
MAT5 VIEWER
APPLICATION AND TUTORIALS
Updated
11-04-2010
WARNING:
The mat5 format names contain one additional character before the
“.” such as *E.bmp or *F.bmp. So if the name is “somedata”,
then the “E” format name would be “somedataE.bmp”. If
you change the name to someotherdata then the new
name would be “someotherdataE.bmp”. You can learn more about MAT5
data format at http://www.engr.uky.edu/~lgh/soft/softmat5format.htm
LATEST FIXes or
BUGs:
11-04-2010
Converted to the “right hand rule” for the coordinate geometry.
Fixed bug in Render-Trim-Fill. Added the ability to store E formatted
mat5 files. There is still some bug related to repeatedly opening and
storing mat5 between E and F formats. Not able to repeat the bug during debug
attempts. If you note the sequence of operations that insures the bug to occur,
let LGH know. Program crashes or out of memory message will appear.
NEW FEATURE: RENDER-NONMETALIC-ORIENTATE
(November 2010)
Step
1: Open a MAT5 and select RENDER-SURFACE. We want to orientate the object so
the nonmetallic gray scale enhances the depth of the foot print. You can save
and pass this type of data to milling machines via meshlab.
When you save, use the C.bmp mat5 format so you have the bmp image of the
surface.

Step
2: Select “Non-Metalic” and use Albedo 4 for the Z dimension encoding and Texture 0 for
gray scale. Note that the Z depth is uneven across the print.

Step
3: Select “Orientation” and select “OnOff”
to enable rotation. Use the spinners to change angles and the Step size will
allow you to either fine tune or coarsely get to the desired angles.

NEW FEATURE: RENDER-VISUALIZE-COMPARE
(October 2010)
Step
1: Open a MAT5 and select RENDER-SURFACE. In Surface Rendering dialog do
whatever you want but in this case “8 bit Depth Encoding.”


Step
2: Select “Exit and Store Copy” which stores a copy of your
rendered surface.
Step
3: Re-enter RENDER-SURFACE: Surface Rendering and Select “Original
surface” and exit using the “Exit” button.

Step
5: Select RENDER-VISUALIZE-COMPARE. Use “On/Off” to map to the 3D
rendering. Maximize box to view the inverse crop regions between the present
and previous copy. Use left mouse button to center or drag the crop, and the
right mouse button to change size and aspect ratio of box.


Step
6: You can “Exit and Turn Off” the visualization or you can
“Exit and Stop” and keep the surface encoded as below.

NEW FEATURE: INPUT BMP OR JPEG FILES
AND ADD DEPTH

GL3DView
can also be used to work with 2-D jpeg or bitmap photos. When opened the
intensity is used to encode depth and the photo can be processed using 3-D
methods as shown above.