Saving Images

Images can be rendered directly with Chimera or raytraced with POV-Ray using File... Save Image or the copy command. See also: tips on preparing images, making movies, exporting a scene

The top section of the Save Image dialog contains a file browser for specifying output location, File name, and File Type. Formats include:

Additional format options for the stereo pair mode are stereo JPEG (*.jps) and stereo PNG (*.pns). Viewing such files as standard JPEG and PNG shows side-by-side images, but special viewers are available to show them as stereo. Free viewers include StereoPhoto Maker and JPSViewer.

Several dialog settings such as the supersampling level and print resolution are saved in the preferences file.

Image Size: Image Options: Image Description - text annotation to be placed in the saved image file (does not affect image appearance). Clicking Image Credits opens the Image Credits preferences.

Clicking Save dismisses the dialog and initiates saving the image, whereas Close simply dismisses the dialog. Clicking Citing Chimera shows how to credit Chimera, Tips shows the tips on preparing images, and Help opens this manual page in a browser window.

Chimera performs offscreen rendering as permitted by the system. Offscreen rendering is not supported by certain older machines. On those systems, the image will be redrawn in the graphics window, piece by piece depending on the specified image size and degree of supersampling; during this process, the graphics window should not be obscured by other windows or moved offscreen, even partially.

Tips on Preparing Images

The following mostly pertain to rendering high-quality images directly with Chimera. While raytracing can give a more dramatic appearance, it is often the case that clearer and more illustrative images can be obtained by rendering directly with Chimera.

The tutorials include step-by-step examples of preparing images in Chimera. Many display styles and colors are available.

Presets are predefined combinations of display settings. A preset can be applied by choosing it from the Presets menu or by using the preset command. Further changes can be made after a preset has been applied. Two categories of presets are available:
    • interactive - for interactive viewing in Chimera
    • publication - for making publication/presentation images
Publication presets make the background white, increase smoothness, and adjust display styles, without changing which items are displayed or their colors. Currently presets cannot be user-defined, but a similar result can be achieved by creating an alias from commands that specify the desired settings.

Background color is set to white by the publication presets mentioned above, but can be set to any color with the Color Actions dialog, the background command, or the Background preferences. The latter two can also set the background to a gradient of multiple colors or to an image read from a file. If system hardware permits, background transparency can be enabled with the Effects tool.

Silhouette edges are outlines that emphasize borders and discontinuities. Although shown in the interactive display, these are mainly intended for output images (supersampling makes them look much smoother in the image than on the screen). Silhouette edges and their thickness and color can be controlled with the Effects tool or the set command. Publication presets #1 and #2 turn on silhouette edges and turn off depth cueing.

Depth cueing is progressive shading from front to back, also known as fog. It can be controlled with the Effects tool or the set command. The depth cueing color tracks the background color by default, but it can be changed independently with the Color Actions dialog, the Effects tool, or the set command. Publication presets #3 and #4 turn on depth cueing and turn off silhouette edges.

Lighting. Chimera lighting modes may include ambient (nondirectional) light and/or up to three directional lights:
    • ambient - ambient-only, giving an unshaded, flat appearance
    • single - single directional light + ambient
    • two-point - two directional lights + ambient
    • three-point - three directional lights
A simple, line-drawing-like appearance can be achieved by combining the ambient mode with publication preset #1 or #2 (white background, silhouette edges). Lighting mode, brightness, contrast, and light directions can be controlled with the Lighting tool and lighting command.

Shininess. Setting quality to glossy in the Intensity section of the Lighting tool makes everything look smoother and shinier; whether this option is available depends on the graphics driver. Even if glossy lighting is not available, specular highlights can be adjusted in the Shininess section. Lighting and shininess can also be adjusted with the lighting command.

Smoothness can be increased by increasing the pixel dimensions of an image (its resolution). Additionally, independent of resolution:

Transparency. By default, only the topmost layer of all transparent items is shown. This is recommended because it simplifies the display and effectively de-emphasizes those parts. Whether a single transparent layer or multiple layers is shown can be controlled with the Effects tool and the command set. Clipping planes cut away portions of structures, surfaces and objects. The global clipping planes shown in the Side View affect all models and can only be perpendicular to the line of sight. In addition, each model can have a per-model clipping plane oriented at any angle. Surface Capping controls whether clipped surfaces appear solid or hollow.

Labels and Arrows. 2D text, symbols, and arrows of multiple colors and sizes can be added to the display with the 2D Labels tool (or command 2dlabels). Such 2D annotations are drawn in front of any displayed objects and do not move when the objects are moved. By contrast, the standard Chimera labels (shown with the Actions... Label menu or commands label and rlabel) are tied to atoms in 3D, and their font and size can only be set collectively, in the Background preferences. The spatial offsets of these “3D” labels can be controlled with label/rlabel and adjusted interactively with the mouse. However, by default (see the Background preferences), they will be drawn in front regardless of their Z-offsets. Spacefilling 3D objects including arrows can be created with the command shape or in BILD format.

Color Keys. A color key shows how a coloring scheme relates to quantities. Such coloring schemes are applied by various tools, including Render by Attribute. Color keys suitable for publication images can be created with the Color Key tool.

Ribbon path. By default, the ribbon path is a smoothed spline that may deviate from the true positions of the backbone atoms, making bonds to sidechains appear unnaturally short or long (details...). The path calculation can be adjusted with the command ribspline, the molecule model attributes panel, and the Selection Inspector. For proteins, a cardinal spline without smoothing is constrained to pass through α-carbon coordinates, but gives a very rumpled ribbon; a cardinal spline with strand-only smoothing may be a useful compromise.

Shadows and raytracing. Shadowed (noninteractive) images can be produced by raytracing with POV-Ray. Shadows can make a scene more dramatic and enhance the sense of depth, but they can also make images harder to interpret by increasing complexity and/or obscuring parts of the scene. Scenes with surfaces may benefit more than “busy” scenes with ribbons and sticks, and raytracing tends to make surfaces very shiny. Raytracing can be quite slow, among other limitations. Apart from raytracing, alternatives for producing noninteractive shadowed images are conic and neon (the latter is not available on Windows), and if system hardware permits, interactive shadows can be enabled with the Effects tool or the set command. There are also ways to increase shininess without raytracing.

Stereo. Wall-eye, cross-eye, and red-cyan stereo images can be saved by changing the graphics window to the corresponding camera mode with the Camera tool (or the command stereo) and using the same as screen Image camera mode in the Save Image dialog. Another way to save cross-eye stereo images is with the stereo pair Image camera mode; in that case, it does not matter what camera mode is being used in the graphics window, but the resulting image will be twice as wide as the specified size.

Color space. Some publications require images to be in the CMYK color space. Chimera currently saves images in only the RGB color space, so a separate application such as Adobe Photoshop® must be used to switch between the two.

Choosing colors. Several factors should be considered in choosing colors, including what the colors are meant to indicate, their distinguishability from each other and from the background, and whether viewers may have color vision deficiencies. Useful Web sites include:

See also: Color Editor, Palette Editor


UCSF Computer Graphics Laboratory / May 2012