write molscript mol.1 rotate y -6 write molscript mol.2 |
! File: mol.1 ! Creator: RasMol Version 2.7.2.1 ! Version: MolScript v1.3 ... transform atom * by centre position atom * by rotation x 180.0 by rotation x 79.7272 by rotation y 4.32451 by rotation z 123.309; ... omit |
! File: mol.2 ! Creator: RasMol Version 2.7.2.1 ! Version: MolScript v1.3 ... transform atom * by centre position atom * by rotation x 180.0 by rotation x 74.6711 by rotation y 7.59851 by rotation z 122.783; ... omit |
$ molscript < mol.1 > del.ps ----- MolScript v2.1.2, Copyright (C) ... ----- ref: P.J. Kraulis, J. Appl. Cryst ... ----- http://www.avatar.se/molscript/ reading PDB file... 13 residues and 220 atoms read into mol... 220 atoms selected for position 220 atoms selected for transform rotation matrix applied: -0.54759064 0.18978375 -0.81493964 0.83334179 0.03592585 -0.55158934 -0.07540530 -0.98116842 -0.17782739 translation vector applied: 15.3691 -2.3984 11.8403 coil from 1 to 10 (10 residues) ... |
$ molscript < mol.2 > del.ps ----- MolScript v2.1.2, Copyright (C) ... ----- ref: P.J. Kraulis, J. Appl. Cryst. ... ----- http://www.avatar.se/molscript/ reading PDB file... 13 residues and 220 atoms read into mol... 220 atoms selected for position 220 atoms selected for transform rotation matrix applied: -0.53670422 0.29130457 -0.79189028 0.83334485 0.03592487 -0.55158477 -0.13223061 -0.95595557 -0.26203819 translation vector applied: 14.0473 -2.3985 13.3820 coil from 1 to 10 (10 residues) ... |
ATOM 8 HG1 VAL 1 15.999 4.970 13.598 1.000 9.70 ATOM 9 HG1 VAL 1 15.229 3.758 14.225 1.000 9.70 ATOM 10 HG1 VAL 1 16.077 4.706 15.141 1.000 9.70 | V ATOM 8 HG1 VAL 1 15.999 4.970 13.598 1.000 0.90 ATOM 9 HG1 VAL 1 15.229 3.758 14.225 1.000 0.90 ATOM 10 HG1 VAL 1 16.077 4.706 15.141 1.000 0.90Changed data: tcgs2.pdb.
$ rastep -auto -fancy3 -radius 0.12 -prob 0.4 < tcgs2.pdb > tcgs2.r3d'-auto' determines proper rotation matrix
$ cp tcgs2.r3d tcgs2L.r3d $ cp tcgs2.r3d tcgs2R.r3dThese file contains rotation matrix calculated automatically by rastep...
Raster3D thermal ellipsoid program V2.6e 40% probability bounds 80 64 tiles in x,y 8 8 pixels (x,y) per tile 4 3x3 virtual pixels -> 2x2 pixels 1 1 1 white background F no, shadows are dorky 25 Phong power 0.15 secondary light contribution 0.05 ambient light contribution 0.25 specular reflection component ... # Auto-orientation matrix 16 ROTATION 0.55373 -0.57131 0.60580 0.79441 0.14438 -0.58997 0.24959 0.80794 0.53380 # End auto-orientation ...Change only rotation matrix of tcgs2L.r3d for mol.1, and tcgs2R.r3d for mol.2
$ cat tcgs_nonsolv.pdb | pdb_to_xyzr > tcgs.xyzr # conver format $ msms -if tcgs.xyzr -of tcgs -probe_radius 1.4 -density 5.0msms produces two files, 'tcgs.face' and 'tcgs.vert'.
... nawk 'BEGIN{ # read radius table and patterns from supplied file npats=0 ...A comannd 'nawk' doesn't work in Linux. This was changed for 'gawk'.
./msms2r3d.pl tcgs.face tcgs.vert > tcgs.surf.r3d
tcgs2L.r3d tcgs2R.r3d |
ellipsoid data for left and right eyes (rastep made) |
tcgs.surf.r3d | converted surface data (msms made) |
transparent.r3d | transpancy factors (located at ./examples). see manual! transpancy level is controled by this file. |
$ render -size 800x800 -zoom 85% -png tcgs_L.png -shadow << eof @tcgs2L.r3d @transparent.r3d @tcgs.surf.r3d eof $ $ render -size 800x800 -zoom 85% -png tcgs_R.png -shadow << eof @tcgs2R.r3d @transparent.r3d @tcgs.surf.r3d eofCaution for the order of files: 'transparent.r3d' works for following file.
Combine tcgs_L.png and tcgs_R.png to side-by-side by
using graphic tools. Can you see stereo? Bigger one is GIF (248KB), or JPEG (144KB). Oringal PNG files (800x800) are 224KB each. |
1 5.063 4.645 18.918 4.711 4.869 19.218 4.618 4.272 18.675 0.866 0.866 0.866 7 0.100 -0.844 0.528 -0.076 -0.732 0.678 0.418 -0.577 0.701 1 4.618 4.272 18.675 4.711 4.869 19.218 4.266 4.496 18.975 0.866 0.866 0.866 ...I think the last three numbers are uniformed in the file and they represent Red, Green and Blue levels (0-1 each). The value '0.866 0.866 0.866' means relatively whity GRAY. The substitution of these result in colored surface.
1 5.063 4.645 18.918 4.711 4.869 19.218 4.618 4.272 18.675 1.000 0.000 0.000 7 0.100 -0.844 0.528 -0.076 -0.732 0.678 0.418 -0.577 0.701 1 4.618 4.272 18.675 4.711 4.869 19.218 4.266 4.496 18.975 1.000 0.000 0.000 ...
$ render -size 800x800 -zoom 85% -png tcgs_red.png -shadow << eof @tcgs2L.r3d @transparent.r3d @surf.red.r3d eof $
Woh, it's samewhate vulgar. Red surface was bad idea.
Bigger one is here (JPEG, 56KB)
80 64 tiles in x,y 8 8 pixels (x,y) per tile 4 3x3 virtual pixels -> 2x2 pixels 1 1 1 white background ...Change '1 1 1' to '0 0 0' ('tcgs2Lb.r3d'). This means RGB levels are all zero (black).
9 Here is an example of specifying a transparent material 8 15. 0.6 -0.5 -0.5 0.5 0.80 0 0 0 0The value '0.8' is changed to '1.0' ('transparent.100'). This means perfect invisible surface, and only reflected light are visible. Furhtermore, black background showups faint surface.
$ render -size 800x800 -zoom 85% -png tcgs_b100.png -shadow << eof @tcgs2Lb.r3d @transparent.100 @tcgs.surf.r3d eof $It's like as gel-encapsuled molecule.
1 5.063 4.645 18.918 4.711 4.869 19.218 4.618 4.272 18.675 0.20 0.20 0.20 ...
render -size 800x800 -zoom 85% -png tcgs_b100b.png -shadow << eof @tcgs2Lb.r3d @transparent.100 @surf.black20.r3d eof $It seems to be molecule being in babble.