  In short: from an
                      elevation map. What is an elevation map, you ask?
                      Basically, an image. Typically, a grey-scale
                      image, ranging from black to white with 256 shades
                      of gray. It can also be a color image, and the
                      software interprets it as a greyscale. So, the
                      brighter a pixel, the "higher up" it will be. If
                      it is plain white, it's way up there. If it is
                      black, it's the lowest possible.  
                       
                      An elevation map can havesoft transitions from a
                      low region to a higher region, thus showing slopes
                      and hills that gradually come from load valleys to
                      high peaks. Or, it can be a sudden transition from
                      dark to white within a single pixel, thus
                      revealing a sharp drop, or an abyss.  
                       
                      That's just the beginning. You also will want to
                      control the colors that are apearing over your
                      terrain. You can use the main buffer as the
                      elevation map, so where do you put the color map?
                      Simple: in the swap buffer. If the swap buffer is
                      left alone, it is white. If you place any color
                      image in the swap buffer, you'll see that image
                      instead, mapped over the terrain which is coming
                      from the main buffer's elevation map. 
                       
                      The terrain is thus defined by an image in the
                      main buffer for its elevation, and another image
                      in the Swap buffer for the coloring. This defines
                      a tile of terrain, which Puppy Ray can tile and
                      repeat endlessly.  
                       
                      It is useful if the terrain images, both the
                      elevation map in Main buffer and the colorap in
                      Swap buffer, are created to be seamless. Or you
                      can turn them into seamless images in Dogwaffle.
                      Then you will barely notice the seams of the 3D
                      terrain tiles wich Puppy Ray is rendering adjacent
                      to each other. 
                       
                      The terrain is being tiled until it disappears in
                      the fog. You can control the distance of that fog,
                      i.e. you essentially control how far the tiling
                      needs to go along with that fog. There's no point
                      in tiling forever, once the fog is fully opaque,
                      you can't see the terrain anymore. 
                       
                      There is a light source too, and you can position
                      it anywhere over the terrain, as well as change
                      its intensity and color. 
                       
                      There's also global illumination. That's
                      essentially saying that the light that shines onto
                      the terrain is not just coming from a single point
                      light source, but rather from the entire
                      surrounding Sky. The skylight needs to be defined
                      as an image too, and Puppy Ray includes a few
                      presets for blue sky with cloud, sunset red, and
                      night sky with stars and Moon. Most importantly,
                      you can define your own Sky. Where does that sky
                      image come from? The brush, i.e. the custom brush.
                      If you load an image into the custom brush, Puppy
                      Ray will use that as an additional option in
                      selecting the sky.  
                       
                      The image from the skydone has a big influence
                      over the appearance of your scene: the coloring
                      from the sky drastically affects the resulting
                      colors in your scene. For example, try the
                      blue'ish vs. the red'ish skies included wth Puppy
                      Ray.  
                       
                      You can postion the camera in that scene. You can
                      tilt and turn the camera too. You can position the
                      light. And change the scale of the terrain too.
                      The amount of elevation can also be chanced, and
                      the camera's angle (from very strong tele to very
                      wide angle). 
                       
                      There are many more options to explore.  
                     
                     
                   
                   
                  
                    
                       
                     
                   
                  
                    
                     
                   
               
             
             
               
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            Main Features 
             
             
            Puppy Ray! 
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