TEND-GLYPH(1)
π NAME π
tend-glyph β bestie, this one generates postscript or ray-traced renderings of 3D glyphs β¨ (it lives in section 1 of the User Commands manual, iykyk)
πΈ SYNOPSIS πΈ
tend glyph [@file ...] [-rt] [-v <level>] [-ctr <conf thresh>] [-a
<aniso>] [-atr <aniso thresh>] [-p <pos array>] [-m <mask vol>] [-mtr
<mask thresh>] [-g <glyph shape>] [-sh <sharpness>] [-gsc <scale>] [-c
<evector #>] [-sat <saturation>] [-ga <aniso>] [-am <aniso mod>] [-gg
<gray>] [-gam <gamma>] [-emap <env map>] [-adsp <phong>] [-bg
<background>] [-ec <edge rgb>] [-slc <axis pos>] [-si <slice image>]
[-off <slice offset>] [-sg <slice gamma>] [-sb <slice bias>] -fr
<from point> [-at <at point>] [-up <up vector>] [-rh] [-dn <near clip>]
[-df <far clip>] [-or] [-ur <uMin uMax>] [-vr <vMin vMax>] [-fv <fov>]
[-gr <glyph res>] [-wd <3 widths>] [-psc <scale>] [-ca <angle>] [-nobg]
[-concave] [-is <nx ny>] [-ns <# samp>] [-nt <# threads>] [-al
<B U V N E>] [-ao] [-shadow <s>] [-hack <hack>] [-i <nin>] [-o <nout>]
π¦ DESCRIPTION π¦
Okay so this generates postscript or ray-traced renderings of 3D glyphs. Whether you get postscript or a ray-traced image is entirely controlled by that initial -rt flag β and no cap, if you don't pass it, the output is postscript by default π
Because this is doing viz/graphics, many parameters need to be set. Like, a lot. So please use a response file to simplify giving the command-line options which aren't changing between invocations β it's giving "save your wrists, queen" energy fr fr π«Ά
The postscript output is an EPS file, suitable for including as a figure in LaTeX, or viewing with ghostview, or distilling into PDF β¨
The ray-traced output is a 5 channel (R,G,B,A,T) float nrrd, suitable for:
unu crop -min 0 0 0 -max 2 M M
followed by unu gamma and/or unu quantize -b 8 π
π OPTIONS π
@file ...β response file(s) containing command-line arguments π-rtβ generate ray-traced output. By default (not using this option), postscript output is generated.-v <level>β verbosity level (int) default:"0"-ctr <conf thresh>β Glyphs will be drawn only for tensors with confidence values greater than this threshold (float) default:"0.5"-a <aniso>β Which anisotropy metric to use for thresholding the data points to be drawn; default:"fa"-p <pos array>β Instead of being on a grid, tensors are at arbitrary locations, as defined by this 3-by-N array of floats. Doing this makes various other options moot; default:""-m <mask vol>β Scalar volume (if any) for masking region in which glyphs are drawn, in conjunction with-mtrflag; default:""-mtr <mask thresh>β Glyphs will be drawn only for tensors with mask value greater than this threshold (float) default:"0.5"-g <glyph shape>β shape of glyph to use for display. Possibilities include"box","sphere","cylinder", and"superquad"; default:"box"-sh <sharpness>β for superquadric glyphs, how much to sharp edges form as a function of differences between eigenvalues. Higher values mean that edges form more easily (float) default:"3.0"-gsc <scale>β over-all glyph size in world-space (float) default:"0.01"-c <evector #>β which eigenvector should determine coloring. (formally"v")"0","1","2", are principal, medium, and minor (int) default:"0"-sat <saturation>β maximal saturation to use on glyph colors (use 0.0 to create a black and white image) (float) default:"1.0"-ga <aniso>β Which anisotropy metric to use for modulating the saturation of the glyph color; default:"fa"-am <aniso mod>β How much to modulate glyph color saturation by anisotropy (as chosen by-ga. If 1.0, then glyphs for zero anisotropy data points will have no hue. (float) default:"0.0"-gg <gray>β desaturating glyph color due to low anisotropy tends towards this gray level (float) default:"1.0"-gam <gamma>β gamma to use on color components (after saturation) (float) default:"0.7"-emap <env map>β environment map to use for shading glyphs. By default, there is no shading; default:""-adsp <phong>β phong ambient, diffuse, specular components, and specular power (4 floats); default:"0 1 0 30"-bg <background>β background RGB color; each component in range [0.0,1.0] (3 floats); default:"1 1 1"-ec <edge rgb>β edge RGB color; each component in range [0.0,1.0] (3 floats); default:"0 0 0"-slc <axis pos>β For showing a gray-scale slice of anisotropy: the axis and position along which to slice. Use"-1 -1"to signify that no slice should be shown (2 ints); default:"-1 -1"-si <slice image>β Instead of showing a slice of the anisotropy used to cull glyphs, show something else; default:""-off <slice offset>β Offset from slice position to render slice at (so that it doesn't occlude glyphs). (float) default:"0.0"-sg <slice gamma>β Gamma to apply to values on slice. (float) default:"1.7"-sb <slice bias>β amount by which to bump up slice gray values prior to gamma. (float) default:"0.05"-fr <from point>β position of camera, used to determine view vector (3 doubles)-at <at point>β camera look-at point, used to determine view vector (3 doubles)-up <up vector>β camera pseudo-up vector, used to determine view coordinates (3 doubles); default:"0 0 1"-rhβ use a right-handed UVN frame (V points down)-dn <near clip>β position of near clipping plane, relative to look-at point (double); default:"-2"-df <far clip>β position of far clipping plane, relative to look-at point (double); default:"2"-orβ use orthogonal projection-ur <uMin uMax>β range in U direction of image plane (2 doubles); default:"-1 1"-vr <vMin vMax>β range in V direction of image plane (2 doubles); default:"-1 1"-fv <fov>β if not NaN, vertical field-of-view, in degrees (double)-gr <glyph res>β postscript only
resolution of polygonalization of glyphs (all glyphs other than the default box) (int); default: "10"
-wd <3 widths>β postscript only
width of edges drawn for three kinds of glyph edges: silohuette, crease, non-crease (3 floats); default: "0.8 0.4 0.0"
-psc <scale>β postscript only
scaling from screen space units to postscript units (in points) (float); default: "300"
-ca <angle>β postscript only
minimum crease angle (float); default: "70"
-nobgβ postscript only
don't initially fill with background color
-concaveβ use slightly buggy rendering method suitable for concave or self-occluding objects π-is <nx ny>β ray-traced only
image size (resolution) to render (2 ints); default: "256 256"
-ns <# samp>β ray-traced only
number of samples per pixel (must be a square number) (int); default: "4"
-nt <# threads>β ray-traced only
number of threads to be used for rendering (int); default: "1"
-al <B U V N E>β ray-traced only
brightness (B), view-space location (U V N), and length of edge (E) of a square area light source, for getting soft shadows. Requires lots more samples -ns to converge. Use brightness 0 (the default) to turn this off, and use environment map-based shading (-emap) instead. (5 floats); default: "0 -1 -1 -4 0.7"
-aoβ set up 6 area lights in a box to approximate ambient occlusion-shadow <s>β the extent to which shadowing occurs (float); default:"1.0"-hack <hack>β don't mind me (string) π-i <nin>β input diffusion tensor volume; default:"-"-o <nout>β output file (string) default:"-"
π₯ SEE ALSO π₯
That's the whole vibe, bestie β go render some glyphs and serve absolute main character energy πβ¨
π tend-glyph(1) π β this page came from April 2021, so like, a vintage icon fr fr. Periodt ππ¦
π¦ where this page comes from
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- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms