Thursday, July 2, 2015

publishing - How do publishers handle bilingual novels?


I am currently co-writing a novel. It is written one chapter in Greek and one chapter in English. We are planning to translate the whole text in both languages, and when we are finished there will be two books in two languages: The one manuscript will be a translation of the other. There will be no exact original and no exact translation or "true" original source because the book has been written in both Greek and English from the start.


My co-author and I were wondering how that novel will be published in both languages by different publishers (a local and an international one). If anyone could give us any information, it would be really helpful. In particular, how will copyrights be handled? What other problems might this cause?




perspective - Illustrator: how to add isometric shadows


I´ve been wondering how to do this kind of shadows (image below) as real as possible. Is there any technique to apply? I did search for tutorials but unfortunately I couldn´t find anything on this specific topic.


isometric shadows



Answer




Doing accurate shadows is quite easy, albeit a bit tedious. All you need is to do is to systematically find intersections of lines. Not all that different from drawing (or constructing) the original orthographic or perspective images in the first place.



Before we begin lets define two different shadow models:




  • Directional lights, are light sources that are very far away, like the Sun (about 150 million kilometers away). They cast shadows that are parallel to each other*.




  • Point light sources, lights that are closer and thus have a central source.




These are quite idealized models, there are others, but should be sufficient for your needs. The example image you show is displaying a directional shadow.



* A 1 kilometer wide object (two of the largest oil tankers end to end) would have 0.004 degree angle deviation form parallel between edges of the shadow if you would model the sun as a point light. This seems close enough to parallel.



enter image description here


Image 1: Directional shadows made in illustrator. To see construction lines look here.


I will begin by describing directional shadows, because they are slightly simpler (or faster) to construct than point lights. Mainly because you can share the construction line.


Start by constructing your isometric scene. Keep in mind that you may need to deduce the height of objects later. So doing some bookkeeping may help you later, so store relevant info in a notes layer.


The basic idea is to find the intersection of a line and a plane, virtual or otherwise. We do this by first deicing the direction of the shadow and one corner on the primary (ground) plane.


enter image description here


Image 2: The light direction, and the light direction on the floor plane. As well as deconstruction of the XYZ moves to verify that the light makes sense.


Store the construction shape as it will help you solve problems you didn't anticipate. Its especially useful when you start having more height levels, if not then all you need is the light direction line.



For each corner on shadow casting side on same height duplicate the direction line. Then connect the lines and the points on the shadow casting edges on ground. You may need to construct the invisible sides to get the appropriate directions (or use the line direction on ground plane)


enter image description here


Image 3: Simplest case. Area bounded by lines and cast shadow is called shadow volume.


To understand better how the bottom side works, and why we saved the directions let us look at a still quite simple case where the object is hovering above the ground. Now our direction line isn't long enough anymore, we need to extend it. But how much?


This is where the direction on ground line comes into play. You draw the vertical down to ground level, Then place the direction on ground line on this point, the ground lies at intersection of the extended direction line and the direction on ground line. The intersection is where the ground plane intersects with direction line.


enter image description here


Image 4: By building triangles of verticals and ground direction lines you can measure nearly any intersection.


Ok, so this is tedious. But there is a easier way, for planar objects. If we think of the cube only having the top and bottom face you will notice that the shadows of the objects are the same shape as the top and bottom piece just offset from the original. Because the planes are co-planar and the projection does not have nonlinear changes.


enter image description here


Image 5: More complicated planar objects are easier. Objects co-planar to the shadow catching object are just offset.



A similar method applies to side faces only you may need to use a few skews rotates and a scale to achieve it (it is related to the SSR method of constructing objects). Lets look at what a square surface does and skew a object surrounded by square to same shape.


enter image description here


Image 6: Side panel projected. Due to the nature of things if you can project a square you can project anything in a square


All this means that the kind of example that you have presented takes a few minutes and requires only a few alt drags of objects. However you need to know what your doing. Far too complex subject for most easy tutorials.



enter image description here


Image 7: Same illustration point light shadows.


Point lights work similarly, with the change that the rays of light emanate from a point. This means that there is no trick to finding the points. Its all finding rays ad their intersection.


So what you do is you draw a line from the light source to every shadow casting corner. Then you draw a line from the light ground to the corresponding ground corner. You then extend the lines (with say transform each by scaling up) and find each intersection.


enter image description here



Image 8: Point light construction. Extend rays to corners form light location and its corresponding ground point.


That is it, other then tricks on extending lines theres not much you can automate beyond this.



Perspective works like point light shadows, for both light types. This is because even co-linear lines are emanating form points in perspective. So the workflow is the same for both types of light.



Now, knowing this has many utilities outside 2D drawing packages too. Its pretty common to need to do this line direction calculation when tracking live scenes for 3D graphics. Also the light models are the same as used in 3D.


Also note that: I do not use grids. The line tool, and alt drag cloning, is good enough for finding intersections. The grid just artificially constrains me to certain size decisions and ultimately does not make the job easier. But then I am trained as a mechanical engineer.


text - Should Font Faces be the Same Across Different Devices?


My company has been working on a fluid grid design for our website so users can access information through their mobile phones and tablets. I was thinking of incorporating a font change on various displays.


Computer and Tablet displays would use a Helvetica font and Mobile Phone displays would use an Arial font.


Should font faces be the same within displays or can they be different?



Answer




You should strive for consistency whatever you do. There's two relevant types of consistency: consistency with the operating system and internal consistency within your application(s).


If you want to keep consistent with the platform's look and feel; this means stuff like using Segoe UI on Windows/Windows Phone and Helveteca Neue on retina iOS. However since this is a website it's less common to adhere directly to platform conventions unless your site is designed for a particular device.


Alternately there's keeping the experience consistent for your platform. Twitter's recent applications have been pushing this in a huge way. This is most relevant if your users are likely to be using your site from multiple devices; users might notice things look just a bit "off" if the font is suddenly different when they reach the site from their iPhone instead of their desktop.


A complication is how well your font looks at small/large size. Certain fonts do not have good Hinting which results in very poor display at low resolution screens. Other fonts were designed for low resolution screens (Comic SAAAAAAAAAAAAAANS!) so you'll want to be sure they look okay on very high density displays like the Retina iPad.


And of course you're limited by the fonts people have on their device; this is a problem that @font-face and Google Web Fonts try to solve, but you can't be 100% sure a user's browser will support them, hence why you always have fall-back fonts in CSS.


Generally I'd recommend going with internal consistency and falling back to a reasonable substitute where not applicable. Break with consistency where it's necessary to support low/high density displays; readability trumps consistency!


publishing - How would I find a publisher who is accepting unsolicited manuscripts from authors?


This question on finding an agent has an answer linking to this post which really tears into literary agents. I'm not sure if it is justified or not, but it got me thinking about a the alternate route of finding a publisher to whom I can submit my work unsolicited and without using an agent. How would I find one?


Note that while I know that self-publishing is always an option, I am interested in looking into traditional publishing at the moment.




Can image transparency be calculated automatically from multiple non-transparent samples?


I'm wondering if there is a way to automatically calculate transparent image from set of non-transparent ones. No manual work with individual pixels or manual setting of opacities.


Many times I need to export images from "image editors" which are not supporting transparent backgrounds (example: PowerPoint). I can still give the image any background. For example I'm able to export two samples with mutually inverse backgrounds (as seen on 2 samples below). Or I can create 3-5 images with backgrounds for example: red, green, blue, white, black.


Example:
2 samples with mutually inverse backgrounds leading to expected result (I'm seeking technique/plugin to get such a result):
enter image description here



With such a set, based on differences between samples it should be completely clear what pixel has what alpha value.


Is there a method/plugin for converting set of samples described above into single image with correctly derived transparency?


I prefer GIMP.


EDIT:
One more sample to illustrate the idea. Semi-transparent glows are used:


enter image description here
enter image description here



Answer



This can be 'perfectly' done. You need to align the two images as Horatio says. However I'm going to attack this mathematically.


So you have 4 channels to fix. Alpha channel is easiest. Place the layers on top of each other and subtract the orange layer for the blue one (this gives better contrast). Then open your channels box duplicate the layer with the most color difference.



enter image description here


Image 1: duplicate the channel with most color difference.


Run levels on the copied layer so the brightest color is white using the with the point picker. Don't adjust gamma or black point. This is now your perfect (albeit slightly color resolution challenged) alpha channel. Invert the copied channel.


If you were to apply the alpha now on the picture you'd be left with the pre-multiplied color cast. This would be easy in after effects but in Photoshop you have to do the heavy lifting yourself. Defringe might work for some simple cases but there's a better way that's guaranteed to be as good as possible.


To remove the matte make a new layer. Fill the entire layer with the background color. Then load the alpha and fill it with black, this is your color matte screen .Be sure this is NOT cut from the image with color variation or you taint the process (unless you plan to remove background instead of matte but that's another math sequence).


Color matte screen


Image 2: Color matte screen.


Subtract the color matte screen from your color layer. This gives you the color channel.


Color Channel


Image 3: Color channel.



Now you still need to merge the alpha and the color channel together. So merge the color channel layers together. Then load the copied channel as a layer mask.


So now we only have one problem, Photoshop uses Straight matte. Yes that's right pixels have the fully saturated color of regardless of alpha. So apply the mask to the layer. Then run Layer -> Matting -> Remove Black Matte


Final result


Image 4: Final result.


And this is nearly as good as it gets. I calculated that I would have gotten one alpha level more if I had done a plugin. Mainly because i could roll the defringe into the operation stack.


To automate:


You can make a action out of this and its always one color picker away form automatic. This could be scripted but i have other things to do. Anyway i described all the math that goes into this.


PS: i asked for the black background as it would have made it one step shorter.


Wednesday, July 1, 2015

gui design - Breadcrumb or tabbed form or best of both?


We have a web application that allows users to query a database.
The results are returned in a breadcrumb style interface.


We brought this change in at a new version, and our users have been having problems adapting to the change. We provided some docco on how to use it, but the main issue is it is not self-intuitive enough.


I am now unsure on if we made the right decision on moving away from our original 2-level tab based form.


I have been getting some excellent feedback on a related question, which refers to how to best show the user that there are links to click to get further down the breadcrumb. A lot of that will be taken on board for the re-design.



Our data is spatial.
Users search using form based search (separate interface).
Results are returned in a separate panel.



  • A result-set can come from several layers e.g. Buildings, Parcel Boundaries

  • A layer has a default view, but also administrator may have designed additional layer views.

  • A singular result (we call these features e.g. a specific building) will have a default view. Again, the administrator may have designed additional feature views for it.


Here is the old panel:


enter image description here Results are in the left hand pane, split down into layers (folder icon).

Depending on if your clicking a layer or a feature within a layer, the layer/feature views will be displayed as tabs along the top of the right hand pane.


And here is our new Breadcrumbs interface:


enter image description here


Critical feedback:



  • options were clearly visible in the old tabbed panel are now hidden in the bread crumb

  • difficulty with multiple results = problems navigating back to the results, where as in the previous panel the selected features were always visible on the left hand side

  • To get to feature views, you had to double click rows within the middle pane. We have a tooltip pop up, but it is not obvious to do this.


I have been scratching my head trying to mock something up that combines the best of both and does not mean we have to do a massive U-Turn to use the old code (which has some other issues not related to usability). Here is what I have so far:



enter image description here


Really appreciate your advice on this one.
The Answer I need is some good advice on how to proceed to design an interface that the user will find easy to use.
It could be that I need to revert to the older code.


Hope the question is not too broad? If so, let me know how to adjust it via the comments.



Answer



In the last mockup you are using a sort of popup menu to display a hierarchy. I think this is very confusing since the best way to show a hierarchy is a tree view... which you already have.


A question: what happens when you click "Layer Name 3" in the tree? Does it show a list with links Feature 1, Feaure 2, Feature 3,...? If yes, then here is my suggestion:


Keep it simple. Get rid of those popups, just make a classic breadcrum navigation.


When you click "Layer 3" in the breadcrum, the same thing happens when you click "Layer 3" in the tree.



enter image description here


adobe illustrator - Swatch Conflict


I am a very novice Illustrator user. I have recently been getting the following pop-up every time I go to copy text from one worksheet to another. This didn't use to happen: "The color swatch "PANTONE Black C" has a conflict with the current document." Options: Merge Swatches; Add Swatches; Apply to All."


Does anyone know how to get rid of this popup?




technique - How credible is wikipedia?

I understand that this question relates more to wikipedia than it does writing but... If I was going to use wikipedia for a source for a res...