<html><head><meta http-equiv="Content-Type" content="text/html charset=windows-1252"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class="">Hi Michael,<div class=""><br class=""></div><div class=""> It sounds like you want to color solid style volume rendering from the near z plane to the far z plane of the data set. The “surface color” tool can make such a gradient, but only on surfaces. Since the data set z axis is not necessarily aligned with the viewing direction, I don’t call that depth cueing (although I know you use it to indicate depth). We hope to have more capabilities to color solid style volumes in Chimera 2.</div><div class=""><br class=""></div><div class=""><span class="Apple-tab-span" style="white-space:pre"> </span>Tom</div><div class=""><br class=""></div><div class=""><br class=""></div><div class=""><div><blockquote type="cite" class=""><div class="">On Nov 2, 2015, at 1:19 PM, Michael Elbaum wrote:</div><br class="Apple-interchange-newline"><div class="">
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<div style="direction: ltr; font-family: Tahoma; font-size: 10pt;" class="">Hi.<br class="">
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I would like to add to this request. I've used the depth cueing very effectively with 3D chroma glasses that map front-back by red-blue color. Elaine helped me on this a few months ago (May 17-18) and I made a nice rocking movie. The color depth cue works well
over the whole volume defined by global clipping planes, but not on a slab defined by the volume viewer planes. That's my feature request for Chimera 2: to allow definition of the color gradient with respect to the visible planes of a volume.<br class="">
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thanks,<br class="">
Michael<br class="">
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<div style="direction: ltr;" id="divRpF10943" class=""><font face="Tahoma" size="2" class=""><b class="">From:</b> <a href="mailto:chimera-users-bounces@cgl.ucsf.edu" class="">chimera-users-bounces@cgl.ucsf.edu</a> [<a href="mailto:chimera-users-bounces@cgl.ucsf.edu" class="">chimera-users-bounces@cgl.ucsf.edu</a>] on behalf of Tom Goddard <br class="">
<b class="">Sent:</b> Monday, November 02, 2015 22:42<br class="">
<b class="">To:</b> Oliver Clarke<br class="">
<b class="">Cc:</b> <a href="mailto:chimera-users@cgl.ucsf.edu" class="">chimera-users@cgl.ucsf.edu</a> BB<br class="">
<b class="">Subject:</b> Re: [Chimera-users] Silhouettes and depth cueing<br class="">
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<div class="">Hi Oliver,
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<div class=""> In Chimera 2 we can try to have silhouette edges fade with depth. I’ve attached an example from Chimera 2 where the edges fade and where they don’t fade. Chimera 1 uses a stencil buffer approach to drawing the edges with old-style OpenGL graphics
without shader programs and the depth information is lost. It would be harder to do in Chimera 1. I’ve submitted a feature request for Chimera 2 to fade the edges.</div>
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<div class=""><span class="Apple-tab-span" style="white-space:pre"></span>Tom</div>
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<div class=""><span id="cid:BA152A2D-7CBA-4276-BC8F-8F8F1EB57705@cgl.ucsf.edu"><se_depth.png></span><span id="cid:9BF8AC47-A119-4ADD-91AD-C7144A2046CF@cgl.ucsf.edu"><se_nodepth.png></span></div>
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<div class="">On Nov 2, 2015, at 8:21 AM, Oliver Clarke wrote:</div>
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<div class="">Hi all,<br class="">
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I’ve noticed that the intensity/color of silhouettes does not vary with depth cueing the way everything else does - normally this is fine, except when one is showing a slab of a structure - fragments of secondary structural elements which would otherwise blend
into the background tend to become overly emphasized by the presence of silhouettes. The obvious solution to this for now is to turn off silhouettes when making these kinds of figures, but I quite like the effect that silhouettes provide, so I would rather
not do so if there is an alternative. Perhaps in Chimera 2 it may be worth considering applying a depth dependent factor to the silhouette color (so it fades into the background color as it approaches the yon clipping plane)?<br class="">
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Cheers,<br class="">
Oliver.<br class="">
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