Now we can add a Transformation: AutoColor module in between. If there isn't enough room between the existing modules, drag one of them to make more space (when moving a module, drag it by its label, not by a tab). Then drop AutoColor in between and wire it up. Connect Import's output tab to AutoColor's input tab.
|
|
In general, the most commonly used input and output tabs are leftmost. Generally, other inputs are various options that modify the operation of the module; other outputs are special side-effects of a module. This rule will solve the question "which tab" about 90% of the time, so I'll call it the "90% Left Rule". |
|
|
Which one do you suppose it should connect to? If in doubt, think about the color of the tabs. Try holding the mouse down on the tabs for inspiration. Or open AutoColor's CDB and check the names and descriptions of the inputs.
Answer |
To connect AutoColor to Image, we would appear to have two possibilities. For the moment, I'll simply tell you to use the leftmost output ("mapped") and connect it to Image.
|
 |
Optional: View this Technical Aside if you want more detail on this subject; the information is not required to understand the upcoming material. |
When both wires are hooked up, choose Execute: Execute Once and watch the progress of the program (the Execute menu appears on all the windows, so you can use any of these). Your Image window may have been buried behind other windows; DX nevertheless renders an image into the window. Double-click the Image module to pop the corresponding window up, or otherwise, you'll have to do some window rearranging to find it and elevate it. Make life easy for yourself and resize and arrange the various windows as best you can to alleviate this constant hunt for the correct window. The Image window need not be large for these exercises, and the VPE doesn't have to be too large, but don't make it so small you have to scroll a lot while building these small programs.
|
|
The larger the Image window, the longer it takes to render and the more RAM it consumes caching the resulting image. When developing a net, generally keep the Image window down to a reasonable size so your interactive session goes faster. And, as a side benefit, you can see the program better if it's not covered by the Image window. |
|
 |
Optional: View this Technical Aside if you want more detail on this subject; the information is not required to understand the upcoming material. |
This time, you should have a picture rather than an error. It's not much to look at, though: just a blue rectangle with a faint blob of color in the center. But it's an image, and your first complete net! Use the Rotate mode to turn the object in the Image window.
|
|
Image window Options: View Control… Mode: Rotate, then drag on the image. |
|
|
There are a number of "accelerator keys" in DX, that is, special key combinations which save you from finding and selecting menu items. Rotate mode is turned on by pressing Ctrl-R while the mouse is inside the Image window boundaries. |
You are viewing a "volume rendering".
This is the default way in which a three-dimensional data set is depicted by the DX renderer. It resembles a fuzzy cloud. The different color in the center is the area of higher electron density in this water molecule data set. Unfortunately, the zero or near zero data that fills the outer area of the data set is colored blue and obscures the "good parts". But volume rendering has its place so you may want to use this technique in the future.