Shallow Dream Users Guide
The first thing to understand is that dreaming takes time. Processing a single image takes ~30 minutes, though that can vary greatly depending on the speed of your computer, the size of the image, and how detailed/precise you want the final results to be. For that reason, Shallow Dream is setup to process images in batches, so that you can queue up a set of images to process while you do other tasks (or sleep). Here is the main interface. The controls are on the left, the results are in the middle, and feedback is at the bottom:![](ExampleUi2.png)
Controls
![](ShallowDreamGuideParts1.png)
![](ShallowDreamGuideParts2.png)
![](ShallowDreamGuideParts3.png)
![](ShallowDreamGuideParts4.png)
![](ShallowDreamGuideParts5.png)
![](ShallowDreamGuideParts6.png)
Tips for best results:
- The Shard image(s) are important! They will determine the style of the result image. Generally speaking, Shards should usually be small, repeatable, and able to rotate in any direction.- The Shard image(s) are important! They will determine the style of the result image. Generally speaking, Shards should usually be small, repeatable, and able to rotate in any direction.
- In most cases the Shard image should be either pure white or on a gray scale. This way the Recolor operation will work correctly, and the Shards can be re-colored to match the Input image. The only time you will really want color in the the Shard image is if you have disabled the Recolor operation, indicating that you always want to use the Shard's starting color.
- Some shard images will look bad if their X and Y scales are differet. For instance, a gear image would look weird if its X scale was 1.0, and its Y scale was 3.0. For Shards like this, you can click the "Preserve Aspect Ratio" toggle, so that the X and Y scale will be kept in sync. The Shard will still be scaled up or scaled down, but the X and Y scale will be the same.
Unity import guide:
When Shallow Dream saves results, it will save a an image of the result, as well as a .txt file describing the Shards that are used to create the result. Using this .txt file, you can then import the individual Shards into a Unity project, so that you can edit individual Shards or add effects to them. To import the Shards is a 3 step process.1) Import the ShallowDream package into your Unity project. This will create the folder "Resources/ShallowDream", and will add an Editor Script that will give you new options in the Unity Editor.
2) Move the .txt files from your Output folder to your "Resources/ShallowDream" folder.
3) In the Unity Editor, click on ShallowDream->ImportShardsAsImages. This will take the .txt files in the Resources/ShallowDream folder, and translate them into Images that are parented to your main Canvas.
As an optional 4th step, you can modify the importer code to add effects to the Shards as they are imported. This can be an easy way to add effects to all the relevant Shards. The importer code is in the script "ShardImageLoader.cs". The method "AddEffectsToImageShard" is called on the GameObject for each Shard. By default the method is empty, but you can fill in the method to add the effects you want.