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3D Gugle
User's Guide
INDEX
>>
Presentation
>>
The worshop "Fill"
>>
Start
>>
File sharing
"*.dpp"
>>
Selection of colours
>>
The method of filling
>> Mode By Points
>> Levels
>> Give the form to a Level
>> Add a new Level
>> Select Levels
>> Move Levels
>> The keys X, Z, S
>> Set the hierarchy
>> Delete Levels
>> Copy and Paste
>> The File menu
>> Curves or polygons
>> Run analysis
>> The analysis window and the previews>> Example using By Points
>> Create a Depth MAP
>> Another Depth Map N.1
>> Another Depth Map N.2
>> Another Depth Map N.3>> How to draw directly in stereo
>> Creating Stereograms
>> Creating a stereo frame
>> Extract multiple layers
>> Mode BOX
>> Move and resize>> Examples using the BOX
>> Creating a frame
>> Adding a light beam
>>
Appendices
>>
(A) How to best use the By Points
>> Method
of work and testing
>>
Selection of internal areas
>>
Make a transparent Level

With "Fill
LAB" it is possible to create depth-maps, layers, frames, stereo images, graphic
works, visual effects, animation, etc.
If the laboratory is used as an aid to the "Box" or "By Points" you can simply
colour an area bounded by different ways of filling.
If the laboratory is used as a graphical tool its potential is virtually
unlimited and you can accomplish much in stereoscopic and traditional design.
The maximum power is available when using “By Points”
With “By Points” you can create multiple filled curves or polygons, save, or
retrieve data, create Frame, Layers, Depth Maps, etc.
For a study on the topic of this tutorial you should also consult the
following documents:
Direct Depth Map The
laboratory to convert images and paintings into depth-maps
Direct Layers
To extract Layers from images and paintings
Layers Assembly
To create stereo images and animations using the Layers
Algorithms To Layers
To apply algorithms deforming layers or a sequence of frames
AVI from Frames To
create an AVI movie using sequences or frames or Layers
Graphic operation on the frames
to apply various graphics functions to a series of frames
Frames Utility Resize, crop, insert logo/text, insert frames
Animated GIF The
laboratory to create or edit animated GIF
Save/Resize Batch
Batch resize a folder of images or frames using none, bilinear or
high-quality bicubic interpolation and convert series of BMP images into frames
that can be added to your Movie and invert the order of the frames when added to
a normal-order of frames. This allows continuous cycling. Also encrypt/decrypt
any type of file and to completely delete files with the function "TRUE Delete"
Box e By Points selection
tools of 3D Gugle
For the functions and commands not described
in this document see:
Controls and features common
To start the lab first enable the "Box" or
"By Points" and then click the right mouse button on the image and then select
in the context menu the function "Fill".
The left picture below shows the context menu of the Box and right shows the
menu of “By Points".

The workshop will display and Fill with different methods when
started with “Box” or “Points By”
The pictures below show the laboratory started with Box and By Points

"Fill" can also be started automatically by opening a data file with the
extension "*. dpp."
To open a data file use the menu "Selection", "Load Fill Data",

or click the right mouse button on image and in the context menu select "Load Fill Data".

Once the laboratory has started with By Points mode you can, at any time, upload another file data and new data will replace existing data.

The option "LOADLevel Data" is generally
used when you make mistakes and want to restore the original state, or it is
used to compare the effect between the different versions.
Attention
If "Lock Shift" is locked you can not move a level
with the mouse
For more information on the "Lock Shift"
click here.
To unlock "Lock Shift" use the "D" key.
Sharing File
"*.dpp"
Levels saved as files can be loaded and used even on a different image than
the one used to create them.
When you upload a file you have the levels from their original locations, and if
a level exceeds the size of the background, of course it will not be visible.
To bring the hidden layer into the centre of the image, select it using the
arrow buttons and then click on the image.
TOP
The colour selection
The box has 2 boxes to select colours.
The first box on the left is for the base colour and the other for blending and
shading.
The boxes become visible depending on the fill mode selected.

To select a colour click on the coloured disc.
To increase or decrease the brightness of the
colour click on the rectangle "Brightness"
Beware: if the red triangle is at the bottom of the rectangle you will
not see any colour because the light is zero.
To select a pure colour, click on the little rectangle "Pure
colours".
To change the "transparency" use the scroll-bar.
The value 255 corresponds to "No transparency"
This feature is very important when creating effects.
TOP
The methods of filling
To select the method of filling use the drop-down menu "Fill
Method".

The methods "Gradient"
and "Linear Gradient" draw a rendering
mixing two colours.
When these methods are
chosen a second colours selection Box become visible.
A scroll (“D
= x") to change the colour mixing and a button "T"
(Triangular) to modify the rendering apex, become available.

Gradient fills are used to
give the design a solid form, while the "Linear Gradient" gradient-fills from
one point to another, for example from left to right.
With "Linear Gradient" you can change the direction of the fill by adjusting the
Scroll "Rot".
Using Scroll "D = " changes the curve of the
rendering.
In the figures below you can see how it works.
On selecting "Gradient" four additional scroll bars become visible.
With "LX" and "LY"
widen the base of the rendering in the corresponding direction of X and Y.
| Gradient D = 0 | Gradient and D = 6 |
![]() |
![]() |
| Linear Gradient D = 0 | Linear Gradient and D = 11 |
![]() |
![]() |
On selecting "Gradient" four
additional scroll bars become visible.
With "LX" and "LY"
widen the base of the rendering in the corresponding direction of X and Y.

In the example below, from left to right, normal rendering,
expanded in X and Y, in X Extended, elongated, Y.

"PX" and "Py"
changes the location of the focal point rendering.
In the example below, from left to right, normal rendering, moved in X and Y, Y,
moved, moved to X.

The method "Solid" fills the shape using a single colour and no shades. This feature can also be used to delete parts of an image and to repair or modify the layer
Mode By Points
Features that will now be described are identical for both By
Points "Curves" and for By Points "Polygon".
When you start the lab using “By Points” many additional features are available
as shown in the blue box.
For more information about the selection methods used by 3D Gugle
click
here.

"Levels"
"Fill" allows you to create and manage a series of shapes with any form, created
with any number of points.
Every single shape (or drawing) is called a "Level".
"Level" is also synonymous with the words "plane" or "figure" but "drawing" or
"figure" are not adequate to explain the concepts as clearly as "Level".
Some popular software, using the term "Fill" have no real levels, and thus are
not suitable for building images – stereoscopic, lenticular or animations.
On the first contact with "Fill" LAB, those accustomed to work with other
software might consider that the levels of 3D Gugle are slow, but after doing
some work it will be easy to appreciate the many advantages inherent in the
Gugle 3D method.
The figure below shows the levels used for a simple lenticular application or
animation.
Each level, to distinguish it from, and so allow easy execution of the design,
is temporarily coloured differently.

The final result achieved with "Animated GIF LAB" of 3D Gugle.

If you want to do the practice tests download this
file Ballerino.zip
The zip contains the following files:
1) Sfondo.png
2) Ballerino.dpp
3) BallerinoColorato.dpp
4) Ballerino.ggf
5) Ballerino.gif
Procedures:
A) To view or modify the levels:
Open 3D Gugle Sfondo.png
Open Ballerino.dpp BallerinoColourato.dpp or using the menu
"Selection" "Load Fill Data"
B) To view or edit the GIF
Open in Animated GIF LAB the project file Ballerino.ggf
TOP
"Giving
shape to a Level"
When you start "By Points" (level zero) is automatically created with four
points.
To change the shape use the mouse to drag the
coloured squares (points).
To add a new point, press the space bar.
The new points are added after the selected point in a clockwise direction.
The selected point is coloured yellow.
To delete a point, select the point and then press
the letter "C".
Note
1) To use a keys it is required that the main window of 3D Gugle can be
activated.
To activate 3D Gugle click on the main window.
2) To move the
entire shape, drag with the mouse or use the arrow keys on your keyboard.
3) When working on animations (but also in many other cases) you should
temporarily paint each level with a colour so as to distinguish between them.
This will allow you to more easily assess the magnitude of the changes.
The final colour will then be performed for the complete work.
4) For the verification of an animation, without closing the lab, save
the first the sequence of frame with the menu "File" and then start a new
session of 3D Gugle and from the menu "Movie" select "AVI
froma Frame". Alternatively you can use the LAB of "Animated
GIF".
5) To know other characteristics of the selection” By Points”, see Appendix advice on "How to use By Points" on this page.
"Adding a new Level"
To add a new level there are two methods and two functions.
The two methods are:
a) clone the active layer,
b) create a new level consisting of four points.
The two functions are available using the button "arrow
right" and "Add" button.

When you use the
"Add" or the "Arrow" button the new level is inserted above the highest level
active before the "Add".
TOP
"Move and select Levels"
To select the previous or next level in the hierarchy use the two buttons with
the arrow icon.
When you reach the last level, the text label that indicates the location turns
red and the menu allows you to add, if necessary, a new level.

The two little buttons in yellow on the sides of the arrow buttons are to move rapidly to the first (left) or the last level.
To select any level, first click on the image to
activate the keypad and then press "X".
If you press "X" in error press the "X" button again to cancel and return to
normal working conditions,.
On pressing "X" on-screen Levels become visible.
To select a level click on it
After selecting the
level, all the levels that precede it in the hierarchy will be shown and the
program will automatically return to normal working conditions.
To hide the cells that constitute the points, press
the key "Z". Press "Z" again to restore.
To activate the mode drawing stereo, press "S"
and to return to normal working conditions press "S" again
When "Stereo" is active it is possible to move
the selected point or the entire level only in the horizontal direction. This
allows you to more easily create objects that constitute a stereo pair.
Otherwise to move in any direction use the "arrow" "Up", "Down", "Left",
"Right."
To block the movement of the level so that you do
not inadvertently move during the process press the key "D".
To return to normal press "D" again.
Otherwise to move in any direction use the "arrow" "Up", "Down", "Left",
"Right."
Note
To use the keys of the keyboard it is indispensable that the main window of 3D
Gugle is activated.
To activate the window and therefore the keyboard, click on the main window of
3D Gugle.
TOP
"Set the hierarchy"
The levels are drawn on the screen in sequential order from 0 (first level) to
the selected level.
To change the drawing sequence it is necessary to change the hierarchy of the
levels using the vertical arrow buttons.

TOP
"Delete Levels"
To delete the selected level use the button "Del".
To delete all levels from the File Menu, select "Delete all Levels".
"Copy and Paste"
Allows you to copy partial or complete properties from one level to another
level.
When you press the button to "Copy" the border of the button "Paste" becomes
red.
The red border indicates that there is data available in memory.
Pressing the button "Paste" activates a menu with options.

Note
Copy and Paste functions remain active even if you load new data with the "Load
Data Levels".
This feature is useful for copying a parameter or a layer to another project.
General steps:
1) Save the current project with "SAVE Data Levels"
2) Load the project from which to pick the level with "LOAD Data Levels"
3) Select the layer and then press the "Copy"
4) Re-open the previously project
5) If you want to add a new level to the existing, press the "Add" and select
"Add New" but if you want to overwrite an existing layer, select it before
pressing "Paste"
6) Press "Paste" and select from the menu the required mode.
Paste Colours
Paste colours only. This feature is particularly important when working to make
depth-maps
Paste Colours to all Levels
Paste only the colours for all levels of the project
Paste Setting
Paste all the settings related to the inherent colour and mode used to render
the drawing.
The image below shows how the data was copied from the crown to the shape "B".
Shape "A" is before pasting and "B" after pasting the data.
Note that the figure "A" was initially designed as "Polygon" and then, after
having copied the data, has been designed as one of "Curves". This was because
the crown from which the data was collected is designed as a "Curves".
In other words "Paste Settings" replaces the selected level in all settings but
does not change the shape, the position and the number of points.

Paste Settings to all Levels
Paste the settings for all levels of the project.
Paste Level
Overwrites the selected level with the data previously copied.
When using this mode, the selected level receives all the information of the
level of origin as well as the colour.
These settings also include data on the number of points and position.
If the level of origin exceeds the size of the background it will not be
visible. Click on the image to bring the hidden level into the centre.
TOP
"The menu File"
The menu contains all the options necessary to load or to save the data of the
levels, to create frames or layers to use for stereoscopic, lenticular
applications or animations and to save the screen image or layer.

Delete all
Levels
This cancels all the Levels of the project and prepares for a new project.
Delete does not cancel the memory of Copy and Paste which therefore can be used
in the new project.
LOAD
Data Levels
Load the parameters of the levels from a file with the extension “*.dpp”.
The current parameters will be cancelled with the exception of the data of Copy
and Paste..
For other options of initialization and opening of files “*.dpp” see “ “Start"
in this page.
SAVE Data Levels
Saves all dato of the Levels in a file with extension "*.dpp".
Save Screen as Image and
Save Screen as Layer
Saves an exact copy of the screen without closing Fill LAB.
"Save as Layer" save the screen as Layer.
"Save as image" save the screen as normal image. If you press the "OK" button,
Fill LAB will close and you will obtain a copy of the image on the screen.
Note
1) To save all levels of the project, before save, select the last level
The images below show “Screen as Image” and underneath the “Screen as Layer”.


If you want to practise download this file Auto.zip
The zip contains the following files:
1) AutoOriginale.jpg
2) Auto.dpp
3) AutoLayer.bmp (saved as Layer Levels)
4) Auto.jpg (a copy of the screen)
Procedure:
To view or modify the levels:
Open 3D Gugle AutoOriginale.jpg
Open Auto.dpp using the menu "Selection" "Load Fill Data"
Save Levels as
Frames
Converts the sequence of levels into 3D Gugle Frames.
Levels are drawn in an overlapping sequence. The design starts from the first
level and continues to the level selected.
In the example below the GIF file is created using the frames saved in this
manner

Save single Level as
Frames
Converts a single level into 3D Gugle Frames.
Each frame contains only one level. The sequence begins by drawing the first
level and continues to the selected level.
In the example below the GIF file is created using the frames saved in this
manner.

Save Levels as Layers
and Save
single Level as Layers
Use the same method of "Save Levels as Frames" and "Save Single Level as
Frames". The difference is that the levels are converted to Layers.
See also the example concerning
saving the screen in this page.
Below shows the layer saved overlapping and in sequence.


The button showing
the text "Polygon" lets you change the mode of drawing.
If pressed the button text changes to "Curves".
Pressing the same button again restores the previous mode.
TOP
Pressing "Run
analysis" starts a window for the analysis of quality levels.
In the same window you can also see a preview of conversion as anaglyph or
stereo pair or pseudo-stereogram of a DepthMap and other preview.
The window contains a lot of features and display options which are explained in
detail in the examples concerning:
creation of
Depth Maps ,
Level verification
or in the special section "the window of
analysis".
TOP
"The window Preview and analysis"

Menu File
Load original Image
Load from a file a new image in the window.
On startup the window automatically loads the image used to work with levels.
Happens, however, when creating a depth-map or making a layer you use an image
that even though it has with the same pixel size, it is different from the
original.
The image used with the levels typically is different from the original.
The work image normally has had graphic treatment in order to maximize the
visibility of its details. In fact, the greater the visibility, the more the
work of fitting curves of the levels is facilitated.
Save Screen as Image
Saves an exact copy of the
screen that is visible in the "Analysis" window.
This feature allows you to save a real Depth Map or a Layer Depth Map.
Random Dots
Generate a new image with dots in B/W
arranged randomly. The size is the same of the previous image.
This feature is useful when creating a stereogram
Note
Since the
points are randomly distributed, each image is different from the previous one.
Click many times on the menu "Random Dots" to search for the best result.
The figure below is an example produced by "Random Dots". The hidden text is
visible with red-cyan glasses.

In the picture that
follows, the hidden text is visible using a
Free-eye
method
or
a
stereoscope.

Jitter BW, Jitter Colours
Generates a new image consisting of random
"B/W" or "Coloured" points but with a distribution resulting from the previous
image’s luminance.
This feature is useful when you want to use ordinary images as texture or
background to create stereograms.
The transformation is not reversible. To get back the original image use the
"Load Original Image" or "Paste Original Image".
In the figure below are the original image and the B/W point distribution.
Look with red-cyan glasses.

In the figure below are the original image and
the coloured point distribution.
Look with red-cyan glasses.

Menu Edit
Paste original Image
Load an image from the Windows clipboard. This is the same as "Load original Image".
Copy Screen
Copy the screen image into the Windows clipboard. This is the same as "Save Screen as image".
The function can be used to quickly transfer the performed work to another
opened session of 3D Gugle or to other software
Menu View
Zoom....
Menus to resize the screen image.
Menu Options
Convert Depth Map to grayscale
If this menu is selected, the screen image is converted into grayscale before
being converted into a Depth Map.
This feature is very important because it allows you to use a coloured image
and/or coloured levels as the origin of a Depth Map.
Further information is described in "Procedur
to create Depth Maps".
Depth Map Normal, Depth Map as Layer
These menus are important when using the "Fill" LAB to create multiple
layers but are also very important in creating depth-maps because they allow a
considerable saving of labor
If "Depth Map
Normal" is active the whole image is used. In other words all that is
visible on the screen will be converted into a Depth-Map.
If "Depth Map as Layer" is not selected, only the Levels and the image or a
colour in the background will be converted into black in the Depth-Map. The pure
Black colour (just a reminder) is the colour used as transparent by 3D Gugle.
The left image below shows the Depth Map produced by selecting "Normal" and on
the right is the Depth Map with "Normal" deactivated.

Test all Levels, Test Level from 0 to selected
Normally the test relates to the group of levels starting from the
first Level to the selected Level.
If you want to use all Level of your project you must select "Test
all Levels".
In the image below the test used only the levels from zero to 25.

Shows DepthMap, Shows Anaglyph, Shows Stereo Pairs
These menus select the test method that you want to use.
"Shows DepthMap" shows the Depth Map or the layers.
"Shows Anaglyph" shows the conversion of the Depth
Map into an anaglyph.
"Shows Stereo Pairs" shows the conversion of your
Depth Map into stereo pairs.
When "Shows Stereo Pairs" is selected the menu "Swap"
becomes visible. On clicking on Swap you exchange the left-right images to see
in Cross-eye or Parallel-eye.
Note
The colours used in the anaglyph are the colours that are set in 3D Gugle
"preference" see
"Set
Anaglyphs Colours".
Menu Depth (<< Depth = 0 >>)
This group of menus is visible when "Shows Anaglyph" or "Shows Stereo Pairs" is
selected.
Changing the value of "Depth = x" using ">>" or "<<" you change the resultant 3D
effect.
To move quickly the value of "Depth = x" click on the same menu

The
recommended value is 0 (zero) for anaglyphs and parallel-eye and 10 for
cross-eye.
To do a correct and definitive shift you can use the other LABs of 3D Gugle.
Menu TEST
Run the
Test.
TOP
Examples
Create a Depth Map
Example 1
Premise
3D Gugle has another LAB to create Depth
Maps called "Direct Depth Map",
The conceptual difference between "Direct Depth Map" and the method of "Fill" is
that: "Fill" is designed for stereoscopic applications; "Direct Depth Map" finds
its major application for Numerical Control machines.(CNC).
The Depth Map for CNC can be precise because a difference in colours corresponds
to a height. For example the gray 100 is 1 millimetre of vertical movement.
In the stereoscopic applications, especially in anaglyphs, the result is not
only dependent on the number of the gray value but depends also on the image
colours and others factors that will be explained below.
For example if you want to create the same 3D depth in two areas - one clear and
one dark - it is indispensable that you use different values for each area,
normally greater for the dark areas.
Unfortunately there is no rule that determines the numerical value depending on
the colour and therefore it is absolutely necessary to test in a preview.
The project of "Fill" is conceived for stereoscopic applications and contains
all tools required to work rapidly and to achieve quality results.
Although the result obtainable using "Fill" is inferior to the quality that you
can obtain using the specialised LABs of "Direct
Anaglyph" and "Direct Stereo
Pairs", "Fill" has some useful or indispensable benefits, for example:
1) Many popular devices such as monitor, screen, etc require a Depth Map to
show 3D
2) "Fill" can save the work performed for each level and this enables
modifications or corrections.
3) Using a Depth Map you can generate an anaglyph or a Stereo pair quickly
without much additional work.
Procedure
In this document will be described
a procedure to create a Depth Map using the Levels of "Fill" LAB.
We suggest to download the zipped file (Hopper.zip) that contains a file "*.dpp"
and the original image.
To download click here.
The method to create
a Depth is the exact same method that is used in all conversion LABs of 3D
Gugle,
In short, you start to work on the areas of the image that are more distant from
the observer and you continue working on the closer areas.
In the case of the example that follows the standard procedure is partially in
order to understand more easily the features that are specific to the LAB of
"Fill".
The image

Step 1)
Right click on the above image and in the context menu select "Copy".
Run 3D Gugle and from the menu "Edit" select "Paste"
Step 2)
Create a new folder for the project named "Hopper" and in this folder save the
pasted image with the name that you prefer. We used "HopperMain.png".
Step 3)
From the menu "Selection" chose one of two possible By Points methods.
Right click on the image and in the context menu select "Fill" to run the LAB of
"Fill".
Step 4)
Now the base of the Depth Map will be created.
Press the button
"Polygon" to draw the required
levels to cover the background of the image.
See the image below.
In this phase great precision is not required.

This is an animated Gif that shows our sequence of work

Step 5)
Now will create the internal levels just to obtain a Depth-Map similar to the
image below.
Also in this step a great precision is not required

To create the internal Levels it is
necessary to hide the existing levels so you can see the areas to work.
To hide the Levels you can use two possible methods.
Method 1 - Move
hierarchy
Add a new Level using the button "Add".
Move the new Level up in the hierarchy so that you only see the area that you
want to use.
You work the new Level and then, if necessary you repeat the same operation for each new Level.
Or:
Select a Level that gives you the maximum visibility then add a new Level.
Rememberer:
To select any Level first click on the image then press the
key "X" and another click on the
Level that you want to select.
Method 2 - Using transparent Levels
Select the last Level by pressing the right little
yellow button.
Set to zero one or two Alpha scrolls in the
colours selection box.
Press "Copy" then "Paste"
selecting "Paste Colours to all Levels". This operation makes all
Levels transparent.
Now use "Add" to add a new
Level and set to 255 the Alpha scroll.
To continue, step 5
Shape the new Level then add Levels as is required to complete the selection of
all graphics objects.
In the Gif below is the sequence we used.

To complete the first series of
operations it is necessary to adjust the hierarchy and the transparency.
Normally in this phase you simply set the transparency to 255 then "Copy" and
"Paste" selecting "Paste Colours to all Levels".
The final adjustment of the gray scale you can do when the work is completed and
using the
analysis window
Know more 1:
Advanced techniques of "Selection"
When you enclose a graphic object for a Depth Map or for any application, it is
essential to evaluate if the objects that follow in the hierarchy cover the
object that is being worked.
If new levels will cover areas, it is not necessary to do a fine selection in those areas.
Paying attention to this will save you a lot of work.
In the left image below you can see that, on that level, unnecessary work has
been done. On the right image the red lines show this. On the new Level the blue
lines cover one part of the previous Level (yellow).

Know more 2:
Gradients
The use of gradients enable tasks that it is impossible to perform by hand.
In "Fill" you have two methods to draw the gradients:
"Gradient" and "Linear
Gradient".
In the next example only the method
"Gradient" is used but the concepts are the same as for "Linear Gradient".
Using the Gradient you can fill any type of area with harmonic and gradual
degree of shades.
For the creation of Depth Maps the Gradient represents a huge advantage in the
resultant quality and in the execution speed.
The picture below shows the Levels immediately after their tracing.
The colour applied initially is random and has the sole purpose of easily
distinguishing the levels during the process of selection.

Before applying the gradients it is
essential to establish one point of reference.
The reference will be used to draw all the gradients that are connected to a
given graphic object or to a scene.
Step 6)
In this step we will apply the gradients to all levels of the box that contain
the scene.
The red rectangle visible in the above
image will be used as the reference.
Select the method "Solid".
Click on the little black square in the
coloured disc,
then move the red triangle of the brightness just to have a dark gray.
The dark gray just selected will be the reference colour to fill all levels that
are in logical connection.
Select now the next Level and in "Fill Method" select "Linear Gradient".
Of course in Depth Maps it is only possible to use the grayscale colours. For
this reason you must select, in the two "Colour Disc", the colour "Black" or the
colour "White" but then give the correct brightness.
To select a pure colour click on the little coloured square in the disc of
colours.
Using the Scroll "Rot"
you can change the rendering direction and by changing the brightness you
determine the quantity of the 3D effect.
Now press the button "Copy" to save all parameters of the new gradient that you
have just created.

Select
the next Level and then paste using the mode "Paste setting".
Use now the scroll "Rot" to adapt the direction of the rendering and repeat the
same operation for all connected levels.
Select the first Level to colouring and
"Solid" in "Fill Method"
Select the black colour and brighten it a little more than the reference colour.
Continue in the same manner for all Levels gradually increasing the brightness
Step 8)
Press the button
"Run analysis" to open the window of
analysis
Place side by side the preview window and
the window of 3D Gugle so you can see the two windows at once
Note
1) To do a test of verification the anaglyph glasses are required.
2) When "press the menu Test" is stated. it means the menu "Test"
of the preview window and not the button "Test" of Levels dialogue.
From the "Options" menu of the preview window set ON these menus:
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Show Anaglyph"
Select now in 3D Gugle the first Level of the content and press the menu "Test".
Adjust the brightness until the Level moves in a correct three-dimensional
position.
Press "Test" to verify.
Select the next Level and continue......
Set the "Depth Level" at the value "2"
If you like you can save the Anaglyph using the menu "File/Save Screen as
Image"
In the image below is a possible result
after adjusting the red shift.
To adjust the red shift you can open the saved image in "Direct
Anaglyph" LAB then using the menus "<<" or ">>".

Know more 3:
Stereoscopic selection
The selection of the graphics objects executed using the methods of By Points
for the common applications as art, animations, optical effect, etc. requires
the drawing of a perfect perimetral contour.
For the Depth Map that is used in stereoscopic applications, the rule of
selection and the required precision change and depend upon of the objects and
the scene
You must always remember that, when you create a Depth-Map you do not really do
a drawing but you create a data file that contains numerical information.
In the stereoscopic applications the data in the Depth-Map is used to move a
specific pixel of colours horizontally.
To understand the process of conversion see the image below executed with "Direct
Stereo Pairs" LAB and then retouched with "Paint"
LAB.

On the left is the original image and on
the right the conversion. To see in 3D it is necessary to
Cross-eye view or use a
stereoscope.
However in the image below you can see the result after moving the pixel using
the data contained in a Depth-Map.
In black colour is the space that is free after the pixel displacement.

In the next image (left) you can see the
real work executed by a Depth-Map:
The pixel of a point is recopied to another point and the distance of the
horizontally displacement is determined by the numeric value contained in the
Depth-Map
The main problem of a Depth-Map is the impossibility to do a complete
conversion.
In other words after the pixels’ displacement an important work of
reconstruction and retouch is required.
In the image below (Right) you can see the result after the graphics adjustment.

Conceptually it can be said and
without contradiction that the Depth-Map cannot be used in stereoscopy, but
in practice, using some warnings in the execution, you can still create nice
pictures even if the result is limited in three-dimensional depth and quality.
One of the warnings is to use a special method of selection.
The method consists of enlarging in the left direction, the area of the
selection just to inscribe a little part of the adjacent area.
The reason for that work is to clone directly a number of pixels to avoid the
formation of a double image.

In the above image you have an example of
the result after a precise selection over the contour.
In the image below is the result after having enlarged the selection in the left
direction.

If you like you can download the
file that contains the example just described to do a test and verification.
Download Volto.zip
1) Original image (Volto.png)
2) The Levels data of a normal selection (VoltoNorm.dpp)
3) The level data using a special selection (VoltoLarge.dpp)
Instructions:
Open in 3D Gugle Volto.png
Open VoltoNorm.dpp from the menu "Selection" "Load Fill Data"
To see the preview in a stereo pairs
Press the button "Run analysis"
From the menu "Options" of the preview window set ON:
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Stereo Pairs"
Move the value of the menu "Depth" to "+ 10"
Now load "VoltoLarge.dpp" from the menu "File" "LOAD data Levels" in the
dialogue of Fill LAB to see the differences.
-------------
Know more 4:
transparencies
In many cases the transparency can help to obtain a good conversion in a speedy
way.
When a transparency is used as in the image below it is considered as a shadow
of a Depth-Map and this can contribute to the creation of 3D.
The transparency is used especially when the image contains many little details
that require much selection work.
In the example below the anaglyph is generated using only a transparency and one
Level of selection,

When the transparency is used it is
necessary that the selection is precise and doesn’t pass the perimeter of the
graphic objects.
The result of the transparency you can only evaluate using the analysis window.
Step 9)
This final step will improve the result by adjusting the design of the Levels
and modifying the brightness so as to get the correct and the maximum coherence
in the 3D depth.
To do this operation it is necessary to start the analysis window. To open the
window use the button "Run analysis".
The design of the Levels will be improved for two purposes: the first, if
necessary, is to enlarge in the left direction,
information here, the second is to adjust the precision of the selection.
To know the principle and the method to enlarge the Levels
please click here.
To improve the precision of the selection and to adjust the brightness read this
procedure
Procedure
To download
the data Levels and the original image click here.
Download
Hopper.zip
To do a test of verification:
Open in 3D Gugle Hopper.png
Load Hopper.dpp from the menu "Selection" "Load Fill Data"
Press the button "Run analysis"
From the menu "Options" in the preview window set On these menus:
"Convert DepthMap to grayscale"
"DepthMap normal"
"Test Levels from 0 to selected"
"Shows Depth Map"
To select a Level to modify press the key "X".
The Levels that have errors of selection you can easily see by looking at the
contours. If you see a free space this is an error that requires a correction.
The following image shows before and after the corrections.

This example is not described but you
have a file to do a modification or test.
To download DepthMap.zip
The zip contains:
1) DepthImag.jpg (Original image)
2) DepthMap.dpp (The file with the data of the Levels)
3) DepthMap.jpg (The Depth Map)
4) DeptMapResultANA.jpg (The anaglyph)
5) DeptMapResultStereo.jpg (The stereo pairs cross-eye)
Procedures:
To modify the Levels:
Open in 3D Gugle DepthImag.jpg
Load DepthMap.dpp using the menu "Selection" "Load Fill Data"
To see the anaglyph in preview and to save as image.
Press the button "Run analysis"
In the menu "Options" of the window preview set ON these menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Anaglyph"
To save the anaglyph from the menu "File" of the preview
window select "Save Screen as Image"
To see or save the Depth-Map
In the menu "Options" of the preview window set ON these menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Depth Map"
To save the Depth-Map from the menu "File" of the preview window select
"Save Screen as Image" and use the format "*.gna" or "*.bmp".
To use a Depth Map in 3D Gugle start "Direct
Anaglyph" LAB.
To see or save the stereo pairs
in Side-By-Side.
In the menu "Options" of the preview window set ON these menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Stereo Pairs"
To change between cross-eye and parallel-eye click on the menu "Swap"
To save the stereo pairs from the menu "File" of the preview window select "Save Screen as Image".
| Immagine originale | Depth Map |
![]() |
![]() |
Anaglyph

Stereo pairs cross-eye, the frame is added with "Frame Shop" in mode "Stereo".
This example was not described but you
have a file to do a modification or test.
To download:
Lippi.Zip
The zip contain this files:
1) Lippi.jpg (Original image)
2) Lippi.dpp (Data Levels)
3) LippiDeptMap.jpg (Depth Map)
4) LippiAna.jpg (Anaglyph)
5) LippStereo.jpg (Stereo pairs cross-eye)
Procedures:
To see or to modify the Levels:
Open in 3D Gugle Lippi.jpg
Load Lippi.dpp from the
menu "Selection" "Load Fill Data"
To see or to save the anaglyph.
Press the button "Run analysis"
In the menu "Options" of the window preview set ON these
menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Anaglyph"
To save the anaglyph from the menu "File" of the window
preview select "Save Screen as Image"
To see or to save the Depth Map
In the menu "Options" of the window preview set ON
these menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Depth Map"
To save the Depth-Map from the menu "File" of the window
preview select "Save Screen as Image" and use the format "*.gna" or "*.bmp".
To use a Depth Map in 3D Gugle start "Direct
Anaglyph" LAB.
To see or to save the
stereo pairs Side-By-Side
In the menu "Options" of the window preview set ON
these menus
"Convert DepthMap to grayscale"
"DepthMap as Layer"
"Test all Levels"
"Shows Stereo Pairs"
To change between cross-eye and parallel-eye click on the menu "Swap"
To save the stereo pairs from the menu "File" of the window preview select "Save Screen as Image".
Lippi original immage

Lippi Depth Map

Lippi anaglyph

Lippi Stereo
Pairs Cross-Eye.
The used Depth value is 6 (menu << Depth = 6 >>)
The frame is added by "Frame
Shop" LAB in mode "Stereo".

How to draw directly in stereo
"Fill" is not specifically designed to draw directly into stereo, but due to the
flexibility of this laboratory, it is possible in many cases to create simple
drawings.
Before describing the procedure, remember, to view in 3D from a stereo pair, it
is necessary to use a
Free-Eye method or a
stereoscope.
With "Fill" you can use three methods to create a 3D
1) move the objects in the horizontal direction
2) deforming objects (Mode
"I")
3) rendering by gradients
The image below, visible in Cross-Eye, shows the three ways to create 3D using
"Fill".
Top shows the "horizontal displacement", the middle "deformation", the bottom
"gradients".

Procedure
To draw a stereo image, there are three main steps to be performed.
1) Create the background
2) Draw the scene
3) Create the stereo pair.
The "Background" is the bedrock on which we operate. It usually consists of two
blocks separated by a border (frame).
The background helps us to draw because it is a reference size, but it also
serves to give more comfortable stereoscopic viewing during the work.
This step is mandatory but temporary because when the job is completed, the
background will be replaced by another image or a frame or cropped out according
to convenience
The "Draw of the scene" is a work of standard art-drawing that is the base that
will be transformed into a stereoscopic image.
The "Stereo pair" is the same art-drawing that first has been cloned and then
manipulated to obtain a 3D effect.
Step 1)
In this step the "background" with a dimension of 800 x 600 pixels and coloured
in black will be created.
Create a folder to save the files. In our example the name is "Maradona".
From the menu File of 3D Gugle select "New
Canvas", insert the size and the colour then press "OK".
Click on the image with the right button and select "Selection
BOX".
Draw the Box with this position and size (X=40, Y=25, LX=328, LY=550).
The information about the Box is visible on the main bar of 3D Gugle.
Right click on the image and select in the context menu "Fill".
In the "Fill" dialogue from the disc of the colours select a clear blue tint
then press "Apply".
Click first on the image and move the Box using the key "right arrow" into this
position (X=425, Y=25, LX=328, LY=550).
In the "Fill" dialogue press "Apply" then "Exit".

The basic rule to observe in the
creation of the Stereo frame is simple: the size of "B" is the double of "A";
the rest is free.
Before continuing, save the background in the Folder "Maradona" in the
format"*.bmp" or "*.gna".
Step 2
Now draw your artistic image. Draw in the left Box if you prefer the "Cross-eye"
or in the right Box to see in "Parallel-eye".
In the image below is our drawing.

To draw, open the "background" in
3D Gugle, then from the menu "Selection" select one of the "By Points" methods.
Click on the image with the right mouse button then select "Fill" to run the
LAB.
Draw your image using the required Levels and when completed save your work
using "File/SAVE Data Levels".
Step 3)
In this step you create the second image to obtain a stereo pair.
Note
"Fill" has two functions that can be useful to work speedily and precisely.
1) The key "Z"
((capital Z) hides/reveals the little squares of each point. This is to see the
stereo in comfortable mode.
2) The key "S"
blocks the vertical movement and this prevents errors during the translation or
during the deformation of the Levels
Open in 3D Gugle the
image of "background", then from the menu "Selection\Load Fill data" load the
file of the Levels data.
Select the first Level using the little yellow button to the left of the "Arrows
buttons".
Press the button "Add" to clone the selected Level.
Press the key "S" to block the vertical movements.
Drag with the mouse and move the cloned Level into the right Box of the
"background".
Modify the position of the Points just to obtain the desired 3D effect.
Press the key "Z" to easily visualize in stereo, then "Z" again to get back the
Points.
The image below shows our performed job on the first Level.

Now select the next Level and clone
it using the button "Add", drag and move into the right Box then add the
preferred 3D, .... continue and repeat the same operations to work all Levels.
Note
It can be a good idea to use the button
"Copy".
After the horizontal displacement of the
cloned Level, if you press "Copy", in case of error you can get back the
original Level simply by using the button "Paste/Level".
In this image is our result.

Step 4)
To complete the work in Fill LAB save the stereo pairs using the menu "File\Save
Screen as Image", if possible with the format "*.gna" or "*.bmp" and save also
the Levels with "File\SAVE Data Levels".
Now press the button "OK" to close the "Fill" dialogue.
From the menu "File" of 3D Gugle select "Open
Stereo Pairs", then load the screen as "Side-By-Side" and press "Go
Stereo Pairs" to adjust the stereo window and to cut out the areas that are not
necessary.
If you like you can add a Stereo frame "Frame Shop"
LAB.
Here is our result.

To download the zip file that contains the Levels and the image click here: Download Maradona.zip
To do a test:
Load in 3D Gugle "Fill_MaradonaBase.png"
Load Maradona.dpp from the menu "Selection\Load Fill Data"
To select a Level to modify, we suggest using the
key "X".
An alternative method
If the image is big or height precision is required we suggest using the
synchronized
window.
The synchronized window allows the use of many functions of visualisation and
enables precise work.
Procedure
The settings below are for a Cross-eye visualisation. To change simply
reverse the position of the two windows.
Step 1)
Execute the steps 1 and 2 as already described in the previous procedure.
Step 2)
Open in 3D Gugle the background image.
From the menu "View" select "Synchro Window".
From the menu "File" of the "Synchro Window" load the art image.
From the menu "Selection\Load Fill data" to load the Levels and to automatically
run the LAB of "Fill".
Align the two windows using the menu "Window" of the same "Synchro Window".
Continue with the steps 3 and 4 as already described in the previous procedure.
Creating Stereograms
The term
"Stereogram" is loosely used to identify a class of stereoscopic images that
contain hidden text or figure.
The term "Stereogram" originally simply meant "Stereo pairs" but considering
the evolution of this word, in our text, albeit reluctantly, we will use it.
With 3D Gugle it is possible to create any type of stereogram but in the next
example we will describe one new and unusual stereogram: The "Anaglyph-gram".
Other information about the special stereograms is in "Multi-cross"
which uses a method invented by the same author of 3D Gugle.
Procedure:
1) Creating a text to hide in the Stereogram.
a) From the menu File select
New
Canvas and set this size in pixels "500 x 600" then press "OK".
b) From the menu "Image\Special Functions" select
Write then set your text and style then
press "OK".
You may want to use a light gray rather than white.
To get the gray colour click in the side of the colour disc.

c)
Save the image in "*.bmp" or "*.gna" format.
2) Run "Fill" LAB from the menu "Selection" and select one of "By Points"
methods.
3) If required adds new shapes created by the Levels.
4) Run the window of analysis by pressing the button "Run analysis".
In the menu Options of the window analysis select "DepthMap
normal".
5) To save the anaglyph from the menu "File" of the window analysis, select
"Save Screen as Image".
In the image below is the result.
| Hidden red-cyan anaglyph | Depth Map |
![]() |
![]() |
Note
When the random points is used and also other methods to hide texts or
images, it is a good idea to use the details of the image with a correct size.
In other word if the hidden image is too small, your image will not appear clear
and with the required details.
TOP
Creating a stereo frame
With "Fill" it is extremely easy to create an ordinary Frame, or a Stereo Frame
- traditional or deformed.
In the next example a method to create a deformed Stereo frame will be
described.
Procedure:
1) Load in 3D Gugle a stereo pairs in
Side-by-Side.
2) Run "Fill" LAB from the menu "Selection", selecting one By Points.
3) Draw the frame on one of the two sides of your stereo pair.
4) Clone the Level with the button "Add".
5) Block the vertical movement by activating the
mode Stereo (key "S").
6) Drag the cloned Level and move it to the other side of your stereo
pair.
7) Watching in Free-Eye or with a stereoscope move the single point just to
create the desired 3D.
If the image is big you can resize using the menu "Zoom" in the same
dialogue of "Fill" or you can use a "Synchro Window". See "Alternative method".
To improve the visualisation you can hide the squares of the
points using the key "Z".
The image below is an example of a stereo frame deformed.


Estract multiple Layer
"Fill" is an
alternative method of
"Direct Layer"
LAB.
"Direct Layer" prevents
unnecessary work and for this it is ideal for working with complex shapes or
when many shapes intersect each other.
"Fill" has the advantage of immediate correction and verification without the
procedures imposed by “Direct Layer” and is therefore suitable for medium
complexity projects or those requiring maximum execution speed. In the next
example will be described a method to convert an image into 3D stereo pairs and
at the same time you have also a description of a method to extract multiple
Layers from a single image.
To see the example you can download a zip file that contains the image and the
Layers. To download click
here.
In summary the example is divisible into two separate operations that are:
First part
1) Prepare graphically the image for extracting the Layers and to
do the Black
normalisation
2)
Circumscribe
by the Levels created in "Fill"
the Layers to extract.
3) Save from "Fill" the Layers as Frames sequence.
Second part
4) Load in "Layers
Assembly" the Layers-Frames saved by "Fill" and arrange in the correct
position.
5) Whit "Paint"
LAB retouch and clone the areas as is necessary.
6) Now with "Direct
Stereo" LAB, convert into 3D each Layer.
7) Complete your work by cleaning and if you like by adding a
stereo frame. See adding a frame.
Here is the original image

Complete procedure:
Step 1
1) Create a folder to save Layers and image
2) Open in 3D Gugle the image to extract the Layers (GoyaImg.jpg)
3) Normalise the image to prepare for the Layers extractions.
To normalise from the menu "2D to 3D" select "Image Layers Preparation".
Save the normalised image in "*.bmp" or "*.gna" format.
4) Run "Fill" LAB to extract the Levels.
To run "Fill" LAB use the menu "Selection" and select one of the "By Points"
methods or load the file "GoyaLevels.dpp" with "Load Fill Data".
The sequence of extraction begins with the most distant objects in the image
and continues until finished with the nearest objects.
The method of extraction is the same used in all LABs of conversion of 3D
Gugle. See also "Direct
Layer" LAB
Remember that, if new levels will cover areas, it is not
necessary to select in those areas.
Paying attention to this will save you a lot of work,
see also here.
When working on Layers extractions it is vital not to use the
colours of fill. To exclude the colours of fill set to zero the scroll Alpha in
the disc of colours.
Before starting the work of extraction, we suggest reading "How
to best use the By Points"
Step 2
1) Save the Layers using the menu File of "Fill" "Save
single Level as Layers" and close "Fill" LAB.
2) Open in 3D Gugle the original image but normalised (probably GoyaImg.gna)
3) From the menu "2D to 3D" click on "Layers
Assembly" to run the LAB to manage the Layers.
4) From the File menu of "Layers Assembly" load the Layers-Frames saved in
"Fill" LAB.

Step 3
In this step the Layers will be organized to create a stereoscopic effect.
1) From the menu "Window" of "Layer Assembly" open the "Synchro Window".
2) Align the windows using the menu that is in the Synchronised Window
"Window/Tiled Main Right" for a preview Cross-eye or "Tiled Main Left" for a
Parallel-eye.
3) Click in the list of Layers on the first Layer "Frame0000000" to select it.
4) Move the scroll-bar "X" to place the selected Layer in a correct position.

5) Select now the second Layer and with the scroll-bar move it in the correct
stereo position and then repeat the same operations to the Layer "Frame0000018".
The Layer "Frame0000018" requires two operations: one is the horizontal
displacement and the second is the stereo deformation.
To run the section to deform the Layer press the yellow button "Transform".
For other information on the stereo deformation
click here.

The image below shows the result after
the deformation of the Layer "Frame0000018" (cross-eye)

6) Continue with the placement of the
next Layers and repeat the same operations to complete all Layers.
Save in "*.bmp" o "*.gna" format from the menu "File\Save visible frame".
Note
The zip file contains also the data of Layers position "GoyaLayersData.frd".
To load this data from the File menu select "Load frames data".
The data does not contain information about the deformation of the Layers. For
this you must adjust manually the Layer "Frame0000018".
In the following animation you can see the sequence of Layers extraction
executed in "Fill" LAB.

The immage after positioning the Layers.

The stereo pairs cross-eye.

Step 4
In this Step the image will be rebuilt in the areas as is
required.
1) Run the "Paint" LAB, menu "Image/Special Functions".
2) From the menu "View" of 3D Gugle open the "Synchro Window":
From the menu File of the "Synchro Window" load the original image.
Align the windows by the menu View of the "Synchro Window".
The "Synchro Window" enables immediate verification of the quality of the
retouch-reconstruction executed.
3) Erase, retouch, rebuilt is easy and speedy in "Paint" LAB.
To work in "Paint" we suggest to zoom 200% the image, and set the
"Intensity" to the value 7.
To correct, click on the area and keeping the left mouse button pressed,
drag in the required point.
Remember that with the left mouse button you work, with the right button,
you restore at original image.
4) Save the completed image in "*.bmp" or "*.gna" format.
Here is the image after retouching in "Paint" LAB.

The stereo pairs.

Step 5
In this step you put into 3D the single details of the assembled Layers.
1) From the menu 2d To 3D of 3D Gugle select "Direct Stereo".
2) From the menu "View" of 3D Gugle open a "Synchro Window".
From the menu File of the "Synchro Window" load the original image and from the
menu View align the windows.
3) Set in 3D each detail.
To know the standard method to convert in 3D please read the tutorial of "Direct
Stereo" LAB.
4) On completion of the conversion you can use "Open Stereo
Pair" to do a final adjustment of the Stereo window or to create a stereo
pair or an anaglyph.
To add a frame you can use "Frame Shop"
or one of the methods of 3D Gugle.
Here is the completed stereo image in Cross-eye.

Mode BOX
When you use the
BOX
in "Fill" LAB only the functions to move and resize are active. In principle the
BOX when used in "Fill" is only a device to fill an area with different colours
and rendering.
Information to run the BOX in "Fill" click here.
Information about the functions of the standard "BOX"
click here.
In the image below you can see the aspect of the "Fill" LAB dialogue when it is running using the BOX.

Move and resize the BOX
When the "Fill" LAB is activated you can move or modify the size of the
BOX with the mouse or with the keys.
With the Mouse
Move
When the cursor is inside to the rectangle the cursor changes to a crossed
arrow. To move drag the rectangle to a new position.
Resize
When the cursor is on one of the rectangle sides, the cursor changes to a double
headed arrow.
To resize drag the side of the rectangle.
With the keys
Move
The Arrow keys move the rectangle in the respective direction.
Resize
SHIFT + Arrow keys resize the rectangle for the side Right and the Lower side.
CONTROL + Arrow keys resize the rectangle for the Left side and the Upper side.
The BOX position and size is shown in the main Bar of 3D Gugle.

Normal use
On pressing "OK" the final colouring is applied in to the image and the
"Fill" LAB is closed.
Use with extended functions
By pressing "Apply" it is possible to colour in many areas without finalizing
and closing the dialogue.
"Apply" also enables the use of different colours and rendering for each
coloured block.
After pressing "Apply" for the first time the button "OK" becomes invisible and
by moving or resizing the BOX you can colour many different areas simply
pressing "Apply".
For each time you press "Apply" the BOX will be cloned on the image.
To close the "Fill" LAB press "Exit" and then "Yes" if you want to maintain the
result or "No" to restore the image before the run of "Fill".
Here an example with different blocks of colour applied in different areas using
"Apply".

Examples
Creating
a frame
Procedure:
1) Load in 3D Gugle the image to which to apply the frame.
2) From the File menu select "Resize
Canvas" to increase the size of the image.
On pressing "OK" in the dialogue, the image will be automatically centered in
the new canvas.
Press the key "Enter" or "OK" from the context menu of the mouse to apply
and deselect the BOX.

3) From the menu "Selection" select "BOX".
Draw the BOX.
4) Click on the image with the right button then select "Fill" to run "Fill"
LAB.
5) In the dialogue of "Fill" select "Method\Gradient".
6) Resize the BOX using the mouse or the keys to cover the complete image.

7) Make transparent the selected colour by using the scroll-bar Alpha in the
disc of colours.

8) Use the scrolls "LX" and "LY" to enlarge the base of the rendering.

9) Now select the preferred colour.

10) Press "OK" to accept and close the LAB of "Fill" or to add
another border or frame, press the button "Apply".
Resize the BOX.
Change colour and if required use the scrolls "LX" or "LY" and "PX" or
"PY" to adjust the rendering.

11) Press "Apply" to save and continue or
"Exit" then "Yes" to draw the final frame.
"ESC" to deselect the "BOX"
TOP
Adding a light beam
Procedure:
1) Load in 3D Gugle the image to which to apply the light effect.
2) From the menu "Selection" select "BOX".
Draw the BOX.
3) Click with the right button on the image then select "Fill" to run "Fill"
LAB.
4) Select in the menu "Method" "Gradient".
5) Select in the disc of colour the
little rectangle coloured in pure white.
6) Set to zero the scroll "Alpha" in the left disc of colours to make this
colour transparent.

7) With the scrolls "PX" e "PX" move the center of the rendering into the
preferred position.
8) Modify the transparency and adapt the size of the BOX to obtain the correct
direction of the rays.
10) Press "Apply" to save and continue or "Exit" then "Yes" to draw the final
frame.
"ESC" to deselect the "BOX"

"How to use By
Points"
With the
selection type "By Points" you can extract Layers from photographic images,
sketches or paintings for converting 2D to 3D stereo pairs or you can extract
parts of images for every type of graphic, animation and lenticular use.
The method used is unique to 3D Gugle and allows you to work with greater
precision and faster than any known method.
We will now proceed with a detailed description of how to select.
With 3D Gugle the selection operation is fast and easy.
Attention: the method that will be described is not
the recommended way to make high-quality selections. It is just a simple
description of the main steps so that you can understand the procedure.
Graphic artists experienced in the art of 3D conversion or graphics assembly
have their own methods or improvements derived from experience.
3D Gugle is designed to allow for the
maximum operational flexibility and has tools with which it is possible to make
many types of corrections and other preparations prior to making a selection.
These operations can not only speed-up the work but also improve the quality of
the result.
Many artists also use some hybrid techniques. These operations are relatively
complex and require a deep knowledge of 3D Gugle's capabilities.
4)
Select a suitable colour for the lines from the menu "Line colour"
and anchor the selection in place by the key "D".
To change the
line colour close "Fill" and from the menu "Selection" select one method "By
points", then right button and in the context menu select "Line colour". Restart
"Fill" LAB.
You can not change the colour if you load the data Levels from a file. In this
case the colour is saved in the file and it is part of the Levels information.
5)
Add new intermediate points to the
selection in logical positions but without worrying about precision.
To select a point hover the mouse over a point until thin cross hairs appear and
left click. The selected point is shown in yellow colour. Then press the
spacebar to add a point.
The new points are added in a clockwise direction immediately after the selected
point.
To delete a point, first select the point then press the key "C".
6) Systematically move all the points towards the contour and if
necessary add other new points.

7) Magnify the image, for instance using zoom 200%,
from the menu "View" and continue to move the points towards the contour Add new
points as necessary.
When you magnify the image the points are not magnified by the same amount as
the image is.
The resize algorithm and the curves interpolation method used by 3D Gugle are
very refined and what you see in zoom mode is exactly equal to the final result.

8)
Magnify and continue with the curves approximation.
To hide/reveal the Points use the Key "Z".

9)
At this point it is possible to check the selection quality.
Press the button "Run analysis" and from the menu "Options"
of the same window select "Depth Map as Layer" then
select the "Shows Depth Map".
"Show Depth Map" can work in two modes, using the colours or in grayscale. To
see the colour from the menu "Options" deselect "Convert
Depth Map to grayscale".
These procedures of verification are universal and you can use in all
cases and not only in the Depth-Map.
When the window of preview is active you see the Levels from 0 to the selected
Level.
If you do modifications on the Levels remember to use the menu "Test" that is in
the same window of preview, to see the result.
In the example below the defects of selection have been underlined in red.

TOP
The selection of the inside parts
What will be described now, is
available for all applications created in "Fill" LAB including the artistic
compositions.

If the figures have inside parts that have to be cut out it is not a problem.
Using the method "By Points" you simply enter in these areas.
In the example that follows, there are three very complex inside parts. These
parts are marked with the red colour.

We recommend doing the job, initially, as if these parts don’t exist and therefore only edge the perimeter of the figure.

Before the finalisation of the points you need to open a passage to access the inside part. To do this select a point adjacent to the inside part and drag it inside.

Create more points and drag them to outline the inside area until you reach the starting point, closing off the inside part.

The image below shows
the three access points used in the example image.

In the below image (without points (Key "Z")) you can easily see the areas and the method used to create the passages.

and here is the result.

Make a transparent Level
During the job of selection it can
happen that a Level obstructs the visibility of the Levels below.
To make a Level temporarily transparent you can act on the scroll Alpha in the
disc of colours.
Normally to restore rapidly the colour and the rendering of the Levels before
modifying the transparency or other attributes, it is a good idea to use the
button Copy. Then after completing the modifications, you use the
button Paste to restore.