Introduction:
This is not my first Mac Chat page.
This page is a rebirth of the original chat page that ran from issues
1.01 through 1.10. For several reasons, I turned the technical
discussion page into a personal discussion page, which contained a
number of technical articles in its time, but the purpose was more to
relate the projects going on in my life than dealing with the
technical aspects of hardware, graphics, and web design.
But I have decided to re-establish the
page some three years later. Needless to say, I am considerably wiser
in matters of digital processing that I was when I first began the
technical discussion page, and I hope to make this page a bit more
informative than before.
Now before I begin the discussions, I
would like to describe what my intentions for this page. Here, I hope
to describe aspects of using the Macintosh for those with varying
level of experience. I will have articles for the new comers
(nubies), climbing up to the veteran users who love to open up the
hood and see what makes the Mac tick. I will be discussing specific
hardware and software, systems and formats, offering tips and reviews
and trying to make it easier for those unfamiliar with the
intricacies of the Mac. As before, my writings will often deal with
topics that are applicable to other platforms, like Windows, Unix,
etc. I'll be covering systems, graphics, layout, word processing,
internet, utilities, diagnostics, software development, cross
platform conversion, and more. The topic of the Macintosh is very
broad, and I doubt that I will run out of things to say for many
years to come.
So, if you own a Mac, or even if you
don't, I think that you'll find ample information on this page in the
future that will help make your computing experience more useful and
enjoyable.
Oh yeah, if you are a software or
hardware developer, and you want me to review your products on this
page, make sure that the check you send me is hefty enough to the
point that I can't possibly refuse the request. I'll also accept
hardware, such as a dual G4 with DVD RAM, pro grade digital cameras
like a studio Leica, or comperable equipment. Otherwise, the opinions
here are my own, based on my own experience, and unsolicited. ;-)
Well, on with the geek
greek........
Nubies' Corner
I recently got an e-mail letter from a
young lady inquiring about image editors, having seen a graphic that
a friend of hers had designed in Photoshop. She wanted to get started
making graphics of her own, and I suggested that she start with an
application a little less expensive and easier to learn than
Photoshop. This was not easy for me to do, as those who know me well
can attest.
So, with that in mind, I'll start off
talking about my favorite Mac application,
Photoshop. (Photoshop for PC is
almost identical to the Mac version, except for some of the plugs. So
this article applies to both.)
All my graphics go through Photoshop at
one time or another, to one degree or another. Some are touched by
nothing else, being born within Photoshop and finished within
Photoshop. Nothing else comes close to matching it in ease of use,
stability, and universal acceptance by the graphics community. It is
the industry standard for image editing, and that is why I have a
Photoshop download page, to draw the attention of my peers to my web
site. It's not cheap (about $700 full retail for version 6), but it
is effective and a must have for any serious graphic designer, if for
no other reason than all the other graphic designers use it. In many
publishing and print shops, they will not (or will not readily)
accept graphics in any other than native Photoshop format.
Photoshop is not easily mastered. The
basic tools can be understood and used effectively within a month or
two by one who understands the concepts of photography and painting,
within half a year by those new to the concepts of RGB (red, green,
blue), the basic mode of editing in Photoshop. But there are so many
tools beyond the basic toolbars, with the capacity for adding
thousands more in the form of plug-in filters (I currently am hosting
over 600 plugs in my filter folder, out of some 1330 filters that I
possess, and I'm always looking for more). In essence, the tools are
all designed on a mathematical basis for altering pixel values within
an image.
The pixel is the basic unit of any
digital image, one single spec of the graphics screen. Columns and
rows of pixels give the image its size and composition, one dot at a
time. How this information is stored is defined as format and
compression. Any way that the information within the pixel matrix can
be modified can be defined as a filter, be it a relationship of the
pixel and/or its neighboring pixels. This is the means for redefining
the pixel data. And there are many means of doing so, some better
than others. Nor are all priced according to the same scale of merit.
Some filters are must have, some are not, and they may not be quite
so obvious. There are money traps, so care in selection of filters is
required to get the most for the dollar (et al). There are plenty of
gems as well, as long as they aren't overdone.
The one grace that Photoshop has is for
being able to pull together the elements from a large number of
resources and blending them into an image file that any commercial
establishment will accept. With that kind of muscle and finesse, it's
not easy to ignore for long periods of time. If you're doing
graphics, you eventually have to come over to Photoshop for survival.
There's just no way around it. Nor should there be. When you're ready
for Photoshop, you're ready for Photoshop. No two ways about it.
You'll know its call, and price will be a matter of concern, but not
enough to swing the vote, and never a regret. Everything graphic
flows through Photoshop at one time or another, or it sees a solitary
existence.
Hardware
I recently added a second monitor to my
production unit, so I think I'll talk a little bit about adding a
second monitor to increase the desktop acreage. Naturally, you'll
need two video drivers with ample VRAM to power your monitors' needs.
It is possible to run the monitors off of physical RAM, if you have
plenty to spare (20M or better) and the extensions to handle it.
However, using dual cards is easier and more convenient. If you don't
have the hardware, don't buy a second monitor until you upgrade the
hardware. The card will determine the process followed in set up.
Follow instructions closely.
When a proper connection is made, the
Monitors Control Panel is consulted to determine the arrangement.
Here is the Monitors Control Panel window from OS 9, showing the
arrangement options:

You'll notice the cursor grabbing the title bar and shifting it to the other window. This function allows either monitor to possess the menu bar. In some cases where the video cards are identical (mine are not), the screens can be mirrors, displaying the same image and possessing the same control. However, the usual preferred arrangement is to make them abutting screens as arranged in the window. Shown above at 640X480 next to 800X600, the screens are adjoining neighbors on the desktop, with the top sides of the screens aligned in a straight line.When the cursor jumps off the edge of one screen, it is picked up on the other, as if it passed over the fenceline, applying the neighbor metaphor further. On the bottom of the larger screen, there will be a portion of the edge that doesn't match up, and here the cursor will stop, and to cross, it must be raised up to the common boundary on the desktop. This can make the raising of the smaller monitor a definite convenience to visual continuity. But if the monitors sit at different levels, such as the smaller monitor sitting lower, the boxes can be arranged to accomodate the arrangement where the cursor flows smoothly in a straight line from screen to screen. They can even stack vertically, as shown below, if they occupy shelves.

The advantage? Clearly more
territory to plop windows all over the place without sacrificing
resolution. Applications with many windows (Photoshop comes to mind,
for starters, GoLive too) can have a tool palette screen and a
document window screen, keeping each window and palette viewable for
instant use. Also, dual resolutions can shed new light on documents
meant for distribution to multiple sized screens, like 640X480 and
600X800 (internet comes to mind, since these are the two most popular
screen sizes for which web pages are designed), dragging a window to
the other screen to expand it for a broader view. Also different
color settings, like seeing the difference between 8 bit color and 32
bit color without having to change the monitor settings. This is
great for game designers who deal in fast operations where color is
sacrificed for the sake of speed.
There are a few nags to be said for the
set up. Appearance only applies to the menu bar screen, so the
Monitors Control Panel must be opened first to direct Appearance
launch to the correct screen. Mice without turbo-boosting take
several runs to get across both screens (Kensington makes a great
turbo control panel). The mouse no longer stops at the edge of the
screen, sailing on across to the far side, until the habits of mouse
control are refined. It's amazing how ingrained the act of expecting
the mouse to stop at the edge can be, and how it affects the next
step based on that expectation as a starting point. It's mostly a
case of new habits thrown into the process, a small price to pay for
the extra terrain.
And, to throw a wildcard in to the mix,
try the combo with Virtual Desktop, an extension/application combo
that allows active scrolling of the desktop, much like a large window
scrolls, with an overviewer map so that you don't lose open windows
over that way somewhere.
So if you have the bucks and the wrists
and need more elbow room for work, take the dive. It's worth it.
Software
No shortage of topics here. If
anything, software is probably the biggest topic for Mac users. And
to kick off the return of Mac Chat, it has to be special. So I'll
dedicate it to to the freeware application that dragged me by the
imagination into the world of 3D, POV-Ray.
POV-Ray
(Persistence of Vision - Ray Tracing) released its second issue of
3.1 recently. (3.1r2). The POV-Ray story is one of dedication to the
digital arts by a volunteer team whose sole purpose is developing the
language and interface for seven platforms (more than any other
application) for the furtherment of 3D design as an artform. The
POV-Ray team has broken ground time and again, with contributions by
those who eagerly followed along in the rapture of the simplicity and
complexity so blended into such elegance. So many other 3D
applications have benefitted from the pioneering by the POV-Ray team
that 3D would not have achieved its current status without them,
especially on the desktop.
POV-Ray is the most simplistic 3D
designer available today. Compare it to
BBEdit
being used to write HTML code, and you're not too far off. It's a
text interface, with text writing templates, and almost 300 commands
for cntrolling visual virtual reality. Like any other 3D
applications, it imports formats. OBJ models from Poser can be
translated to POV-Ray. DXF models off the web are a mainstay of
POV-Ray modeling. At least half of the 3D formats can be changed
directly into POV-Ray language
(Amapi 5 is
very useful for this, among others), and even more indirectly. As
long as the model can be broken into polygons (in this case,
triangles), there is a way to translate it to POV-Ray.
While the routine of alter and render,
time and time again, the tweaking process finds its way around to the
best quality ray tracing to be found. When it comes to details, there
is none finer. POV-Ray is for the serious, because the dedication to
learning the language. With patches, the most recently notable being
MacMegaPov, many
new templates are available, containing modeling interfaces to make
the focus less on syntax and more on concept, for those who like the
visual interface to a small degree (I beta test it, so I'm biased,
but by choice; I happen to like the process of visualizing 3D
concepts mathematically).
POV-Ray is not kind on the beginner to
3D. It's not kind to anyone except those with a strong 3D math and
photography background who have seen the results it can produce. I
wouldn't undertake a serious animation with POV-Ray. Its capable, but
my patience isn't. But for still frame, it's definitely its own
reward. It's why I have a page dedicated to work I do in it. It's
that intoxicating to see the magic appear when the correct text is
typed in. It reduces visual reality to its findamentals and then
applies them in the ray tracing (rendering).
This is a test run that I made for
lighting adjustments. To do it justice, it needs to be seen in 32 bit
mode, not net palette, so feel free to take it out of the browser in
order to appreciate the lighting gradients. I made this without
active textures and antialiasing, becase I wanted to set lighting
before applying textures to speed the process. Any photographer worth
his salt would do the same. In my book, the 32 bit image speaks for
itself. I want all my tests to look this good.
For more examples of POV-Ray
artistry, take a peek at the art filled
International Ray Tracing
Competition site. But be careful, it's addictive. You could be
downloading for hours and wearing out your eyes without noticing
it.