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Once the loading process is complete, Artlantis begins the second phase of the
calculation, which is displayed progressively in the Preview window.
Two windows will be displayed on your screen: to the right, the Preview window
containing the scene and to the left, the window for adjusting the first shader, which
corresponds to the first material on the list.
FYI:
While holding down the mouse button, drag the cursor onto the objects in the
Preview window.
Keep the cursor on the selected object(s) for a pause of one or two seconds.
The object you have selected will be
displayed with the material color that was
assigned to it, while all other objects (of a
different material) in the scene will be
dimmed.
This process allows for an interactive and
intuitive selection of the objets of a
common material.
Modifying Colors
Objective: To directly select an object and modify its color
working with the color palette, or "Picker."
When a file is opened, the current material is automatically defined by Artlantis as
the first material in the materials list.
FYI: For further information about the saturation bar, please refer to the Users
Guide.
Open the shaders library by selecting the Edit Shaders item in the Windows
menu.
The library is presented in the form of numerous families.
The current family is made up of one or several pages of
shaders, whose names appear below their thumbnails:
Wood, Chrome, Plastic, Marble, etc.
Click on the families pop-up menu in the bottom lower-left of the window, and
hold down the mouse button.
Click on the
Activate the display of each family by a simple mouse click on its name in the
list.
Applying a Shader
Objective: To attribute shaders directly to objects in a
scene.
Click on the shader and drag the cursor onto the wooden bureau in the
Preview window while holding down the mouse button.
As soon as you release the mouse button, Artlantis applies the Wood shader to the
bureau. The program works continuously, meaning that the scene will be displayed
and updated non-stop from bottom to top. This leaves you free to continue working
on your scene, without having to wait for a recalculation or update.
More Shaders!
Objective: To go through the final steps for applying
shaders to objets to complete the "dressing" of the 3D
scene.
Click on its thumbnail in the family while holding down the mouse button.
Drag it into the Preview windows 3D scene onto the object where you wish to
apply it.
The new shader is applied to the material of the object and the scene is updated
immediately.
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Choose the first Marble shader in the window and drag it onto the column in
the 3D scene.
Change families, choose Circle 2 colors and drag it onto the ceiling in the 3D
scene.
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The shader library is organized in the form of shader folders. Each family is
represented by a folder in which the shaders are saved.
The advantage of the creation of a family
is the ability to be able to create a new
folder, in the library, containing the
entirety of the shaders used in the file.
You can also transfer your files "Room
Start.opt" and "Room Start.db" with the
folder of the corresponding shaders.
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A Surface's Roughness
Objective: To understand the Roughness parameter by
experimenting with its shader modification dialog box on one
of the objects in the scene.
Close the Library by clicking in the box in the upper left part of the window.
You are now going to click on an object in the scene, causing the shader
modification dialog box for this object to be displayed.
Click on the mirror (the surface on which the Mirror shader has been applied).
The dialog box corresponding to the Mirror shader opens
automatically, offering you different intuitive graphic
adjustment options. This dialog box contains: the color picker
and its patch, the Shininess sliding gauge, and the
Roughness sliding gauge.
Drag the
Roughness gauge slightly
to the right.
Youll notice that the
breadth of the light
resulting from the luminous
rays diminishes the more
you slide the cursor to the
right.
The roughness cursor
allows you to "slide" either
more or less light onto a
surface.
Moving the cursor towards the right gives you a more confined spot-lighting, while
sliding it to the left results in light that is more spread out along the surface.
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Naturally, this parameters effects depend on the way objects are positioned in relation
to light sources.
A Surface's "Shininess"
Objective: To understand the "Shininess" parameter by
experimenting with its shader modification dialog box.
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Ray Tracing
Objectif: To use the Ray Tracing option to calculate a scene
in the 3D Preview window and to observe its effects on a
reflective object, like a mirror.
After you clicked on the Mirror shader and applied it to the mural, you saw that the
material wasnt reflective. In effect, the Ray Tracing option requires longer calculation
time, therefore it is not active by default.
The mirror does not reflect objects in the
scene. Go into the Options menu and activate
the Ray Tracing command. Once it is
activated, it is highlighted in the menu.
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Wait for the calculation of the reflection to be complete: this might take a few
moments the first time Ray Tracing is launched.
Now, all the objects in the scene are reflected in the mirror.
Note: About selecting the Ray Tracing Option:
To make sure that the Preview mode remains rapid, we recommend leaving the ray
tracing option inactive until you need to see how ray tracing effects reflective
objects in the scene.
A word of caution!
The Ray Tracing calculation for a scene which includes several objects whose shaders
have a high level of shininess could considerably slow down the Preview windows
update process. To keep this calculation time to a minimum, we recommend that you
keep an eye on the indicator beneath the Shininess sliding gauge. When it is red, this
means that a Ray Tracing is going to be calculated. You can then choose whether or
not to activate the option, depending on the number of calculations to be carried out
and the complexity of the scene.
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Deactivate Ray Tracing in the Options menu by selecting the command once
again with your mouse.
FYI : The illustrations below demonstrate the reflections visible for a viewer
between two mirrors, according to the number of reflections (recursive rays)
defined in the "Preferences" window.
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Click on Flip once, then twice, then once more to return to the original
orientation.
The Compass function allows you to orient a shader on a surface, the way you would
turn a piece of paper on the surface of a table.
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Click to move the Compass needle with the cursor. Orient the shader to 45,
then to 90.
Note: Depending on your screens definition, the lines may appear imprecise. Dont
worry: when Artlantis calculates the final image, it uses antialiasing.
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Click and redraw the line to resemble the curves shown below. As you make
each change, watch how the patterns of the shader on the floor changes in the
Preview window.
The Artlantis Color Table allows you to define the gradation from one color to
another for any shader thats made up of at least two colors. Thus in the floor example,
the table defines the gradation between the two colors yellow and the green:
A horizontal line at the top of the table (screen 1) tells Artlantis that the color
green will be completely dominant.
A horizontal line at the bottom of the table (screen 2) tells Artlantis that the
color yellow will be completely dominant.
A curve broken into "staircases" between the two horizontal lines at the top and
the bottom of the table (screen 3) gives a transition without gradation between
the two colors, yellow and green.
Try for yourself designing other curves and study the results. The color table is a
sophisticated tool for creating a wide range of color gradation profiles, applicable to
numerous materials having several colors and a more or less complex color scheme
(the veins in wood or marble, for example).
Mastering the Color Table will allow you to create very diverse and rich color
variations.
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Apply the Circles 2 Colors shader from the Floor family to the ceiling, then
close the library to open the parameters dialog box.
Move the cursor to the far left of the Proportion gauge, observe changes, then
move it to the far right.
In a shader having a two-colored pattern, the Proportion cursor defines the geometric
rapport between these two colors, as explained below for the circles on the ceiling of
our example:
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- Cursor at the center of the gauge: neutral position. The colors will be evenly
distributed (with circles and intervals between them).
- Cursor to the left: the circles will be much smaller and the intervals between them
very large.
- Cursor to the right: the opposite scenario of the one described above.
Now click and slide the Scale cursor to the left and then to the right of the
sliding gauge.
The Scale gauge defines the relative size of the shaders pattern, without effecting the
proportion of the colors which could eventually make up the material, as explained
below for the circles in our example:
A low-level Scale results in small circles with narrow intervals between them, but with
a constant distance between each. A higher level results in large circles, with large
intervals between them.
These two parameters Proportion and Scale - apply to a wide range of shaders in
Artlantis, each of which has very varied geometry and patterns. Regardless of the
shaders individual geometry, these parameters always function in the same way, for
all shaders.
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Click on the table in the 3D scene to open its parameters dialog box: Table:
Transparent.
Drag the Opacity cursor to the right to make the material transparent.
Also, drag the Refraction cursor to the left, slightly towards the bottom.
In the Options menu, activate first the Transparency item, then the Ray
Tracing item.
The Opacity cursor indicates the material's level of transparency: when set to the left,
the material is opaque; when set to the right, the material is transparent.
The Refraction gauge gives a material its refraction index, which defines the angle at
which light rays deviate when they come into contact with a transparent material.
To better understand refraction, think of this simple, yet commonplace example: when
you submerge a pencil up to its half-way point into a glass of water, you will notice
that the submerged part of the pencil does not appear to be a prolongation of the part
out of the water, as though it were bent.
This phenomenon is known as refraction. The higher the refraction index, the greater
the angle of deviation.
Note: This option, which involves the calculation of the transparency and the
refraction, requires longer than usual calculation time.
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Before moving on to the next exercise, deactivate the Transparency and Ray
Tracing options.
Note: Artlantis keeps the first preview window in its memory, so that you can
eventually return to the Original size" and see the initial window be re-displayed.
Now, select the vase by clicking on it, then check Apply texture in the Edit
Shader dialog box.
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Note: Any file in PICT, TGA, BMP or JPEG format can be used as a texture.
A dialog box prompts you to choose either automatic
adjustment of the texture or a modification of its size
(dimensions). In this particular case, taking into account the
reduced size of the vase in relation to the images original size,
it is clear that the size must be modified:
Click on the Size button, and key in the following values:
Width = 10 Height = 10.
The image is displayed in the square Preview window of the dialog box.
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To delete certain colors as a texture map is applied, you can create a mask on the
texture by:
The mask is defined by a single color, two colors, or by a range of colors between two
color extremes.
Activate the first circle button by clicking on it, then click on the texture's black
background.
Artlantis eliminates the pixels of the color black. The image itself isnt affected - only
the texture thats been applied to the surface is modified.
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Check the H box to make the image repeat itself horizontally around the vase.
Next, check the V box to make the image repeat itself vertically.
Spacing Textures
Objective: To modify the spacing between repetitive
patterns, working with the pattern from the previous
exercise.
Slide the Space cursor slightly to the right along the spacing gauge, and
observe as the spacing between patterns increases.
The spacing value is determined in proportion to the texture maps reference size, as
indicated during loading (Size).
To undo the spacing, simply slide the cursor along the gauge to the left.
Note: If you wish to change the texture's initial size, simply double click on its
name in the list and key in the new size in centimeters.
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Increase the luminosity of the mapped image by using the Shininess and
Roughness sliding gauges.
The luminosity of the mapped image is influenced by changes made in the shininess
and roughness levels and the position of light sources in the scene.
To give the image Bump (relief):
Slide the cursor to the left of the Bump gauge, and study the ensuing effect: the Bump
acts on the darkest parts of the motif, giving it a sunken or shadowy appearance.
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The red indicator (below the sliding gauge) lights up to tell you that the Bump
function is active, and that as a result the calculation time will be slightly longer.
The Bump function also allows you to create a 3D effect by deleting the colors that
make up the mapped image.
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The texture becomes invisible, but the relief takes on the color of the vase.
If, for example, you were to superimpose several mapped images on an object, the 3D
effect would take on the color of the image situated just below it.
Note: To undo the Bump effect, simply click on the red indicator light beneath the
sliding gauge. It will light up in green, indicating that the 3D effect is no longer
active.
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Activate Return to original size in the Options menu, then click inside of the
Preview window.
The original view reappears. Note the two faces that have been placed in the scene:
the first (1), outside on the balcony, i.e. totally in the background of the scene, and the
second, orange-colored face (2), just behind the window.
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Click on the green face; the Edit shader dialog box will appear.
The material is still present in the scene as a support for the application of your
texture, but becomes invisible.
Check the Apply texture box at the bottom of the Invisible shader dialog box.
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Click on the Create button, then select "Leaves.tga" in the dialog box.
The texture mapping dialog box reappears, and the "Leaves.tga" image appears in the
3D scene.
Repetition H & V
Mask
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The texture mapping dialog box contains the following adjustment tools:
Check the Apply texture box at the bottom of the edit Invisible shader dialog
box.
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Click on Create, then select the "Girl.tga" image in the dialog box.
The texture mapping dialog box offers the following adjustment options:
The "dressing" of the scene is
now complete. Compared with
the same integration work using
a standard photo-enhancement
program, the Artlantis solution
clearly presents many
advantages:
Fast, simple work
conditions.
Coherent luminosity in
the elements applied to the rest
of the 3D scene.
Automatic calculation of cast shadows, reflections and transparency for each
texture.
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Select Reapply materials in the Windows menu to access the reapply materials
dialog box.
With a simple click, select all eight of the eight armrests in the Preview
window. You will notice that they appear as selected (grayed-out) in the
Preview window, as shown below.
Once the eight armrests are selected:
Click on the Create button to add a new material.
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The material of the armrests is now different from the one in the folder, as well as the
seat covers.
You can now apply different shaders to the armrests:
Open the shaders library by selecting the Library option of the Windows
menu.
Click on the shaders thumbnail, while holding down the mouse button.
In this way, you can modify the other materials of your 3D scene as suits you best.
Working in this way allows you extra flexibility in the preparation of your 3D scene. In
addition, it is not necessary to reopen files in the original modeler to modify an
element's material.
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A new light source appears in the list. To change its name, double click on its name in
the list and rename it, for example, "Sun."
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To avoid overexposing a scene during the creation of a new light source, you will
notice that the light is a grayish color (R=G=B=49).
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Increase the power of the light source by sliding the cursor to a value of 45.
Check the Shadows box to specify that this light source will cast shadows.
Click on the
button to change the position and direction of the Sunlight in
the Projected view window:
Move the active light source Sun by positioning it outside of the room. To do
this, click on the vertical right side of the
icon to work in side-view mode.
To indicate the new position of the Sun light
source with precision:
Click on the Expert button:
To add more contrast to the floor, between the illuminated and shadowy zones:
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To view how the cast shadows are calculated from the "Sun" position and direction:
Activate the options Shadows and Ray Tracing, then select the Recalculate
command in the Options menu.
Doing this will launch a complete recalculation of
cast shadows in the Projected view window.
To obtain optimum transparency on the window,
and reduce the impact of the new light source on
the window as a result:
Drag the Roughness cursor to the right, and the Shininess cursor to the left.
Note: Position and direction indicate only parallel-type light sources' directions.
This type of lighting illuminates to infinity, well beyond the coordinates displayed,
and it is therefore necessary to adjust its strength to obtain the desired results.
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Deactivate the Sun light by clicking on the thumbnail or in the list of lights.
Drag the A cursor which indicates the constant luminosity of the lighting
zone to a value of 280 (you can also enter this value via the keyboard).
Drag the A cursor - which indicates the limits of the lighting zone to a value
of 280 (you can also enter this value via the keyboard).
You can now see that the area around the lighting zone has been "softened."
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In the Projected view window and in the plan, drag the handle of the limit
zone, as shown in the illustration below:
Drag and drop this shader on the ceiling in the Preview window.
Select the first Parquet shader from the Parquet family (see illustration below).
Drag and drop this shader onto the floor in the Preview window.
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tool.
You will notice that the lighting intensity is not high enough.
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Use the cursor to increase the strength of the spotlight to a value of 2.59.
In the Projected view window, in right-view mode, click on the angle cursor to
change the orientation of the spotlight to about 120. Observe the results, in real
time, in the Preview window.
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Select the text-edit field for the spotlight's opening angle and enter 60
(degrees).
In reality, this type of lighting would appear artificial, as the objects which are directly
illuminated by the spotlight re-emit a portion of this light onto the other objects in the
scene, which receive (consequently) an indirect illumination. The sum total of direct
and indirect lighting give off what is known as global illumination. Artlantis allows
you to simulate this type of lighting effect.
Observe the result of indirect lighting on the ceiling and the walls in the Preview
window.
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Select the Paving family and drag the Gray Marble shader onto the floor.
Once again, select the Edit Lights command in the Window menu, and observe
as the scene is updated in the Preview window.
Note: When the quality cursor is in its maximum position, the calculation of the
Preview window will require more time. It is therefore recommended that you
make a compromise by making changes in the values of both quality and quantity.
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Adjust the Quality and Quantity cursors as shown below. You will notice that
the Preview window is refreshed much more rapidly than before.
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The will notice that the contours of the shadows have been softened.
Note: Only spotlights are able to project soft shadows.
Click on the table and change its color (blue) using the values below:
Select the Edit lights command in the Windows menu.
Drag the shadow intensity cursor to a value of 90, and the soft
shadows cursor to a value of 5.
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Check the Depth of field box, and observe as elements in the Preview window
appear out of focus.
While holding down the Hold Shift key on the keyboard, click on one of the
flower's petals, then drag the focus cursor to the position shown below:
The sharpness zone has a lower blur factor, and is symbolized by two horizontal lines
on the table.
Drag the sharpness cursor to the position below to better define the limits of
the sharpness zone.
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Select the Render Fixed Cameras command in the Render menu, and set the
parameters as indicated below.
Click on the Render now button, and you will obtain your first rendering
which takes into account the depth of field factor.
Click on the on background button and drag the cursor to the right. You will
notice that as you define an increasingly small sharpness zone by moving the
cursor to the left, the objects in the foreground become more in focus.
Another method consists of setting a certain distance with relation to the camera. All
the objects at this distance will be within the sharpness zone.
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Note: To better understand how this adjustment tool works, study the illustrations
below:
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Click on at the distance of: and enter the value 140 as the distance from the
camera.
Those objects located 140 centimeters away from the camera are in the sharpness zone.
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Click once again on the on an object option before moving on to the next step.
Note: Depth of field requires a great deal of calculation resources, and is therefore
only visible when the fixed cameras are edited.
You can now move on to the last step in this exercise before the final calculation of
your image.
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Click on the
button, select the "Tutorial 1" folder, then
click on Choose (Mac OS) or OK (Windows).
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If you don't wish to launch the final rendering of the image right away, click on the
OK button to save the entirety of these parameters.
Artlantis launches the calculation based on all the parameters you have selected.
Artlantis will display a status window that shows you how the calculation is
progressing; note that the calculation starts at the top of the window and works its
way down.
Note: For other image formats (TGA-PICT-BMP-EPix-TIFF), le calculation begins
in the bottom of the window.
The size of the window will vary depending on the resolution of the image being
calculated and that of your monitor. For resolution higher than your monitor allows,
Artlantis resizes the rendered image in the status window, while respecting the
Height/Width ratio.
The calculation window contains various information about the calculation in
progress:
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When calculation is complete, the rendered file appears in the folder previously
selected:
- "Room.jpg" in the "Tutorial 1" folder.
To defer the final rendering of your image:
Click on the Render later button; the dialog box shown below will appear:
This rendering is now saved in script form in a folder named "Scripts," located inside
the main Artlantis folder.
We will see, at the end of exercise 6, how to launch the calculation of the entirety of
your deferred renderings.
This option, known as batch rendering, allows you to group together a large number
of images, animations, panoramas and fixed cameras, and to launch a single
calculation for them all, at a time most convenient for you (overnight, for example),
thereby freeing up your computer so you can move on to the next exercise.
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