11.1.21 is ready for release. This version contains one new item: 
adjustable translucency.

Up until now, Jmol has used a "screen window" technique for depicting 
translucent objects.
The effect is as if looking through a screen on a window -- every other 
pixel is the object,
every other the background. This model does not easily accomodate 
multiple translucent
objects nor different levels of translucency.

Jmol 11.1.21 introduces a new translucency model. In this model a 
translucent object both
"emits" light of its color (so as to show up against a black background) 
and "transmits"
color as though it were a color filter. The physical model is of a 
plastic filter that has
a certain amount of reflectivity. The effect is that opaque objects 
behind a colored,
translucent plane, for example, have colors changed in a "natural" sort 
of way. And if
one translucent object is in front of another translucent object, then 
the obscured
translucent object is still visible.

The effect is quite remarkable. Halos, for example, pass over each other 
with just the
right effect. A translucent isosurface has a "backside" that is visible 
THROUGH the
front.

The combination of translucent surfaces and slabbing produces an elegant 
rendition of a
molecular pocket.

To effect numerical translucency, just place a number after the word 
"translucent" anywhere
that term could be used. Since this is a translucency measure, it runs 
from 0.0 (not
translucent at all -- opaque) to 1.0 (invisible). Actually, we don't 
have 1.0 -- if you
want to make something invisible in Jmol, just turn it off!

(We might introduce the opposite, "opacity," after the keyoword OPAQUE, 
but that is
really not necessary, and I have chosen to leave that out for now.)

Actually, we have only three levels of translucency for now: 50%, 75%, 
and 82.5%.
These can be selected using 0.5, 0.75, or 0.825 for the translucency 
number. These
numbers can also be expressed on a 0-256 scale: 128, 192, and 224, but 
that is probably
harder to remember. Other numbers work -- 0.3 will give you 0.5; 0.7 
will give you 0.75;
0.8 will give you 0.825, but I recommend using the specified values, as 
in the future
we may introduce a wider set of possibilities.


You can specify the "old" translucency using -1:

color xxxx  translucent -1

This gives the screen-effect translucency. It may be removed in the 
future, but it is still there.


The default translucency is 0.5 (when "translucent" is used by itself), 
but you can set that to anything,
including -1.

Please let me know if problems arise with this new translucency. It does 
require a bit more memory,
because the opaque and translucent objects have to be kept track of 
separately as the image is built.
One other issue is that in order to implement this real-time I had to 
cheat a bit. When you have
three translucent objects, it is possible for the rear two to be shown 
incorrectly -- with the
wrong one in front. The opaque objects and the front translucent object 
are always shown correctly,
and if there are only two translucent objects, then they will be shown 
correctly. But if you start
lining up multiple translucent objects and looking closely, you will see 
some oddities. I'm hoping
what we have is a reasonable compromise.

------------
Bob Hanson




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