Great Stella Manual
Last updated 2nd August 2008.
The latest version of this manual can be found online at
http://www.software3d.com/StellaManual.php?prod=great.
This manual contains instructions to get you started using Great Stella.
It covers most features, and after reading this document you should be able to
find your way around most of the interface.
A description of how to use various features will be found here, but for a more
detailed explanation of what is possible and what the features can be used for,
please see my paper
"Stella: Polyhedron Navigator".
If you get stuck, feel free to ask questions on the Stella forums at
http://www.software3d.com/Forums.
The program includes all the uniform polyhedra (which includes the Platonic,
Archimedean and Kepler-Poinsot solids and more), the Johnson solids, some
Stewart toroids, compounds, and other polyhedra.
The default window layout has two views side-by-side, showing the
base polyhedron on the left and its net (or one of its nets) on the
right. The default base model is the icosahedron.
Use the Right and Left arrow keys to change to the
next/previous model in the built-in list (or the menu items
"Poly->Next Polyhedron" and
"Poly->Previous Polyhedron", or the green left and right arrow
buttons on the main toolbar or at the top of some views). Note: if
you have loaded a .stel file, then the arrow keys move forward and
backward through files in the same folder instead. Furthermore, the arrow
keys, unlike the green arrow buttons and menu items, are context
sensitive. That is, they behave differently depending on what type of view
is currently active. If the current view has yellow arrow buttons at the
top, then they performs the function of those instead. See more about yellow
arrow buttons later. You can also use Ctrl+Left and
Ctrl+Right to go to the previous/next model, regardless of the
selected view (they behave exactly like the green arrow buttons).
The built-in list is divided into categories. You will see the current
category and model name displayed in the main toolbar. Clicking on either of
these names opens a list of other categories or models to choose from,
providing another way to select a model.
You may also open a separate window for looking through the built-in list
and choosing a specific model. To open the list, use menu item
"File->Polyhedron List...", hit Ctrl+N, or click the
equivalent button on the main toolbar. A window opens showing a list of
categories on the left, and a list of models from the current category on the
right. Select a category, then select a model, and click OK or hit
Enter. The selected model and its net should appear on the screen.
The categories are as follows:
- Platonic: The five convex regular polyhedra.
- Archimedean: The 13 convex uniform (but not regular) polyhedra.
- Kepler-Poinsot: The four nonconvex regular polyhedra.
- Tetrahedral Symmetry: The one and only nonconvex uniform polyhedron
with tetrahedral symmetry.
- Octahedral Symmetry: The 10 nonconvex uniform polyhedra with
octahedral symmetry.
- Icosahedral Symmetry: The 32 nonconvex uniform (but not regular)
polyhedra with icosahedral symmetry, not including snubs.
- Nonconvex Snubs: The remaining 10 uniform polyhedra, all snub
models with icosahedral symmetry, plus Skilling's figure, which is also
uniform, but not officially a true polyhedron since four faces meet at some
edges. Snub models have some faces that do not share any rotational
symmetry with the model.
- Prisms/Antiprisms: Uniform polyhedra with dihedral symmetry.
Includes prisms, antiprisms, and crossed antiprisms.
- Johnson Solids: The 92 remaining convex regular-faced polyhedra.
- Near Misses: Some models that are "almost" Johnson solids. In each
case some of the faces are not quite regular.
- Stewart Toroids: Regular-faced polyhedra with genus greater than
zero, i.e. with holes. Most are not self-intersecting. A few regular-faced
polyhedra with genus zero are included. Stewart used these as building blocks
for some of his toroidal models. See Stewart's book
Adventures Among the Toroids for more information.
- Pyramids and Cupolae: Regular-faced pyramids, cupolae, cuploids, and
cupolaic-blends.
- Degenerates: Uniform models with four faces meeting at some edges.
If faces were connected differently, these models could also be seen as
degenerating into a compound of two other uniform polyhedra. Many of
these just look like some other simpler model, but there are other faces hidden
inside.
- All Categories Above: All the above models in one long list.
- Stella Library: This category contains extra models that are
not actually built into the program, but rather come from an additional library
of models provided with Great Stella. These reside in a folder called
"StellaLib" under the folder where Great Stella is installed.
You can add your own .stel files to the folder and they will also
appear in this category. (See Polyhedron Library).
Finally, if you know the symbol or name of the model you want, you
can enter it directly. Again, open the polyhedron list
("Poly->Polyhedron List...") and you'll find a text entry
field at the top. Type in the symbol or name of a polyhedron. Symbols for
uniform polyhedra may be any of the following:
- Vertex descriptions (separated by either commas or dots). E.g.
"4.4.4" (cube)
or "(3.3.3.3.3)/2" (great icosahedron).
- Wythoff symbols. E.g. "3 | 2 4" (cube)
or "5/2 | 2 3" (great icosahedron).
- Index in Magnus Wenninger's book Polyhedron Models, entered with a
"W" prefix. E.g. "W3" (cube)
or "W41" (great icosahedron).
You may even enter numbers for stellations, such as "W54" (a
stellation of the icosidodecahedron).
- Index from Roman Maeder's list at
http://www.mathconsult.ch/showroom/unipoly/list.html,
entered with a "U" prefix (or "M"). E.g. "U6" (cube)
or "M53" (great icosahedron).
- Index from Zvi Har'El's Kaleido program, entered with a "K" prefix.
E.g. "K11" (cube)
or "K58" (great icosahedron).
Other models use different notations. For example, enter "J4" for the
square cupola, one of the Johnson solids. This provides a very quick way to
jump to a particular Johnson solid if you know its number.
You may also enter the name of a polyhedron. It can be either the full
name (including known alternative names and dual names), a substring in the
name, or an abbreviation for the name using either the first letter from each
word, or the first letter from each part of each word. Some examples:
- "Cube". Case is ignored, so "cube" or "CUBE" will also work.
- "T", "O", "C", "I", "D". Abbreviations for the Platonic solids:
tetrahedron, octahedron, cube, icosahedron and
dodecahedron.
- "CO". Abbreviation for cuboctahedron.
- "RTC". Abbreviation for rhombic triacontahedron.
Since this is the dual of a built-in model, rather than being a built-in model
itself, the icosidodecahedron is the model that will be loaded, but you can see
the RTC in the dual view.
- "THH". Abbreviation for tetrahemihexahedron.
- "SIRI". Abbreviation for small inverted retrosnub
icosicosidodecahedron.
- Part of a file name from the library will also work. E.g. "cubes 5" for
the 5-cube compound or "Bruckner 26,1".
Every polyhedron has a dual, which won't be explained fully here, but
you may think of it as the model's opposite. It has the number of faces
and vertices swapped with respect to the original model, and the same number of
edges. The dual of the dual brings us back to the original model again.
Hit "d" to switch between the base polyhedron and its dual. The
net will also change.
The closer a facial plane passes to the centre of a model, the further away
from the centre the corresponding dual's vertex will be. If the facial plane
passes right through the model's centre, then the dual vertex will be
infinitely far away (in a direction perpendicular to the face). Although
Great Stella doesn't allow base polyhedra to have infinite parts, their
duals can. In the dual view you can see these as faces that extend out towards
infinity, but stop after a fixed distance. You can control this distance
interactively with Ctrl+Left-drag. Try it, moving the mouse
left and right, to show more or less of the infinite dual faces. This will
only work if the dual model does indeed have infinite parts of course.
The mouse does many different things, depending on what mode you're in,
which view you're in, whether you're holding down the left/right/both mouse
buttons, and whether you're holding down Shift/Ctrl/Neither/Both/Space. Watch
for the tips in the bottom right hand corner, which show you what the mouse
buttons do in the current mode. The tips change when you hold down
Shift/Ctrl/Neither/Both/Space. They may also change when you move the pointer
from one view to another. Even I forget what the mouse can do in some modes,
so these on-screen tips help a lot!
Sometimes just clicking is required (e.g. Shift+Left-click
to select a face). Sometimes dragging in 2D is required (e.g.
Left-Drag to tumble the polyhedron). And sometimes dragging in 1D is
required (e.g. Right-Drag to zoom in/out).
All basic navigation is done with the mouse and no need to touch the keyboard,
except for some less common movements. These mouse controls generally continue
to work in different modes too.
In a 3D view:
- Left-drag: tumble/rotate
- Right-drag: zoom in or out
- Left+Right-drag: twist (rotate around the viewing axis).
Left+Right-drag means to hold down both the left and right mouse buttons while
moving the mouse.
Tumbling and twisting both have mouse inertia, so you can release the
mouse buttons while dragging and the model will continue to tumble or twist.
Similarly in a 2D view:
- Left-drag: pan sideways
- Right-drag: zoom in or out
- Left+Right-drag: twist (rotate)
With 2D views, zooming zooms in on the point where the mouse was when you first
clicked the right button, so you can zoom in on a specific point. As with 3D
views, twisting has mouse inertia.
A couple of more advanced navigation controls are available in 3D views.
Hold down the Space bar and you'll notice the mouse-tips in the bottom
right corner change:
- Space+Left-drag: move sideways
- Space+Right-drag: change field-of-view. This affects how
strong the perspective effect is.
You may also switch each view between perspective and orthogonal projections
by ticking/unticking "View->Orthogonal View" (keyboard shortcut:
o). Perspective views are what we see in the real world, where things
closer to the camera appear to be larger. Orthogonal views are like
architectural plans, where distance from the camera does not affect the
apparent size of objects.
Finally, you can use items on the "View->Camera" submenu to
store and recall camera positions. The field-of-view and
perspective/orthogonal setting are also stored.
In the default mouse selection mode (see below), faces and
vertices may be selected with the mouse.
Faces may be selected by pointing the mouse at them and double
Left-clicking or doing Shift+Left-click. The
selected face is highlighted in white and will partly show through other faces
(try rotating the model so that the face is on the other side). Only one face
may be selected at a time. Many operations work on the current face,
which is either the selected face, or the most recently selected face if no
face is selected. If you have not yet selected a face, then the first face is
the current face.
Vertices may be selected by pointing the mouse at them and double
Right-clicking or doing Shift+Right-click.
The selected vertex is highlighted with a white dot, and half of each
surrounding edge is also highlighted. These show partly through other faces.
This also selects the corresponding face of the dual model, which will also
become highlighted if you have a dual view open.
Selecting a vertex is useful in a few situations, such as when you have a
vertex figure view open and want to choose which vertex figure to look
at.
Faces and vertices can also be selected via the Info
window.
There are four toolbars arranged in three rows, with two in the last row.
They may be dragged and docked to different sides of the window, or dragged
away into a separate window. Their positions will be remembered between
sessions. The toolbars are:
- Main toolbar: the top toolbar. Provides buttons for file
opening/saving, selecting polyhedra from the built-in list, and printing.
- Options toolbar: below the main toolbar. Provides buttons for
various options and operations.
- Mode toolbar: left-hand toolbar under the options toolbar.
Contains buttons for changing the current mouse-selection mode,
which affects what the mouse does when holding down Shift and/or
Ctrl and clicking a mouse button. Normal navigation with the mouse
remains unchanged. Exactly one of these buttons will be pushed in at any time,
indicating the current mode. A helpful message appears when entering any mode
other than the default mode, and don't forget to keep an eye on the mouse tips
in the bottom right corner of the main window to see what the mouse does. You
can hit Esc to return to the default mode. See
Mouse Selection Modes for more information about modes.
- View toolbar: right-hand toolbar under the options toolbar.
Contains buttons that change the current view to a different type. Exactly
one of the buttons on the view toolbar will be pushed in at any one time,
indicating the current view type. Try clicking through the different buttons
to see all the different kinds of view.
The buttons all have tool-tips, so if you place the mouse over a button
and don't move for a moment, a small description of the button appears.
In addition, there are further buttons in the top right corner of each view.
The buttons that appear depend on the type of view. Yellow left or right
arrow buttons are for changing to the previous or next item that this view type
can display. For example, in the 2D net view, these buttons cycle through the
various nets required. If the current view has yellow arrow buttons, then you
can use the left and right arrow keys on the keyboard to perform the same
function.
Occasionally you will also see tick and cross buttons, which are used to accept
or reject something. For example, these buttons appear in facet-creation mode,
and can be used to accept or cancel a partially completed facet.
There is a special window for displaying information about the current
polyhedron. There are three ways to open or close it: via the
"View->Model Info" menu item; via the equivalent toolbar button on
the options toolbar; or by simply hitting "i" on the keyboard.
Information includes number of faces, vertices and edges, number of edges
that must be cut/folded/glued to make the model, alternative names for the
model (if any) and lots of other info. It is presented in a tree structure,
where collections of similar data are grouped together. A small "+" or "-"
sign beside each item may be clicked with the mouse, allowing each section
to be expanded to show all the data in that group, or collapsed
to hide the data. Which groups are expanded or collapsed is remembered between
sessions, so the data presented will always be the data of most interest to
you.
You can Right-click on information that may be edited to edit that
item. Most items can't be edited, but ones that can include the model's name,
the dual's name, comments about the model, the radius, and the volume.
Open the face types or vertex types sections to see a list of these types.
You can Left-click on a type to select a face or vertex of that type
in the main view. Similarly, when a face or vertex is selected another way,
the matching entry in the Info window will be highlighted.
This window starts off docked to the right hand side of the main window, but
like the toolbars, it may be dragged to dock elsewhere in the main window, or
dragged away into a free-floating window of its own. The position is
remembered between sessions.
By default there are two views, one showing the base polyhedron, and one
showing its net. You may choose a different layout by using Ctrl+1
to Ctrl+6, depending on how many views you want. For example
Ctrl+4 will give you a four-view layout. Repeatedly hitting
Ctrl+4 will cycle through all the different four-view layouts
available.
Once you have the layout you want you can choose what kind of views are
shown by selecting each view in turn (by clicking in them or on their title
bars) and hitting one of the buttons on the view toolbar (or choosing from the
bottom section of the View menu).
You may expand any view temporarily to become full-screen using
F2 or "View->Full Screen". The active view then takes over the
screen and all menus, toolbars and borders are hidden. It can be nice to view
models this way with no other distractions. To exit this mode, hit F2
again, or hit Esc. Any operation that opens a dialog box will also
force an exit from full screen mode (e.g. opening a file with Ctrl+O).
When you save a .stel file
(not available in the demo)
your layout and view types are also saved, and restored when the file is
opened another time. If you wish to open a file without changing the current
view layout, use "Options->Keep Layout when Opening Files". Once
ticked, you may continue to open further files without the layout being
affected.
There are six types of view which show smooth morphing between a
model and its dual. Select one of these view types from the view toolbar,
or from the "View->View Duals Morphing" submenu.
Use Ctrl+Left-Drag to morph between the two in these views. There's
also mouse inertia on this function, so you can release the mouse button
while dragging and the morphing will continue on its own.
To create nets for a morphed model, you first need to make it the new base
model. Do this by clicking the left-and-down arrow button on the morph view's
title bar.
Note: the demo version will not allow morphing for certain models.
This morphing may not act perfectly between all pairs of models. Some
methods cause parts to get flatter and flatter until they disappear, which
appears to be an error, but isn't really.
Also, morphing between hemi-polyhedra and their infinite duals won't
work perfectly, which probably isn't surprising!
Another type of view is the Unfolded Net view. Use PageUp and
PageDown to move through the list of nets required. Hit Ctrl+P to
print the net (or to print any other view type, but make sure you have the
appropriate view selected first!).
The demo version will only allow you to print nets for the five Platonic
solids, but it will still let you see a print-preview of nets for any model.
Nets are laid out differently for printing from how they appear on the screen,
in an attempt to fit as many nets onto each page as possible. You get a dialog
full of options for printing nets, but you can ignore most of these to start
with and just click on "Preview" (or hit Enter).
There's also a Folding Net view. This can show you the nets in 3D, folding up into
the final model and unfolding again into separate flat nets. Use
Ctrl+Left-drag to interactively fold and unfold the nets.
Mouse inertia applies here too, which means if you release the left
mouse button while still moving the mouse, the folding/unfolding will continue
on its own at the current rate.
When unfolding, first the folded nets move apart from each other, then they
each unfold individually. Ctrl+Right-click jumps to the
point between these two stages, or just folds the net half-way if there is only
a single net.
The "Nets->Nets Shown in 3D View" submenu gives you control over
what is shown in the Folding Net view. Your options are:
- Show All Nets
- Show One Type of Net
- Show One Net
This submenu contains the following options:
- Auto: Automatically choose between the two options below. Mixed
colors are used when the model is convex or has images on its faces. Otherwise
only a single color is permitted per net.
- One Color per Net/Page: Only allow faces of a single color in each
net and on each page of paper when printing. Use this when printing onto
colored paper, as I usually do.
- Allow Mixing of Colors: Faces of different colors may be combined
into single nets and printed onto the same pages. Use this if you want to use
white paper and a color printer to fill in the faces.
When mixing of colors is not permitted within nets, only nets of a single
color will be printed at any one time. For example, if there are red, yellow,
and blue pieces, and you are currently viewing a yellow piece in the Unfolded
Net View, then printing will only print yellow nets. It will print all the
yellow nets though, not just the one you are viewing, and it will try to pack
them all together as best it can. The print-preview lets you see how many
pages there are, so you just put that many pieces of yellow paper in the
printer tray (use manual feed for thicker paper and to reduce curling). Then
you use PageUp or PageDown to change to a net of another
color in the Unfolded Net View, and print again with different colored paper,
and so on for each different color.
Before printing out nets, you are going to want to decide how big to make your
model. This is what the items on the "Scale" menu are for. They let
you change the scale of the whole model by specifying the length of certain
features, such as edge length or radius. Note: the model does not get bigger
or smaller on the screen, but printed nets
or exported models
will reflect the change in scale. Here's what the items on this menu do:
- Fit Nets to Pages
This adjusts the scale of the current model so that the largest net just fits
on a page. Use this if you want to make the model as big as possible, given
the nets you want to print out.
- Base Polyhedron Radius...
Tells you the radius of the base polyhedron, and lets you change it.
Note: if you're making a stellation (see below), you probably want to use
"Scale->Stellation Radius" instead to set the radius of that
stellation.
- Base Polyhedron Edge Length...
Tells you the edge length of the base polyhedron, and lets you change it. If
edges are of more than one length, it tells you the range, and lets you change
the maximum edge length.
- Base Polyhedron Inradius...
Tells you the inradius of the base polyhedron, if it has one. The inradius is
the radius of a sphere that just touches each face plane (that is, the face
planes are tangent to it). If there is not a single inradius, then it shows
you the distance of the selected face plane from the model's centre. You can
edit the value in either case to change the scale of the model.
- Base Polyhedron Volume...
Tells you the volume of the base polyhedron, and lets you change it.
- Dual Radius...
Tells you the radius of the dual polyhedron, and lets you change it.
- Dual Inradius...
Tells you the inradius of the dual polyhedron, and lets you change it.
- Dual Volume...
Tells you the volume of the dual polyhedron, and lets you change it.
- Midradius...
Tells you the midradius of the polyhedron, and lets you change it. This value
is really the radius of the sphere used for reciprocation (the process used to
create the dual). For uniform polyhedra (e.g. Platonic and Archimedean solids)
it will be the midradius, i.e. the distance from the model's centre to lines
through each of its edges. For other models it may be an approximation, as
such models may not have a single midradius.
- Stellation Radius...
Tells you the radius of the current stellation, and lets you change it.
See below for details about stellating.
- Shortest Edge Length...
Tells you the length of the shortest required in the nets, and lets you change
it. This is useful because edges become too fiddly when they're too small. I
always check this before making a model.
- Measured Distance...
Tells you the radius of the current measured distance when using
"Measurement Mode", and lets you change it.
- Non-Uniform Scale...
This item is different from the others above. Rather than just setting the
size of the model for which nets are printed, this item actually changes the
model, by stretching or squashing it in some direction. You may choose to
scale it along one of its symmetry axes, or perpendicular to the selected face.
- Distance Units
Lets you choose what units to use for distances. Available units are:
millimetres, centimetres, metres, inches and feet.
- Angle Units
Lets you choose what units to use for angles. Available units are:
degrees (decimal), degrees/minutes/seconds and radians. This affects how
angles are displayed when using "Nets->Show Edge Data->Dihedral
Angles", for example.
Most operations can be undone and redone, including changing to a new model,
changing the scale of the model, and changing face colors and images. Use
"Edit->Undo" (keyboard shortcut: Ctrl+Z) to undo, and
"Edit->Redo" (keyboard shortcut: Ctrl+R) to redo. Both
operations are also available on the main toolbar. If you
Right-click on either button, you'll see a menu of the last 20
operations that can be undone/redone. Select one to perform multiple
undos/redos in a single step.
See also "Edit->Undo Settings" for various options that control
the undo mechanism. You may limit the amount of memory used, and the number of
undo levels available.
The following options are available for controlling the display of vertices and
edges. They are found on the "Display->Vertex & Edge Options"
submenu. All settings are remembered after you exit the program for next time.
- Show Vertices (keyboard shortcut: v).
Enable this option to display a small point or sphere at each vertex of the
model.
Note: only true vertices are shown, not virtual ones where faces
intersect.
- Show Edges (keyboard shortcut: e).
Enable this option to display a line or cylinder along each edge of the
model.
Note: only true edges are shown, not virtual ones where faces
intersect.
- Show Stellation Vertices (keyboard shortcut: Shift+V).
Enable this option to display a small point or sphere at each vertex of the
stellated model. The default stellation for a model is the same as that
model, except that it only has the externally accessible parts as faces, so
for the base model this lets you see all the virtual vertices too.
(See Stellated Polyhedra).
- Show Stellation Edges (keyboard shortcut: Shift+E).
Enable this option to display a line or cylinder along each edge of the
stellated model. The default stellation for a model is the same as that
model, except that it only has the externally accessible parts as faces, so
for the base model this lets you see all the virtual edges too. It
is also useful for seeing a wire-frame of some other stellated model, with
the solid core inside. (See Stellated Polyhedra).
- Size for Drawing Vertices. Allows you to adjust the size of the
points displayed at each vertex.
Tip: Right-click on the Show Vertices toolbar button to
open a small menu where you can quickly choose this option.
- Line Width for Edges. Allows you to adjust the width of lines
displayed along each edge.
Tip: Right-click on the Show Edges toolbar button to
open a small menu where you can quickly choose this option.
- Use Spheres and Cylinders. Select this option to display
spheres and cylinders rather than points and lines at vertices and
edges respectively.
- Sphere and Cylinder Options. Opens a window allowing control of
various options for displaying spheres and cylinders. The window is
modeless, so you can still use the rest of the program while this
window is open, and immediately see the effects of your changes. You may
specify the material used (solid color, gold, silver, copper, wood or
stone). You may also set the radius of the spheres and cylinders. The
cylinder radius is set as a fraction of the sphere radius (e.g. 0.5 for
half the radius). The sphere radius is also set as a fraction of another
value. That value may be chosen from the following choices:
- Inverse square root of number of edges. This may sound like a
somewhat arbitrary choice, but I found it through much experimentation and
it works very well for a wide range of models. Generally, the more
edges there are, the smaller you want the spheres, which is what this
achieves. For this reason it is the default setting.
- Edge length of model. You may want the cylinder radius to be
proportional to the edge length.
- Radius of model. Here the sphere radius is proportional to the
physical size of the model, but not the complexity.
Tip: Right-click on the Use Spheres and Cylinders toolbar
button to quickly open this options window.
The Display menu includes a group of items for hiding or showing
faces. Most of these require you to select a face first (see
Selecting Faces and Vertices).
- Show/Hide Faces of Selected Color (keyboard shortcut: h).
The selected face is hidden along with all other faces of the same color. If
any were already hidden, then they are all unhidden instead.
- Show/Hide Faces of Selected Type (keyboard shortcut: Shift+H).
The selected face is hidden along with all other faces of the same type. If
any were already hidden, then they are all unhidden instead.
- Show/Hide Selected Face (keyboard shortcut: Ctrl+H).
The selected face is hidden. If it was already hidden, then it is unhidden
instead.
- Show/Hide All Faces (keyboard shortcut: Ctrl+Shift+H).
All faces are hidden. If any were already hidden, then all faces are unhidden
instead.
- Show/Hide Faces in Selected Plane. Hide all faces in the same plane
as the selected face. If they are all hidden already, then they are all
unhidden.
- Show/Hide One Part of Compound. Hide one whole part of a compound
(the one with the selected face). If already hidden, it is unhidden instead.
- Toggle Shown/Hidden Faces (keyboard shortcut: Ctrl+Shift+T).
All hidden faces become unhidden, and all unhidden faces become hidden. This
is useful when you want only a few faces displayed: start by hiding the faces
of interest, then toggle so that all other faces are hidden instead.
Similarly, unhiding a specific face can be tricky since you can't select it
with the mouse. Start by toggling all hidden faces, then select the face of
interest and hide it, then toggle again.
- Show/Hide Faces Around Vertex (keyboard shortcut: Ctrl+Shift+V).
All faces around a specific vertex are hidden. If any were already hidden,
then they are all unhidden instead. A window appears allowing you to enter the
index of the vertex to use. If you select a vertex first with the mouse, then
the index will default to that vertex, so you can just click OK or hit
Enter.
Note, the hidden attribute of a face can also be copied quickly between
faces using the mouse. See Color/Hide Faces Mode.
Models may be colored in various ways. This section describes the items on
the Color menu.
- Rainbow Color Mode (keyboard shortcut: Shift+R).
This turns Rainbow mode on and off. Rainbow mode overrides all
other color settings. It draws models in white only, but uses three
lights in the colors red, green and blue. This makes the faces change to
all sorts of colors as a model is rotated, and makes it easy to
distinguish between faces. It is similar to the coloring style used by
the program Mathematica.
- Basic Color Scheme. This submenu lets you choose the basic
color scheme that will be used to color the faces. There are three
groups of options here:
- Exactly one option at a time may be selected from the first group.
With the exception of "Auto Color", they are listed roughly
from the least to the most colorful.
- Auto Color. This is the default setting.
Firstly, if the model is a compound, then each component is given
its own color. Otherwise, the polyhedron is colored according to
face type. If there's only one face type, a different color is
used for the front and back of faces, to make it more colorful. If
there are greater than 5 face types, chiral pairs are colored the
same way to reduce the number of colors and highlight reflective
symmetry.
- Use a Single Color. A single color is used for all
faces of the model.
- Color Faces by Number of Sides. All triangles will use
one color, all quadrilaterals another color, all pentagons another
color and so on. For example, there are two different types
of triangle in the snub cube, but they are both given the same
color using this method.
- Color by Face Type. Each type of face is given its own
color. Faces are of the same type if they fit into the
model the same way. The snub cube, for example, has two different
types of triangle faces. One has another triangle across each
edge, and one has a square across one of its edges. So these would
be colored differently using this method. The next group of
options below can be used to tweak this behaviour.
- Color Along Cross-Section Direction. Faces within each
type are colored differently depending on how far along the
cross-section direction they occur (this is an axis orthogonal to
the cross-section plane). The main purpose of this is to make
cross-sections more colorful, while still retaining their own color
symmetry. See Cross-Sections.
- Color per Face (Unless Parallel). Every face is given
its own color, unless they are parallel. All parallel faces are
given the same color with this method (even if they are not the
same shape).
- The second group of options may be enabled independently. They are
all available when using "Color by Face Type" from the first
group of options above. Otherwise some options will not be available,
as appropriate.
- Same Color for Chiral Face Pairs. Faces that are
mirror images of each other will be colored the same.
- Same Color for Coplanar Faces. Coplanar faces will
always be colored the same.
- Same Color for Coplanar Chiral Pairs. Faces that are
coplanar and mirror images of each other will be colored the same.
- Same Color for Front and Back of Faces. The front and
back of each face will be colored the same.
- The final group contains just one item:
- Toggle Single/Auto Color Modes (keyboard shortcut:
Tab). To switch between single and auto coloring modes.
- Special Color Arrangements. This submenu lets you choose a
predefined color arrangement, for faces with certain symmetry. You may
choose one arrangement for each kind of symmetry, or select it again to
disable it. Any settings here will override the basic color scheme set
above (for the relevant faces only). The first dodecahedral and first two
icosahedral arrangements are as described in Magnus Wenninger's
Polyhedron Models.
- Dodecahedral Arrangement 1 (4 colors).
- Dodecahedral Arrangement 2 (6 colors).
- Icosahedral Arrangement 1 (5 colors).
- Icosahedral Arrangement 2 (5 colors).
- Icosahedral Arrangement 3 (10 colors).
- Rhombic Triacontahedral Arr 1 (5 colors).
- Rhombic Triacontahedral Arr 2 (15 colors).
- Cubic Arrangement (3 colors).
- Octahedral Arrangement (4 colors).
- Rhombic Dodecahedral Arr 1 (3 colors).
- Rhombic Dodecahedral Arr 2 (4 colors).
- Rhombic Dodecahedral Arr 3 (6 colors).
For example, to color the truncated dodecahedron, and avoid any faces of
the same color sharing an edge, you might set the basic color scheme to
"Auto Color" and enable the first dodecahedral arrangement. Since
we haven't chosen a special icosahedral arrangement, the icosahedral
triangles would all be the same color, which is fine because they don't
share edges with each other. The dodecahedral arrangement however, will
use four different colors for the decagrams, ensuring that decagrams of the
same color will never share an edge.
- Replace Face Color Throughout... (keyboard shortcut: c).
Change the color of all faces with the same color as the selected face.
Backs of faces which are this color are also changed. The user is prompted
for a new color.
- Set Face-Type Color... (keyboard shortcut: Shift+C). Change the
color (front and back) of all faces of the same type as the selected face.
- Set Single Face Color... (keyboard shortcut: Ctrl+C). Change the
color of the selected face only. If the back of the face is the same color
as the front, then it is also changed.
- Set all Face Colors... (keyboard shortcut: Ctrl+Shift+C). Change
the color of all the faces, front and back.
- Replace Back-Face Color Throughout... (keyboard shortcut:
b). Change the color of all backs of faces with the same color as the
back of the selected face.
- Set Back-Face-Type Color... (keyboard shortcut: Shift+B). Change
the color of the backs of all faces of the same type as the selected
face.
- Set Single Back-Face Color... (keyboard shortcut: Ctrl+B). Change
the color of the back of the selected face only.
- Set all Back-Face Colors... (keyboard shortcut: Ctrl+Shift+B).
Change the color of the backs of all the faces.
- Take Color from Neighbouring Faces. All faces of the selected
face color will receive a new color from one of their neighbouring faces.
Neighbouring faces with the original color are ignored, but otherwise some
options are presented if two neighbours have different colors. If any
faces are completely surrounded by faces of the original color, the process
is repeated until no further changes occur.
- Set Color of One Part in Compound. Set the color of one whole
component within a compound. Select a face first to indicate which
component is intended.
- Color as a Compound (keyboard shortcut: Shift+A). Color
each component of a compound differently. If a stellation view is
selected (see Stellated Polyhedra),
then try to recognise the current stellation as a compound of
simpler convex polyhedra, and use a different color for each part. This
works well except for the case where faces from different parts are
coplanar. For example, five octahedra and ten tetrahedra won't work, but
two tetrahedra, five tetrahedra, or five cubes work well. This is only an
issue when acting on a stellation view though. If the base model itself is
a compound, then there is no ambiguity and it will be colored correctly.
- Stellation Diagram Color Scheme. This submenu lets you choose
a scheme for coloring the stellation diagram, which appears in either the
stellation diagram view, or attached to the selected face when
"Selection->Selected Face Display->Show Stellation Diagram"
is selected (see Stellated Polyhedra).
- Color Per Front/Back/Internal. Use red for front-facing
regions, yellow for back-facing regions, green for internal regions,
and blue for external regions.
- Color Per Front/Back. Use red for front-facing
regions, yellow for back-facing regions, and do not fill other regions.
- Color Per Facet. Regions belonging to the same
facet are shown in the same color. That is, regions that
are equivalent under symmetry transformations.
- Color Per Chiral Pair. As above, but regions that are
mirror images of each other are also shown in the same color.
- Color Per 2D Layer. Each layer of regions within the
stellation diagram is colored differently.
- Color Per 3D Layer. Regions are colored according to which
3D layer the cell below belongs to.
- Set Vertex Color.... Change the color used to display vertices
when shown as points. To change the color used when shown as spheres, use
"Display->Vertex & Edge Options->Sphere and Cylinder
Options".
Tip: Right-click on the Show Vertices toolbar button to
open a small menu where you can quickly choose this option.
- Set Edge Color.... Change the color used to display edges
when shown as lines. To change the color used when shown as cylinders, use
"Display->Vertex & Edge Options->Sphere and Cylinder
Options".
Tip: Right-click on the Show Edges toolbar button to
open a small menu where you can quickly choose this option.
- Set Midsphere Color.... Change the color used to display the
wire-frame sphere when "Display->Show Midsphere/Reciprocation
Sphere" is enabled.
- Set Cell Line Color.... Change the color of cell lines as
displayed using "Stellation->Show Cell Lines".
- Set Background Color... (keyboard shortcut: g). Change
the background color. The user is prompted for a new color.
Images may be put on faces. You may want photos of your pets on the faces
of a dodecahedron, or you may want a model to look like it's made of wood.
This section describes the items on the Image menu (see also
Image mode below).
- Load Image... (keyboard shortcut: Ctrl+I).
Load an image from a file to display on the selected face. A file browser
appears allowing you to find the image you want. Once an image is opened,
a window with various image options. This window is similar to the one
available with Image Options below.
- Load Image List.... Load a text file which contains a list of
image files to load, one file name per line. File names are relative to
the text file, or full paths can be given. Blank lines are ignored, and
comments may be included in the file after "#". Each image is applied to a
single face. A window with image options appears, allowing the user to set
options which will apply to all images loaded. It also gives a choice
about which faces the images should be applied to.
- Apply Image to Other Faces.... Apply the image on the selected
face to other additional faces. Gives the user the following options:
- All faces of same type as selected face.
- All faces with same color as selected face.
- All faces with no image.
- All faces.
- Cancel.
Another way to apply an existing image to new faces is to use Color mode (see below).
- Remove Images.... Remove images from some or all faces.
A list of options is presented to the user, similar to above.
- Image Options.... Opens a window with various image options.
The options are also available directly elsewhere on this menu, so see
above and below for details of what the options actually do. This window
however provides a convenient way to set multiple options at one time,
and there is a preview in the bottom right corner which shows you the
effect of an option as you move the mouse over it.
Tip: Right-click on the Image mode toolbar button to open a
small menu where you can quickly choose this option.
- Options for All Images.... Opens a window similar to above, but
options set here will be applied to all images on the current model. Only
set the options you wish to change.
Tip: Right-click on the Image mode toolbar button to open a
small menu where you can quickly choose this option.
- Fit Image Within Face. Resize and reposition the image so that
it fits entirely within the selected face.
- Fit Image Around.... A submenu which lets you resize and
reposition the image so that it fits tightly around the selected face, over
the entire model, or over all those faces with the image applied.
- Unstretch Image. An image can be stretched in Image
mode (see below). Use this option to
unstretch it again.
- Flip Image Horizontally. Use this if your image is
back-to-front.
- When Rotating, Snap Image to Edges. When rotating an image in
Image mode (see below), snap to
orientations where an edge of the image is parallel to an edge of the
selected face. Otherwise, you may freely rotate to any angle.
- Show Whole Image in Image Mode. When in Image mode
(see below), show a transparent version of the
entire image, even though it may extend off the edge of the model. This
makes it easier to see what part of the image is on a face, and how close
to the edges you are etc. If it is distracting, you may disable this
option.
- Image Boundaries. A submenu which lets you choose what happens
outside the edges of the image. An endless border of any color may be used
around the image, or the image may be repeated endlessly, or values can
be clamped to the edges of the image.
- Project onto each Face Separately. Determines what happens when
an image is applied to more than one face. When enabled, the image will be
projected onto each face separately, as if it was lying flat on each face.
Otherwise, it is as if a single image is projected through the whole model,
which works well for a wood-grain or marble image. The single projected
image lies parallel to the selected face only, and will thus appear to
stretch across other faces.
- Use Face Color in Addition to Image. Normally when you put an
image on a face, you don't also want the original color of the face to show
through, but enable this option if you do want it to show through. You may
create some interesting effects by mixing a color with your image.
- Load Background Image. Opens a file browser, allowing the user
to find an image which should be displayed in the background.
- Remove Background Image. Stop showing an image in the
background.
- Maximum Image Size. Images can take up a lot of memory,
generally a lot more than the original size of the image file on your hard
drive (because it is no longer compressed). This option lets you limit the
size used internally for images. Digital cameras often create very large
images, but you won't see any difference on screen if smaller images are
used. You only need to tweak this value in two cases:
- Make it smaller if you are running out of graphics memory due to lots
of large images.
- Make it bigger if you don't think the resolution is high enough on
printed nets and pictures (printers are much higher resolution than
screens).
Use "Display->Polygon Filling Options..." to open a dialog box with
various options for polygon filling. It is a modeless dialog box,
meaning that you can leave it open while you use other features of
Great Stella.
An image is displayed which shows a preview of the current settings. See
how it changes as you select different options. The following options are
available.
- How to color areas where coplanar faces overlap. The options in
this section decide what color to use in areas where coplanar faces of
different colors overlap (such as the compound of 10 tetrahedra).
- Blend colors. The colors from all overlapping faces are averaged
to obtain a new color.
- Face with smallest area on top. Use the color of whichever face
has the smallest area, or pick one at random if they have the same area.
This ensures that if one face lies entirely within another, it will still
get its own color.
- Single new color. When two or more faces of different colors
overlap, use a single new color. Click the "Color" button to select that
color.
- Filling method. These options decide which areas within a face
should be filled and which should be left empty (consider for example the
octagram faces of the great rhombihexahedron).
- Auto (depends on orientability). Use the density method for
orientable polyhedra, or the modulo-2 method otherwise.
- Density/winding method. Only areas wound by a face's edges a
total of zero times will be left unfilled. Areas wound more than once will
be given a higher density (for example, the centre of a pentagram will have
density 2).
- Modulo-2 method. Any area wound an even number of times will be
left unfilled (the centre of a pentagram will be left empty by this
method).
- Allow coplanar faces to cancel each other out. If two faces overlap,
but are wound in opposite directions, they may cancel each other out leaving an
unfilled area.
- Color dense areas within a face more densely. This alone may not
make a difference, for example the centre of a pentagram will usually be
colored the same as the lower-density arms. But it can make a difference if
the pentagram overlaps another face, or if either of the following two options
is set.
- Lighten dense areas. The more dense an area becomes, the more it is
lightened, according to the percentage set.
- Darken dense areas. The more dense an area becomes, the more it is
darkened, according to the percentage set.
Note: cross-sections will always use the "Auto" filling
method, and always allow coplanar faces to cancel each other out, regardless of
the above settings. Otherwise some areas may be filled incorrectly.
Select a view and use "View->View Diagrams->Cross-Section" or
the matching toolbar button to switch to the Cross-Section view. This shows
a 2D cross-section (or slice) through the current polyhedron.
The cross-section is made with a slicing plane, which can be controlled
in various ways. Any edge of the original model passing through the plane is
sliced to become a vertex. Any face crossing the plane is sliced to become one
or more edges (nonconvex polygons can lead to more than one edge). And a whole
polyhedron is sliced to create one or more polygons. So each entity loses one
dimension as a result of the slicing process.
Note: many edges and faces may lie entirely on one side of the slicing plane,
and so do not contribute at all to the cross-section.
Cross-sections have a beauty all of their own, especially when animated by
altering the slicing depth (keeping the plane parallel, but moving it
through the model). The slicing depth is a value between 0.0 and 1.0, each
representing a plane at opposite ends of the model.
Each polygon of the 2D cross-section is surrounded by edges formed by
slicing faces. The edges are shown in the color of their corresponding face,
and the polygon itself is filled with a color obtained by averaging the colors
of its surrounding edges, weighted by their edge-lengths. This can produce
some pleasing results, with the polygon colors changing smoothly into other
colors as their edges get longer or shorter. When multiple polygons overlap,
the overlapping colors are also blended, making even more interesting images.
More colorful cross-sections can be obtained by using "Color->Basic
Color Scheme->Color Along Cross-Section Direction", especially for
regular polyhedra, which would normally be shown all in one color. When all
faces have the same color, the detail of the cross-section can be lost since
all edges and filled regions become the same color. With this option,
cross-sections become much more colorful, but still retain full color symmetry.
The mouse may be used in the following ways.
- Shift+Left-click: click on an edge to select the face it
represents.
- Shift+Right-click: same as Shift+Left-click.
- Ctrl+Left-drag: change the slicing depth. Mouse intertia
is supported as usual, so let go of the Left button while still dragging the
mouse and the animation should continue on its own at the current speed.
- Ctrl+Right-click: rearrange the net by gluing the
neighbouring cell to the face being clicked on (removing it from wherever it
was before). Other cells attached to the neighbouring cell will also have to
come along for the ride if they would otherwise no longer be part of the net.
The Section menu offers further cross-sectioning options:
- Cross-Section Direction submenu:
Tip: Right-click on the Cross-Section Tumble Mode or the
View Cross-Section toolbar buttons to open a menu with these same
choices.
- Selected Face/Vertex First. Use the selected face/vertex to
decide the slicing direction. For a face, the slicing plane will be
parallel to the face. For a vertex, the slicing plane will be orthogonal
to a line through the vertex and the centre of the polyhedron.
- Along N-fold Axis. Slice perpendicular to the
N-fold symmetry axis. N changes depending on the symmetry
group of the model. Three such menu items appear, for the (up to) three
different types of rotational symmetry present.
- Automatic. When ticked, choose whatever seems like the nicest
cross-section direction whenever a new model is loaded. This is generally
whichever direction will lead to a cross-section with the most symmetry.
- Set Cross-Section Depth... Explicitly set the slicing depth to a
value between 0.0 and 1.0.
- Snap Sectioning Depth to Vertex. Change the slicing depth (up or
down) so that the slicing plane passes through the nearest vertex from the
original model.
- Show Cross-Section in Model Views submenu:
- Always. Always show the cross-section embedded in the model
views (i.e. Base, Dual, and Base + Dual views). It can be helpful to see
how the cross-section fits into the original model. When embedded in this
way, using Ctrl+Left-drag and Ctrl+Right-click in the
model views behaves as it would in the Cross-Section view instead, that is,
to change the slicing depth.
- When Cross-Section View is Open. Only show the cross-section
embedded in the model views when there is a Cross-Section view open
elsewhere.
- Never. This is the default. Don't ever show the cross-section
in the model views.
- Show Vertices Near Slice Plane. When ticked, vertices of the
original model are displayed in the Cross-Section view when they get close to
the slicing plane. They are represented as white circles
which grow in size as the slicing plane approaches, then shrink again as it
passes by. It is as if spheres were placed at each original vertex, and they
too were being cross-sectioned to create circles.
- Fill 2D Cross-Section. Untick this option to show cross-sections
only as an unfilled outline. For extremely complex models, the filling can be
very slow, so untick this option if you find such a model. Outline-only
cross-sections can be displayed almost instantly for any model.
- Show 2D Cross-Section Edges. Untick this option to show
cross-sections as filled areas only with no outline. Sometimes this is
aesthetically more pleasing, giving a "smoother" appearance.
The yellow left/right buttons in the title bar of the Cross-Section view
also serve a purpose. They skip the slicing depth forward or backward to all
the values where the slicing plane passes through a vertex of the original
model. These are often quite interesting points in the transition.
Finally, the slicing plane can be tumbled interactively in a free-form
style. See Cross-Section Tumble Mode for the details.
Use "Poly->Zonohedrify" (keyboard shortcut: z) to create a
zonohedron based on the current polyhedron. The vertex positions of the
current model are used as a star, that is, they represent the directions
of edges in the zonohedron. Note: all edges in the resulting polyhedron will
have the same length, even if vertices were at different radii.
Use "Poly->Create Geodesic Sphere" (keyboard shortcut:
Ctrl+G) to create a geodesic sphere based on the current model.
Traditionally geodesic spheres are based on an icosahedron, octahedron, or
occasionally a tetrahedron, but here any model may be used as a starting point.
Try starting with one of the Stewart Toroids for interesting results!
You will be prompted for the frequency of the geodesic sphere, which
is the number of subdivisions along each edge of the original polyhedron.
Faces having more than three sides are also subdivided into triangles first.
Once the faces are subdivided, all vertices are projected onto a sphere.
You can also just subdivide the faces without projecting onto a sphere by
using "Poly->Subdivide Faces". In this case the result will
generally have the same shape as the original model, but each face will
actually be made up of many smaller faces.
A stellation of a polyhedron is a new polyhedron which has faces that lie in
the same planes as the faces of the original model. Typically you start with a
convex polyhedron and build stellations out from it, but the seed polyhedron
does not have to be convex. Great Stella is able to find all the
possible stellations of a given polyhedron.
For models which may be stellated (a small set in the demo, but not restricted
in the full version of Great Stella), use the Up and
Down arrow keys to visit each valid stellation (same as
"Stellation->Next Stellation" and
"Stellation->Previous Stellation", or the up and down green arrow
buttons on the options toolbar or at the top of a stellation view).
You can hold the keys down to see all the different stellations racing past.
Note however that you won't see anything happen in the base polyhedron view
though. The default views show the base polyhedron and its net. Instead you
need to change one of them to a view of a stellation, by selecting either the
View Stellation or View Dual Stellation buttons from the
view toolbar.
What counts as a valid stellation depends on your settings. The default
is that only fully supported stellations are counted as valid. Choose a
different criterion by selecting a different item from the top section of the
"Stellation->Stellation Criteria" submenu. This affects what
stellations you will encounter when hitting the Up and
Down arrow keys, and which stellations will be counted when you do an
enumeration ("Stellation->Enumerate..."). For a description of the
different stellation criteria, see my paper
"Stella: Polyhedron Navigator".
To create a new stellation manually, you need to select and deselect
cells. Cells are the smallest volumes enclosed by sets of planes in
which the original model's faces lie, and are the 3D building blocks of
stellations. Actually, all cells of a certain type are usually referred to as
a single cell, and together they maintain the same rotational symmetry group as
the original model being stellated. A stellation is made up of some set
of all the possible cells for a given set of planes. There are a number of
ways to select/deselect cells, that is, to include them in or exclude them from
the current stellation.
- Cell Diagram. Use Shift+Left-click to select
cells in the cell diagram view. Selected cells have a white border around
them. The cell diagram is an abstract representation of the relationship
between cells, and is usually not an intuitive way to create stellations.
- Stellation Diagram. The stellation diagram shows the plane
from one of the original model's faces, with lines representing
intersections with all the other planes. Between the lines are
elementary regions, which are the tops and/or bottoms of stellation
cells. Use Shift+Left-click to select the cell below an
elementary region, or Shift+Right-click to select the
cell above (the mouse tips in the bottom right corner won't let you forget
how to use the mouse). This method is more intuitive than using the cell
diagram.
- 3D Stellation Diagram. The stellation diagram can also be
viewed in various 3D views (base polyhedron, dual polyhedra, base
stellation, and dual stellation). This is the most intuitive way to create
your own stellations, since the diagram is attached to an appropriate place
within the stellation itself. First select a face of the original model by
using Shift+Left-click on it. There are two options for
how the selected face should be displayed. By default it is highlighted in
bright white, and shows half-transparently through other faces. The other
option is to show the stellation diagram attached to the selected face
instead. Use the items on the
Selection->Selected Face Display submenu to choose. There
are also two buttons for these options on the options toolbar. Once the
stellation diagram is displayed, you can use the mouse as before to
select/deselect cells. Note that now Shift+Left-click
does two things. You can either click on regions of the stellation diagram
to select/deselect cells, or you can click on a different face of the model
to select a different face, and thus view its stellation diagram instead.
In any situation where you can select stellation cells using
Shift+Left-click, you can also use the following.
- Ctrl+Left-click to select/deselect a cell along with
all its supporting cells, recursively back to the stellation's core. When
selecting cells in this way, the recursion also stops if it finds an
already selected cell. When deselecting cells, the recursion also stops
when it gets to a cell that is still needed to support some other selected
cell. So you can deselect a whole "peak" without creating a hole right
through to the centre of the model.
- Ctrl+Right-click to select/deselect a whole layer of
cells, by clicking on one of the cells in that layer.
You can also stellate using an arbitrary set of facial planes, rather than
starting with the faces of a given polyhedron. This is more maths-intensive
for the user though, as you need to know the plane equations required. Use
"Stellation->Stellation Planes". A dialog box opens with various
options, initialised with values taken from the current polyhedron. At the top
you can select the symmetry group for the stellation, and below that you can
enter as many plane equations as you wish. Each plane will be repeated over
the symmetry group though, so you only need to enter an equation for one of
each type of plane. The X, Y and Z fields represent a
normal to the plane (a unit vector perpendicular to the plane). This
vector will be normalised if it is not already unit length. The final
parameter to define each plane is Radius, which gives the distance of
the plane from the centre of symmetry. It may be zero to define a plane that
passes through the centre. Each field may be given as a decimal value, or an
equation like "4 + 2r3", where 2r3 means 2 times the square root of 3.
You may also use g as shorthand for the golden ratio. It is very
important that the values are as accurate as possible, so use an exact equation
where possible. If entering a decimal value, I recommend 17 or 18 significant
figures.
This menu item selects any unselected cells that are totally hidden from
external view. For example, when stellating the dodecahedron, you might have
the cells selected to create the small stellated dodecahedron. Now whether the
central dodecahedron cell is selected or not makes no difference to how the
model looks from outside. Generally you want all those hidden cells to be
selected; otherwise they will lead to extra nets, for internal parts that won't
end up being visible!
Having all parts accessible is also one of Miller's Rules which were
used for The 59 Icosahedra.
Once you've made some complicated stellation from various cells, it's often a
good idea to fill in the inaccessible cells, since you probably don't want
hidden "bubbles" inside your model.
When using this feature, you will not see any difference in the model, but
you can see what's going on in the stellation diagram view (if there are
any inaccessible parts to fill in of course). You will also see a change in
the 2D or 3D nets view.
Exactly one of the items on this submenu may be selected at any one time.
The setting only affects "double" or "coincident" edges in stellations, i.e.
where two solid pieces touch at an edge. From outside you can see the edge
from either side. When building a model you might want to construct the parts
connecting at such edges in one of these ways:
- Tongue-in-groove (as named in Magnus Wenninger's
Polyhedron Models). In this case you need double tabs on both
sides, i.e. faces should not be joined along those edges in the nets.
- Internal support. Here only one side must have double tabs,
and then the double tab will be glued to the back of the other
faces meeting behind that edge. So the faces on one side may be
connected in the net along the coincident edge.
- No internal support. No tabs are required on either side of
the edge (i.e. faces may be connected along these edges in the nets).
- Disconnected. This one's not generally of use in making a
model, but might help for creating nets of individual cells. It changes
which faces connect to which at the edge. Instead of connecting faces
which appear to be connected from outside the model, it connects faces
which appear to be connected from inside. This means the solid pieces
will not be connected at all along those edges! Try the small stellated
dodecahedron with the central dodecahedron cell missing to see the
difference for this one.
These settings generally make subtle differences in the nets produced.
Symmetries are transformations which leave a model looking like it
hasn't moved. They mostly come in two types: rotational and reflective. Use
"Display->Show Symmetry Axes" to display the rotational symmetry
axes (keyboard shortcut: s, also on options toolbar). In 3D views these
are indicated by an axis through the model with a small disc at either end.
The number of spokes in the disc indicates the order of rotational symmetry.
The different types of rotational symmetry axis are shown in different colors.
In the stellation diagram view these are indicated as points where the axes
intersect with the face plane, using the same colors.
Use "Display->Show Reflection Planes" to display the reflective
symmetries (keyboard shortcut: r, also on options toolbar). In 3D views these are
represented by great circles around the model in the reflection plane.
In the stellation diagram view these are shown as dashed lines where the
reflection planes intersect with the face plane.
The symmetry group of a polyhedron is the collection of all its
symmetries. The options toolbar has a field that shows the rotational
symmetry group (e.g. "Icosahedral"), and another field showing the reflective
symmetry group within that (e.g. "Horizontal Reflection").
A good web page showing the different symmetry groups
is
http://newton.ex.ac.uk/research/qsystems/people/goss/symmetry/Solids.html.
The only groups missing here are icosahedral symmetry, both with and without
reflections. The h subscripts on that page correspond to "Horizontal
Reflection" in Stella, and the d subscripts correspond to "Diagonal
Reflection". Notice that the rotational symmetries of a tetrahedron
can be combined with either of these reflection types (Th and
Td).
Some symmetry groups are subsets of others. Both the symmetry group fields
in the toolbar are drop-down lists, which let you see all the sub-symmetry
groups available, and choose one. Changing to a sub-symmetry group will affect
stellation, faceting, augmentation, and coloring of the model. Note: you can
use "Options->Recolor Sub-Symmetries" to prevent the model's color
from changing when choosing a sub-symmetry group.
Submenu: "Selection->Mouse Selection Mode"
Items in this submenu allow you to enter a different mode, where the mouse
behaves differently from normal. Exactly one of the items will be selected at
any one time. The first item on the list is the default mode, so to exit one
of the other modes, either select this item, or just hit Esc. There
is also a toolbar containing a button for each of these modes.
You can tell when you're in a different mode from usual by holding down
Shift and seeing what shape the mouse pointer becomes. Navigation
with the mouse acts the same in all modes. The difference is what happens when
you're holding down Shift and/or Ctrl.
Some of these modes are described in the following sections.
Menu item: "Selection->Mouse Selection Mode->Cut/Uncut Edges"
If you don't like the net created, you can force the program to cut
certain edges. This makes it rebuild the nets, connecting different
faces together instead. All edges of the selected type are cut/uncut
at once. Nothing is really ever "glued", just either forced as a cut
or not.
Note that cutting one edge may cause other faces to join together in a net
where they were previously not connected. This is because the nets are rebuilt
from scratch. So you can use cutting as a way of forcing other faces to join
up. If you didn't want those faces to connect, then you can always cut their
shared edge too.
For example, use this mode and Shift+Left-click on an edge of
the icosahedron. All edges are the same type, so they are all cut, so you end
up with only one face in each net.
Menu item: "Selection->Mouse Selection Mode->Measurement Mode"
This mode lets you measure the distance between any two vertices of a model.
Use Shift+Left-click on a couple of vertices and the
distance between them is shown in the status bar. If you continue to click on
other vertices, the value shown is always the distance between the last two
vertices chosen. A line is drawn between the vertices so that you can see
exactly what distance is being measured. If instead you use
Shift+Right-click on a series of vertices, the distance
between the first and last one is displayed, rather than the last two. This
is convenient if you want to measure the distance from some vertex to several
other vertices.
In addition to appearing in the status bar, you can also access the
currently measured distance via "Scale->Measured Distance...".
This also lets you change the distance, which affects the scale of the model
used for printing nets.
Note, in the base or dual view, you may only click on true vertices of the
model, not virtual ones caused by intersecting faces, unless you turn on
display of stellation vertices
(see Showing Vertices and Edges).
You may also click on points in the stellation diagram.
Menu item: "Selection->Mouse Selection Mode->Color/Hide Faces"
This mode lets you easily copy colors, images, or "hiddenness" between
faces. Ctrl+Left-click on a face to copy attributes from the
previously selected face. Shift+Left-click on a face to
change all faces of that type according to the attributes of the previously
selected face (use "Options->Maintain Reflexibility" to choose
whether reflected faces should also be changed). In either case, hold the left
mouse button down and draw the mouse across multiple faces to apply the
color/image to all of them, like painting.
If the selected face was hidden, then the "hiddenness" is copied, that is,
other faces may be easily hidden too by Ctrl+Left-clicking on
them. In this case the color/image of the face is not changed (it is presumed
that it is only the hiddenness that you are interested in copying).
Ctrl+Right-click and Shift+Right-click
both just select a face without changing its color. This lets you choose a new
face to start copying attributes from. In this mode, the face is only
highlighted white briefly when you select it, and then returns to its normal
color, since it is important to see true face colors in this mode.
If you plan to do a lot of augmentation (see
below), this mode can be useful. One of
the options when augmenting is to only augment faces of the same color. So
select one of the faces you want to augment, then copy that color to all the
other faces you want to augment. This lets you quickly and easily select a
collection of faces for augmentation.
Menu item: "Selection->Mouse Selection Mode->Image Mode"
If the selected face does not already have an image on it when entering this
mode, a file browser will open allowing you to select one. This is the same as
if you had used "Image->Load Image" (see
Images above). You may cancel the file browser if you
wish to use Image mode without loading any new images.
Image mode lets you accurately position images on faces however you want.
Use Shift+Left-drag to move an image on a face.
Use Shift+Right-drag to scale an image on a face.
Use Shift+Left+Right-drag to rotate an image on a
face.
Compare these three operations with navigation in a 2D view. Notice the
similarity when you don't hold down Shift? This makes it easier to
remember which combination of buttons does what.
Use Ctrl+Left-click to select a face without affecting the
image on it. And use Ctrl+Right-drag to stretch an image on
a face (changes the aspect ratio of the image).
The operations listed above (including Ctrl+Left-click,
which doesn't otherwise affect the image) all perform another function too.
They change the main face of the image. The main face is the one that
is used to control the projection of the image. This only has an effect when
"Image->Project onto each Face Separately" is disabled. The image
lies parallel to the main face and is projected down through the model in the
same way for all faces. So these mouse clicks let you change which face is
used for the projection.
Use Ctrl+Shift+Left-click to swap images between
two faces. The images are swapped between the face you click on, and the face
that was previously selected. This is useful in conjunction with
"Image->Load Image List...". You can load a bunch of images at
once, then swap them between faces to get the arrangement you want.
Menu item: "Selection->Mouse Selection Mode->Cross-section
Tumble Mode"
This mode allows you to interactively tumble the slicing plane. See
Cross-Sections for more information and ways to choose
specific orientations of interest for the plane.
In this mode, the mouse can be used in the following ways.
- Shift+Left-drag: rotate slicing plane
- Ctrl+Left-drag: change slicing depth
- Ctrl+Right-click: slice half-way (set slicing depth to
0.5).
Menu item: "Selection->Mouse Selection Mode->Faceting Mode"
In this mode, you can Shift+Left-click on a series of
vertices of a model to create a new polygon. A helpful message will appear
when you enter this mode. The points must be coplanar, and you will see the
new polygon being drawn as you go (it will show half-transparently through
other faces). When you've finished, hit Enter or
Shift+Right-click anywhere to accept the polygon (or hit
Delete to cancel it). You can also accept or reject the new polygon
with the tick and cross buttons at the top of the view. Once accepted, it will
appear as another net, on its own (hit PageDown in the Unfolded Net
view a few times to find it), and you can print it out. I use this to create
supporting pieces to glue inside models for added strength (see my page about
the great dodecicosidodecahedron for an example:
http://www.software3d.com/GreatDodecicosidodeca.php).
You may define more than one such polygon. Creating new polygons in this way
is also the first step to creating faceted polyhedra (see next section).
Some other useful controls in this mode are as follows:
- Backspace: Remove the last vertex added to a facet. This
is useful when you don't want to delete the whole facet and start from scratch.
- Ctrl+Right-click: Create a complete facet from an
existing face by clicking on it this way.
- "." (on the keyboard) or the "..." button (on view's title bar):
Auto-complete a facet. Yes, the program can often figure out how to complete a
facet for you! You have to enter at least three vertices of the facet
yourself, or sometimes more if the repeated sequence is longer, then hit "."
and the facet will be finished for you. Only the first three vertices are
required for any regular polygon or polygon with equal angles and alternating
edge lengths.
A faceted form of a model is one which shares the same vertices as that
model, but where the faces connecting them are different. Faceting is actually
the dual process to stellation, but I won't go into that here!
The previous section described how to make extra polygons, or facets,
using the original vertices of a model.
When one or more of these facets have been created, you may use
"Poly->Create Faceted Polyhedron" (keyboard shortcut:
Ctrl+Shift+F) to create a new polyhedron from them. Each facet is repeated
over the current symmetry group, and the resulting faces are used as the faces
of a new polyhedron, which becomes the new base model (so you can see its nets,
dual etc). Not all combinations of facets you might create will lead to a
valid polyhedron however, in fact most won't. So you need to be careful when
creating the facets. An even number of faces must meet at every edge (and
usually you will want exactly two faces).
The Preview Faceting view lets you see how your faceted model is
coming along before you've finished it. To use this view, select the view you
want to change (by clicking in it) and use
"View->View Models->Preview Faceting"
(or the toolbar equivalent). Create a facet (using one of
the other 3D views and Faceting Mode) and
you will see how it is repeated over the symmetry group. Edges with only one
face are highlighted in green. These are edges
where you need to create another facet to share that edge.
Orange edges have an odd number of faces, but
at least three. Here you need to either delete one of the facets, or add yet
another one. Red highlights edges where an even
number of faces meet, but greater than two. These are acceptable, but often
undesirable. Finally, if exactly two faces meet at an edge, but they are
coplanar, then purple highlighting is used.
This is also often undesirable, but not disallowed. Edges where exactly two
non-coplanar faces meet are not highlighted at all. Generally you are trying
to get rid of all highlighted edges. When you have, create the model with
Ctrl+Shift+F, or just click on the left-and-down
arrow at the top of the Preview Faceting view.
Use Ctrl+Left-click in the Preview Faceting view to select
a facet. Then you can click the "X" button on the title bar to delete that
facet. You can also find it in the Unfolded Net view (with PageDown)
and delete it using the "X" in that view's title bar.
Since facets are repeated over the symmetry group, you can use the
symmetry drop-down lists (see above) to select
a different symmetry group, and the facets will be repeated accordingly in the
Preview Faceting view. You can also choose whether they should be repeated
over reflection symmetries with "Options->Maintain Reflexibility".
For a (very) short faceting tutorial and example, see my web page about the
five-dodecahedron compound at
http://www.software3d.com/5Dod.php.
You may also find the Faceting Diagram view type
("View->View Diagrams->Faceting Diagram" or the toolbar
equivalent). This shows the faceting diagram, which is reciprocal to the
stellation diagram. There is a different faceting diagram for each different
type of vertex of a polyhedron, so try selecting different vertices in one of
the 3D views (by double Right-clicking on them) to see the faceting
diagram for that vertex, or use the yellow left and right arrows on the title
bar to cycle through them. Each white point in the diagram represents one of
the other vertices of the model, all projected back towards the main vertex and
onto the plane of the diagram. Each line represents a possible face in a
faceted version of the current polyhedron. The big blue point in the middle
represents the centre of the model, and the lines are colored according to how
far from the centre they pass (yellow near the centre, cyan for the furthest
out). You can use double Right-click or
Shift+Right-click to select a vertex from the diagram, but
otherwise there's not a lot you can do with it for now. It does make pretty
pictures though :-)
Great Stella has nine memories. These are like the memory on a
pocket calculator, except instead of storing a number, they store a polyhedron.
Quickest way to use memories is to hit m followed by a number from 1 to 9 to
store a model in memory, and hit Shift+M followed by a number to
retrieve a model from memory. The number indicates which memory slot to use.
You can also deal with memories via the menu:
- Edit->Put Model in Memory submenu: put the model from the
current view into one of the nine memories. Note: the model put in memory is
the one you see in the current view, which may be the base model, its dual, a
compound of the two, or a stellation of either one. You may not put infinite
dual models in memory, nor stellated models with faces that have holes in them.
- Edit->Retrieve from Memory submenu: retrieve a model from
one of the nine memories. This then becomes the base model. Note: if you had
put a dual model in the memory, then this is now the base model.
- Edit->Swap with Memory submenu: swaps the model in the
current view with the model in one of the nine memories. The model that was in
memory then becomes the new base model.
- Edit->Clear Memory submenu: empties one or all of the nine
memories.
- Edit->Add from Memory submenu: adds the model in one of the
nine memories to the model in the current view. The result becomes the new
base model, which will now be a compound of the two models. If you want the
relative sizes of the two models to be different, then change the scale of the
model before using "Add from Memory", but after putting the other
model in memory. Scale can be changed in various ways via the "Scale"
menu. If the resulting compound has coincident faces, an offer is made to
remove these in pairs. If the model has coplanar faces sharing an edge, an
offer is made to blend them together. In either case, the result may now no
longer be a compound, with the two parts now sharing geometry.
Use "Poly->Augment Polyhedron..." (keyboard shortcut: a) to
augment, excavate, or drill the current polyhedron. These
are all basically different aspects of the same function. Augmentation
is simply attaching one polyhedron to another at some common face.
Excavation is where one model is subtracted from another at some common
face, leaving a dent. In either case, any faces that coincide exactly between
the two models are removed. The face where the two models were attached always
falls into this category, but others may too. When this happens during
excavation it is called drilling, as the result is a hole right through
the model.
When choosing to augment a model, a dialog box appears with the following
sections.
- Augment using... Choose what model you want to augment the existing
polyhedron with. You can use any of the following: pyramid, cupola, prism,
antiprism, a model in one of the nine memories, any built-in model, or a model
from a .stel file. The model you choose may have more than one type
of face matching the face you selected on the original model. If the model is
from memory or a file, then the default face used will be the last one selected
before it was saved. You can also select a different face during preview (see
below), but it can save you some time if you think ahead!
- Which faces to augment? Choose whether to augment just the
selected face, or all faces of the same type or shape. You can tick
"Only faces of same color", then even if you've chosen to augment all faces of
the same shape, only those of the same color as the selected face will be
augmented. This can be useful in conjunction with Color Mode. Paint the faces you want to augment in a new
color, then augment only those ones.
- Direction Choose to augment or excavate.
- Coloring Choose from the following options:
- Re-color faces according to current color scheme. The entire
model will be re-colored, ignoring any existing colors.
- Keep colors from original models. Colors are maintained from
both the original model, and the model being added. Note: if augmenting
using a pyramid or other model with no pre-defined colors (i.e. not from
memory, file, or built-in), then the color is taken from the selected face
of the original model.
- Inherit colors from augmented faces. Models being added are
each colored entirely to match the face they are being added to.
- Use a single color for new faces. Click the "Color" button
besides this option to select a single color that will be used for all the
added models. Faces of the original polyhedron remain unchanged.
- Use any single new color for new faces. Stella will choose a
single new color (one not already appearing in the model) and use it on all
the new faces. Faces of the original polyhedron remain unchanged. This is
convenient when performing a series of augmentations if you want a
different color at each step.
- When to preview By default an augmentation preview is always
presented (see below), but you may choose to only show the preview when there
is more than one orientation to choose from, and complete the augmentation
immediately otherwise.
- Preview: Wire-frame, Solid or Both Choose how the preview should be
displayed.
- Keep coincident faces Override the default behaviour of removing
coincident faces between the original model and augmented parts.
When augmenting with pyramids, the pyramid height may be selected with the
following options:
- Guess. Same as "Keep edges same length" when possible,
otherwise same as "Face radius".
- Keep edges same length. Use a height for the pyramid that ensures
all edges of the pyramid are the same length. If you are trying to maintain
regular faces, you'll want to use this option.
- Face radius. Set the height of the pyramid to the radius of the
face.
- Face diameter. Set the height of the pyramid to the diameter of the
face.
- Touch model radius. Set the pyramid height such that its apex just
touches the circumsphere of the original model. When augmenting, it touches
the sphere on the same side of the centre, when excavating it touches the
sphere on the far side. This option can be handy if you want to make a spiky
model and ensure that all spikes reach the same height.
- New edge lengths = 1. Set the length of edges reaching the apex of
the pyramid to 1. This is useful in conjunction with the Scale setting
below, allowing you to set the exact length of the new edges.
- Height = 1. Set the pyramid height to 1. This is useful in
conjunction with the Scale setting below, allowing you to set the exact
height of the pyramid.
When augmenting with prisms, the prism height may be selected with the
following options:
- Average edge length. Prism height is set to the average length
of edges around the face being augmented.
- Shortest edge length. Prism height is set to the shortest edge
length around the face being augmented.
- Longest edge length. Prism height is set to the longest edge
length around the face being augmented.
- Height = 1. Set the prism height to 1. This is useful in conjunction
with the Scale setting below, allowing you to set the exact height of
the prism.
The Scale setting can be used to scale the height of augmentations when
using pyramids, prisms, antiprisms or cupolae. In most cases it scales the
height of the augmentation directly, but there are some useful exceptions when
augmenting with pyramids. For the "Keep edges same length" and "New
edge lengths = 1" options, the scale applies to the edge length used
instead of the height. With "Touch model radius", the scale applies to
the model radius, then the pyramid height is chosen to touch that new radius.
After clicking OK, an augmentation preview mode will be entered.
Here a preview of the result is shown. Depending on your choices above, it
will normally show the augmented parts as solid with a wire-frame outline (the
wire-frame shows through other faces too, for easy identification).
A message at the top indicates how many orientations are possible for the
augmentation.
The following controls are available during the augmentation preview.
- Left and Right arrow keys, or the yellow
left and right arrow buttons at the top of the view:
step through all possible orientations for the model being added while keeping
it connected using the same pair of faces.
- Up and Down arrow keys, or the yellow
up and down arrow buttons at the top of the view:
if the model being added may be attached at more than one type of face, then
step through each possibility.
- Ctrl+Left-drag: interactively change the height of the
augmentation when using a pyramid, cupola, prism, or antiprism.
- Ctrl+Right-drag: change the radius of the top of the model
being added when using a cupola, prism, or antiprism.
- Ctrl+Shift+Left-drag: introduce a gap between the original
model and the model being added. Drag the mouse to adjust the size of this
gap.
- Ctrl+Shift+Right-click: close the gap between the original
model and the model being added.
- A key: hit "a" again to reopen the augmentation dialog box
and change options.
- Enter key or tick button: accept the augmentation
and create the finished model.
- Esc key or cross button: cancel the augmentation.
Augmentation parameters are remembered during a session, so if you augment
a lot of times using the same model, you will mostly just have to hit
"a" followed by Enter, without having to change anything in
the dialog box. This makes it very quick to build up a big structure.
Use "Poly->Put Models on Faces/Vertices" to put any model on the
faces or vertices of another model. This is similar to augmentation, but
rather than attaching the new model at a face common to the two parts, here the
new model is not attached to the original at all, but rather just sits in space
on its own. It may intersect with the original model, but there will generally
not be any edges connecting the two parts. It is more like a compound in this
regard.
A dialog box appears with various options. In the Source section you
may choose where to get the new model from (a memory slot, a built-in model or
dual, or from a .stel file).
Below this is the Placement section. Here you can choose whether to
put the new model on faces or vertices of the original, and what depth
to bury the model. At a depth of zero, the model will sit neatly on a face or
vertex. At 100% the model will be completely buried inside the other model (at
least at the face or vertex where it is attached). Negative values cause the
new model to float above a face or vertex. You may also choose whether to put
a copy of the new model on just one face/vertex, or all of the same type,
shape, or shape and size, or even on all faces/vertices (regardless of shape).
Next is the Size section. Here you can choose how big the added
model should be. The size can be based on one of three options:
- Fit to current face/vertex. The model is scaled to just fit inside
the face/vertex to which it is added. For faces that means the added model's
radius is set to match the inradius of the face. For vertices, the model's
radius is set to match half the distance to the nearest neighbouring vertex.
- Fit to smallest face/vertex of part. This is similar to the above
method, but rather than fitting the model to the face/vertex on which it is
placed we instead fit it to the smallest face/vertex of the same part (e.g. the
same component in a compound). With the previous method, models added to all
the faces of a truncated cube would end up two different sizes. Big ones on
the octagons and small ones on the triangles. This method ensures they all
come out the same size (all small enough to fit in a triangle). The reason for
fitting in the smallest face of one part rather than the whole model is that
once one model has been added, it brings with it new smaller faces. If you
decide to add another model, to another face of the original base model, you
don't want it to be scaled smaller than the first in order to fit in those even
smaller faces.
- Same size as base part. Here the added model is simply the same
size as the model it is being added to. In conjunction with the Scale
setting (see below) this gives you precise control over the size of the model,
especially if you know the ratio you want between the two.
The above choices are good starting points, but the Scale setting then
has the final say. The value you input here is multiplied by the size
determined above to get the final size of the added model. For example, set
the scale to 0.5 to make the added model half the size it would
otherwise be, or 2 for double the size.
The Color section lets you choose how to color the added model.
It can use its original colors (e.g. whatever colors it had when you put it in
memory), or it can use a single color of your choice. Click on the colored
button to select a color.
Finally, there's one more option at the bottom of this dialog bow,
Retain original model centre. If this is ticked, then the resulting
model will continue to rotate on-screen around the same point it previously
rotated around. Otherwise a new model centre is calculated as the centre of
mass of all vertices. This may seem off-centre, as it will be dragged closer
to the added model, due to the new vertices from that model.
[Not available in demo version]
Great Stella includes a library of over 400 additional models, aside from
the many that are built-in. The models in this library were all made using
features of the program. They all exist as files on your computer, with the
".stel" file extension, and are located in a folder called
StellaLib, under the folder where the program was installed. Feel free
to add your own ".stel" files under this folder, and even your own new
sub-folders. They will show up in the software.
To select a model from the library you can select the Stella Library
option from the category drop-down list on the main toolbar. The
sub-categories will then show up in the model drop-down list beside it. Select
a sub-category to see the models in that sub-category in the model list, and
select one of those to open it.
Alternatively, use "File->Polyhedron List...", hit
Ctrl+N, or click the matching toolbar button to open the list of
built-in polyhedra. A window opens with a list of all built-in models,
including the models in the polyhedron library. If Stella Library in
the category list on the left has a "+" beside it, click it to open the
list of sub-categories. Select a sub-category to see the list of models in
that category on the right, then double-click a model to open it.
Files in the library are organised into the following sub-categories:
- Augmented Uniforms
Uniform polyhedra that have been augmented with pyramids or cupolae.
- Brückner
In 1906 Max Brückner made some amazing paper models, all of which were
isogonal (all vertices the same) and isohedral (all faces the same). The
polyhedra were all self-intersecting and mostly quite complex. An amazing
achievement in 1906! Now most of these models are available in this category
(all except for the ones with dihedral symmetry).
- Compounds
Compounds of multiple polyhedra. Note that the dual compounds are also
available. So to see the compound of five octahedra, load the compound of five
cubes and look at its dual.
- Facetings
Various polyhedra created using faceting.
- Geodesic Hemispheres
A collection of geodesic domes.
- Geodesic Spheres
A collection of geodesic spheres, created using Great Stella's
"Poly->Create Geodesic Sphere" operation.
- Leonardo-style
Some Leonardo-style models, that is, models with solid edges but hollow
faces.
- More Stewart Toroids
More Stewart Toroids, to add to the built-in list. These regular-faced toroids
are mostly from Stewart's book "Adventures Among the Toroids", or extensions of
that work.
- Parts
Polyhedra which can be constructed more robustly using multiple parts. You
build one part, then the other, and glue them together.
- Rectangular Isohedra
The four polyhedra with rectangular faces which are all of the same type.
- Stellations
Polyhedra created using stellation.
- SubSymmetric
Polyhedra created using sub-symmetric stellation.
If all else fails, and you can't find a way to create your favourite model in
Great Stella, fear not! You can always import it from an external file.
Currently the only format supported for import is OFF. It's a simple format.
You'll find a specification for the format here:
http://www.geomview.org/docs/html/geomview_41.html. Please be sure to use
as much precision in the vertex positions as possible, or you may run into
problems. I recommend using 17 decimal places if you are creating files in
this format. The OFF models must also be properly closed surfaces (with an
even number of faces meeting at each edge).
To import an OFF file, simply use "File->Open" as you would to
open a .stel file. You will find that the file browser also shows
.off files.
3D DXF files may be imported in a similar way, but I fear they often lack
the accuracy required for Great Stella.
3D models can be exported in a variety of formats. This is achieved by using
items from the "File->3D Export" submenu. Generally the model is
exported from whichever view you have selected (e.g. you might export a dual,
or a stellation, or even a model morphed between two duals). Available formats
are DXF, POV-Ray, VRML, OBJ and OFF. The dimensions of the model exported can
be controlled using the Scale menu. Note also
that the exported model will be oriented the same as it is on screen. This
gives you powerful control over the orientation of the exported model, but can
also lead to confusion if you didn't want the model to have a random
orientation. I suggest you place the model in a nice orientation before
exporting, by using one of the items from the "View->Orientation"
submenu.
2D images can be exported in various formats. To do this, use the
"File->Export Image..." menu item. An image of the current view is
exported (so make sure you click in the view you want to export first).
A dialog box appears with various options:
- Folder. The destination folder. A history of previous folders used
is kept. Click on the down-arrow to the right of the folder name to open a
drop-down list of previous folders. Select one to use that folder.
- Save as. The file name to use. To the right of this is a drop-down
box showing the type of image to be saved. Select the type you want.
- Browse. Browse for the destination folder and file name.
- Image size same as window. Tick this box to export an image the
same size as the current view. The following two items will be greyed out if
this item is ticked, but will show the size to be used.
- Width. Width of image to export.
- Height. Height of image to export.
- Fit tightly. When ticked, geometry will be resized to fit perfectly
in the image being saved (like hitting "t" in a view).
- Fit with room for rotation etc. When ticked, geometry will be
resized to fit in the image being saved, but leaving room for possible rotation
or changing slicing depth etc. (like hitting "f" in a view). If neither this
nor the above option are ticked, the geometry will appear the same size as in
the view (but resized to the image dimensions).
- Borders when fitting. Rather than fitting exactly with one of the
above two options, this allows you to specify a small border in order to leave
some space around the geometry.
- Over-sampling. A higher value gives better anti-aliasing,
i.e. smoother edges and less pixellated. The lowest value, 1, will
produce an image exactly as it is on-screen. With old computers you may run
into problems using a high value (3 is the highest value allowed), as
the process may run out of graphics memory. If anything looks wrong with the
image, try a lower setting.
- JPeg Quality. This setting is only available when you have chosen
to save a JGP image. At higher values (up to 100) the JPeg image saved
will be higher quality, but the file will be larger. At lower values (down to
0) the file will be smaller, but the image quality will be worse.
- Hide text during render. Hide all text that may otherwise appear in
the rendered image.
- Open after saving. If you tick this box, then the image will be
opened after it is saved. It is opened in the same way as it would be if you
double-clicked on the file in Windows Explorer, so it will only work if you
have an application associated with the type of image file being saved.
Click Export to save the image file.
Great Stella was written by Robert Webb.
I use FreeImage
(http://freeimage.sourceforge.net,
under the FreeImage Public License version
1.0) for importing
and exporting
2D images, which in turn uses various other
libraries. Below is a list of credits regarding these libraries:
- IJG JPEG library © 1994-1998, Thomas G. Lane
- LibPNG © 1998-2001 Glenn Randers-Pehrson
- LibTIFF © 1988-1997 Sam Leffler, © 1991-1997 Silicon Graphics Inc.
- LibMNG © 2000-2001 Gerard Juyn
- Gif-RLE © Hutchison Avenue Software Corporation, 1998
- LibJ2K © David Janssens, 2001-2002
- LibJBG © Markus Kuhn, 2002
- JasPer © Image Power, UBC, Michael David Adams, 2001-2003
- zlib © 1995-2003 Jean-loup Gailly and Mark Adler
Wood and stone textures obtained from
http://www.mayang.com/textures
Hopefully you'll be able to work the rest of the interface out on your own!
There are lots of menus to look through. Let me know if you have any problems
or can't figure out how to do something. I'll be interested to hear what you
think!
Copyright © 2001-2010, Robert Webb
().
Stella Home Page:
http://www.software3d.com/Stella.php.