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Table of Contents
Photorealistic Rendering .................................................................................. 1 Using Photorealistic Rendering ....................................................................... 1 About Photorealistic Rendering.................................................................... 1 About Render Settings ............................................................................... 1 PhotoRender Setup Output Options ............................................................. 2 To Set a Renderer ..................................................................................... 3 To Customize Options for Photorealistic Rendering......................................... 3 To Set Quality Options ............................................................................... 4 To Change the PhotoRender Setup Options................................................... 5 To Set Advanced PhotoRender Options......................................................... 6 To Set Photolux Options ............................................................................. 6 To Set Advanced Photolux Options .............................................................. 7 To Change PhotoRender Setup Output ......................................................... 8 To Change PhotoRender Setup Configuration ................................................ 9 To Change Photolux Setup Configuration ...................................................... 9 Configuration Options ..................................................................................10 About Configuring Photorealistic Rendering..................................................10 To Set Configuration Options for Photorealistic Rendering ..............................11 blended_transparency ..............................................................................11 default_scene_filename ............................................................................11 max_image_dimension .............................................................................11 pro_colormap_path ..................................................................................12 photorender_preview_scale .......................................................................12 photorender_default_width........................................................................12 photorender_default_height ......................................................................12 photorender_memory_usage .....................................................................12 photorender_capability_warnings ...............................................................12 pro_texture_library ..................................................................................13 pro_lwa_library_path................................................................................13
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pro_lwa_license_path ...............................................................................13 room_rotation_lock ..................................................................................14 save_scene_with_file................................................................................14 save_texture_with_model .........................................................................14 spherical_map_size ..................................................................................15 texture_search_path ................................................................................15 window_gamma.......................................................................................15 Realtime Rendering .....................................................................................15 About Realtime Rendering .........................................................................15 Settings for Realtime Rendering .................................................................16 To Set Transparency for a Model ................................................................16 To Set Realtime Rendering ........................................................................17 To Enable the Reflection of the Environment on a Model ................................17 About Shaded Models ...............................................................................18 Appearances ..............................................................................................18 Creating Appearances ...............................................................................18 About Material Appearance .....................................................................18 About the Appearance Editor...................................................................19 Appearance Palette .............................................................................19 Assignment Container .........................................................................19 Properties Container ...........................................................................19 About Managing Appearances in the Appearance Editor ..............................20 System Libraries ...................................................................................20 About the Color Editor............................................................................20 To Display Colors ..................................................................................21 Tip: Creating an Appearance...................................................................21 To Create an Appearance Color ...............................................................21 To Modify an Appearance from the Model .................................................22 To Select and Mix Colors ........................................................................23 To Set an Appearance to the Model..........................................................23 Basic Appearance Options ......................................................................23 iv
Table of Contents
Map Appearance Options ........................................................................24 Advanced Appearance Options ................................................................24 To Save a Material File ...........................................................................25 Photolux Appearance Options..................................................................25 To Remove an Appearance from the Model or Palette .................................25 Advanced Appearances ..........................................................................26 About Advanced Appearances...............................................................26 To Create Advanced Appearances .........................................................26 About Setting the Reflectance of Advanced Appearances..........................27 Multilayer Paint Options.......................................................................28 To Map the Checker Transparency Shader..............................................29 To Map the Brick Shader......................................................................29 To Map the Checker Shader .................................................................30 To Map the Dimple Shader ...................................................................30 To Map the Dots Shader ......................................................................31 To Map the Grid Shader.......................................................................31 To Map the Grid Transparency Shader ...................................................32 To Map the Knurl Shader .....................................................................33 To Map the Leather Shader ..................................................................33 To Map the Rough Shader....................................................................34 To Map the Solid Casting Shader ..........................................................35 To Map the Solid Checker Shader..........................................................35 To Map the Solid Clouds Shader ...........................................................36 To Map the Solid Dots Shader ..............................................................36 To Map the Solid Eroded Shader ...........................................................37 To Map the Solid Glow Shader ..............................................................37 To Map the Solid Leather Shader ..........................................................38 To Map the Solid Marble Shader ...........................................................39 To Map the Solid Rough Shader ............................................................40 To Map Solid Wood Shaders .................................................................40 To Map the Texture Brick Shader ..........................................................41 v
Table of Contents
To Map the Treadplate Shader..............................................................42 To Map Wood Floor Shaders .................................................................43 Types of Mapping ...............................................................................44 Positioning the Appearance Shaders Using the Position Container..............44 About Additional Shaders.....................................................................45 Textures .................................................................................................46 About Textures .....................................................................................46 About Loading or Storing Textures...........................................................48 To Create a Textured Appearance ............................................................48 About Placing Textures...........................................................................48 To Place Textures ..................................................................................50 To Manipulate Textures ..........................................................................51 To Edit a Placed Texture.........................................................................55 To Edit a Texture Placed in Pro/ENGINEER Wildfire 3.0 or Earlier Releases ....56 To Save Textures ..................................................................................57 To Display Textures ...............................................................................57 To Remove Textures ..............................................................................58 LightWorks Archives .................................................................................58 About the LightWorks Material Archives ....................................................58 To Obtain and Set the LWA License..........................................................59 To Create a license.txt File for the Licensed LWA Material.........................60 To Edit the LightWorks Material Archives ..................................................60 Lights........................................................................................................61 About Lights ............................................................................................61 To Create Lights ......................................................................................62 About Light Icons .....................................................................................62 About High Dynamic Range Images (HDRI) .................................................65 To Enable Environment Light as Background (HDRI) .....................................66 To Set Environment as Lighting..................................................................66 To Use Environment Light for Model Reflections ...........................................67 About Hard and Soft Shadows....................................................................68 vi
Table of Contents
Light Definition ........................................................................................68 To Modify Lights From the Light Editor ........................................................69 To Modify Lights From the Graphics Area.....................................................71 To Delete Lights.......................................................................................72 To Save a Light File ..................................................................................72 To Open a Light File .................................................................................72 Environment ..............................................................................................73 About the Effects Editor ............................................................................73 To Set Fog Properties ...............................................................................73 To Set Light Scatter Properties...................................................................74 To Set Background Properties ....................................................................75 To Set Depth of Field Properties .................................................................75 To Set Lens Flare Properties ......................................................................76 To Set Lens Flare Effects ...........................................................................77 Room ........................................................................................................78 About the Room.......................................................................................78 To Create a Room ....................................................................................78 Tip: Creating a Room................................................................................79 To Apply a Texture to a Room....................................................................80 To Save a Room File .................................................................................80 To Open a Room File ................................................................................81 Scenes ......................................................................................................81 About the Scene File.................................................................................81 To Create a New Scene .............................................................................82 To Create a New Scene by Copying an Existing Scene ...................................83 To Retrieve and Update an Existing Scene From the Disk...............................83 To Reuse a Scene From Another Model .......................................................84 To Save a Scene With the Model ................................................................84 To Remove a Scene From the Scene Palette ................................................84 Orientating and Viewing the Model ................................................................85 About Orientating and Viewing the Model ....................................................85 vii
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To Change the Perspective View.................................................................85 To Orientate Dynamically ..........................................................................86 To Orientate by Reference .........................................................................87 To Orientate by Preference ........................................................................88 To Render a Model ...................................................................................88 About Render Region ................................................................................89 To Use Render Region...............................................................................89 Images......................................................................................................89 About Importing Images ...........................................................................89 About Saving an Image.............................................................................90 About the Image Editor.............................................................................90 To Save an Image ....................................................................................91 To Edit an Image .....................................................................................91 To Use Slideshow .....................................................................................92 Glossary ....................................................................................................93 Glossary for Photorealistic Rendering ..........................................................93 Index ...........................................................................................................99
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Photorealistic Rendering
Using Photorealistic Rendering
About Photorealistic Rendering
Photorealistic Rendering compiles all the elements of a scene such as the model, materials, room, and lights and creates a rendered image. Rendered images can show how an environment reflects onto a surface, which reveals design flaws or confirms design objectives. They can also show how a modeled object would look in a real-world setting, with realistic lighting, shadowing, and surroundings. Using Photorealistic Rendering you can assign materials to the model, add rooms, lights, and environment effects to the model and create rendered images. Within Photorealistic Rendering, you can: Use the Appearance Editor to apply appearances to the model or modify the existing materials used in the model. Use the Room Editor to place the model into rooms and modify the walls, ceiling, and floor of the room. You can apply appearances to the walls, ceiling, and floor of the room using the Room Appearance Editor. Use the Light Editor to add or modify the lighting effects in the model. Use the Effects Editor to add surrounding effects such as fog, light scatter, and lens flare. Use the Orientation dialog box to change the view orientation of the model. Use the Scenes dialog box to save the combination of all the effects mentioned above as a scene file. You can reuse the scenes for different models or modify existing scenes to suit your current modeled object. Use real-time rendering to view the changes in real-time. Use the Image Editor to modify and save images of the rendered model or modify existing images. When you render a model to a new window, the resulting image is displayed in the Image Editor.
Photorealistic rendering uses two rendering engines, PhotoRender and Photolux. The Photolux renderer has advanced capabilities and is available with an optional Photolux license. You can set the required renderer or edit its settings using the Render Setup dialog box.
Under Image Size, the available sizes for an image are: MPEGCreates a 352 x 240 image that conforms to the standards for MPEG. 600 x 450Creates a 600 x 450 picture with a 1:1 pixel ratio. VGACreates a 640 x 480 image that conforms to the standards for VGA. NTSCCreates a 720 x 483 image that conforms to the standards for NTSC. PALCreates a 720 x 575 image that conforms to the standards for PAL. 1024-squareCreates a 1024 x 1024 image with a 1:1 pixel ratio. WorkstationCreates a 1024 x 1240 image. HDTV Creates a picture whose size conforms to the SMPTE 240M HDTV standards. HDTV (Shima Seiki)Creates a picture whose size conforms to the Shima Seiki HDTV standards. CustomAllows you to specify a custom image size. If the size of an image is less than 1024 x 1024, the x dimension must be a multiple of 32 and the y dimension must be a multiple of 4. Photorealistic Rendering corrects invalid entries by rounding up to the closest valid size.
Photorealistic Rendering
Under Postscript, you can specify PostScript formats for your image. The options include: DPIThe number of dots per inch for the image. PaperSizeAllows you to specify a standard or custom paper size. UnitsDetermines the units to compute the paper size. Width and HeightThe width and height of the paper. Left and Top MarginThe top and left margins of the paper.
To Set a Renderer
1. Click or click View > Model Setup > Render Setup. The Render Setup dialog box opens. Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Render Setup dialog box opens. Note: To set a renderer, you must have a license for advanced rendering. 2. To set the type of renderer, select a renderer from the list in the Renderer box. o o PhotoRenderThe default renderer. PhotoluxSelect this renderer for advanced rendering. You must have an optional module or license to select Photolux as a renderer. Photolux is a renderer that uses ray tracing to create photorealistic images.
The Lights icon The Perspective icon The Render Current window icon The Render Subimage icon The Effects icon The Appearance Editor icon 5. Drag the icon to a suitable location in the toolbar. The Automatically save to check box is selected by default. The selected icon is automatically saved in the config.win file in your working directory. 6. Click OK. Note: You can add toolbars to the Pro/ENGINEER interface by clicking Tools > Customize Screen and selecting the required toolbar in the Toolbars tabbed page of the Customize Screen dialog box.
3. Under Options tab, the default options for the above types of quality are set: o o o o 4 Render Resolution Highlight Resolution Model Room
Photorealistic Rendering
4. Click Close.
5. Under Model, select the required options: o TransparencyRenders specified surfaces as transparent, for example, glass. Otherwise, transparent surfaces are rendered as opaque. To set the degree of transparency, use the Appearance Editor dialog box. Appearance TextureRenders the textures applied to surfaces. This option is redundant if you do not apply surface textures. Self ShadowsCasts shadows from the objects in a scene onto themselves and other objects but not on the floors and walls of the environment. A shadow appears only if you have selected the Cast Shadow option for one or more defined lights in the Light Editor dialog box. Reflect RoomReflects all the surfaces of the room onto the model. Once the reflective property is assigned, you can apply a matte or mirror appearance.
o o
6. Under Room, select the required options: o Render RoomRenders the model and the wall patterns. When not selected, only the model is rendered, but wall patterns may still be reflected on surfaces of the model. Even when the room is not displayed in the rendering, the reflection of the room can be seen in the image. Reflect Model in FloorReflects the model onto the floor so that the floor has a shiny appearance. However, this also increases rendering time. When not selected, the floor has a matte appearance.
Shadows on FloorTurns shadows on or off. Casts shadows only if you have selected the Cast Shadow option for one or more defined lights in the Light Editor dialog box. Light RoomRenders the walls of the room with the active lights. When not selected, the wall appearances are rendered with constant lighting. The Reflect Room options are available only when this option is selected. UnlitRenders the walls of the room with uniform light and reflects them on the model. LitRenders the walls of the room with user-defined lights. Only those parts of the walls that are illuminated by defined lights are reflected on the model.
o o
Photorealistic Rendering
5. Specify the number of times that the light bounces before it reaches the eyepoint. 6. Under Model, select the required options: o o ShadowsDetermines whether a model casts shadows on itself during rendering. ReflectiveDetermines whether the model is reflective. Select one of the following options: EnvironmentReflects the room onto the model when the Render Room option under Room is cleared. BackgroundReflects the background onto the model. NeitherModel shows self-reflections. 7. Under Room, select the required options: o o o o Render RoomDetermines whether or not the room is shown in the rendering. Light RoomDetermines whether the walls of the room are affected by lighting or not. ShadowsDetermines whether the shadows are cast onto the walls of the room or not. ReflectiveDetermines whether the walls of the room are reflective or not. If the room is reflective, the model and other walls of the room are reflected on the walls specified under Reflective. You can completely disable reflections for individual walls using the corresponding controls.
Alternatively, Under Feature Anti-Aliasing, select Feature Anti-Aliasing. Specify values for Threshold and Samples. o ThresholdThe relative contrast required to activate Feature-Following Anti-Aliasing. Feature-Following Anti-Aliasing works by examining pixels of the initial rendered image and supersampling the image where the contrast between neighboring pixels is highest. Low values of threshold will lead to more of the rendered image being supersampled. SamplesThe maximum number of samples per pixel that the antialiasing feature uses to resolve detail in the image.
6. Under Soft Shadow, you can increase the quality and resolution of the soft shadows if the shadows in the image are displayed with bands. Specify quality as a percentage and resolution in pixels. Shadows are calculated using a shadow map. The size is in pixels. The higher the map size, the higher the resolution of the shadow. 7. Click Geometry on demand to download only the necessary geometry to the rendering engine as required. When not selected, all the objects in an assembly are downloaded for rendering. Setting this option may increase the rendering time, but reduces the memory usage. 8. Using the values for Resolution under Environment Mapping, set the resolution of the environment map to be used when the environment is reflected on the model but the room itself is not visible. Larger resolution values for environment mapping yield higher quality reflections on the model but the environment map takes a longer time to generate. The available resolution values are 128, 256, 512, 1024, and 2048.
Photorealistic Rendering
Using Photorealistic Rendering
About Photorealistic Rendering
Photorealistic Rendering compiles all the elements of a scene such as the model, materials, room, and lights and creates a rendered image. Rendered images can show how an environment reflects onto a surface, which reveals design flaws or confirms design objectives. They can also show how a modeled object would look in a real-world setting, with realistic lighting, shadowing, and surroundings. Using Photorealistic Rendering you can assign materials to the model, add rooms, lights, and environment effects to the model and create rendered images. Within Photorealistic Rendering, you can: Use the Appearance Editor to apply appearances to the model or modify the existing materials used in the model. Use the Room Editor to place the model into rooms and modify the walls, ceiling, and floor of the room. You can apply appearances to the walls, ceiling, and floor of the room using the Room Appearance Editor. Use the Light Editor to add or modify the lighting effects in the model. Use the Effects Editor to add surrounding effects such as fog, light scatter, and lens flare. Use the Orientation dialog box to change the view orientation of the model. Use the Scenes dialog box to save the combination of all the effects mentioned above as a scene file. You can reuse the scenes for different models or modify existing scenes to suit your current modeled object. Use real-time rendering to view the changes in real-time. Use the Image Editor to modify and save images of the rendered model or modify existing images. When you render a model to a new window, the resulting image is displayed in the Image Editor.
Photorealistic rendering uses two rendering engines, PhotoRender and Photolux. The Photolux renderer has advanced capabilities and is available with an optional Photolux license. You can set the required renderer or edit its settings using the Render Setup dialog box.
Under Image Size, the available sizes for an image are: MPEGCreates a 352 x 240 image that conforms to the standards for MPEG. 600 x 450Creates a 600 x 450 picture with a 1:1 pixel ratio. VGACreates a 640 x 480 image that conforms to the standards for VGA. NTSCCreates a 720 x 483 image that conforms to the standards for NTSC. PALCreates a 720 x 575 image that conforms to the standards for PAL. 1024-squareCreates a 1024 x 1024 image with a 1:1 pixel ratio. WorkstationCreates a 1024 x 1240 image. HDTV Creates a picture whose size conforms to the SMPTE 240M HDTV standards. HDTV (Shima Seiki)Creates a picture whose size conforms to the Shima Seiki HDTV standards. CustomAllows you to specify a custom image size. If the size of an image is less than 1024 x 1024, the x dimension must be a multiple of 32 and the y dimension must be a multiple of 4. Photorealistic Rendering corrects invalid entries by rounding up to the closest valid size.
Photorealistic Rendering
Under Postscript, you can specify PostScript formats for your image. The options include: DPIThe number of dots per inch for the image. PaperSizeAllows you to specify a standard or custom paper size. UnitsDetermines the units to compute the paper size. Width and HeightThe width and height of the paper. Left and Top MarginThe top and left margins of the paper.
To Set a Renderer
1. Click or click View > Model Setup > Render Setup. The Render Setup dialog box opens. Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Render Setup dialog box opens. Note: To set a renderer, you must have a license for advanced rendering. 2. To set the type of renderer, select a renderer from the list in the Renderer box. o o PhotoRenderThe default renderer. PhotoluxSelect this renderer for advanced rendering. You must have an optional module or license to select Photolux as a renderer. Photolux is a renderer that uses ray tracing to create photorealistic images.
The Lights icon The Perspective icon The Render Current window icon The Render Subimage icon The Effects icon The Appearance Editor icon 5. Drag the icon to a suitable location in the toolbar. The Automatically save to check box is selected by default. The selected icon is automatically saved in the config.win file in your working directory. 6. Click OK. Note: You can add toolbars to the Pro/ENGINEER interface by clicking Tools > Customize Screen and selecting the required toolbar in the Toolbars tabbed page of the Customize Screen dialog box.
3. Under Options tab, the default options for the above types of quality are set: o o o o 4 Render Resolution Highlight Resolution Model Room
Photorealistic Rendering
4. Click Close.
5. Under Model, select the required options: o TransparencyRenders specified surfaces as transparent, for example, glass. Otherwise, transparent surfaces are rendered as opaque. To set the degree of transparency, use the Appearance Editor dialog box. Appearance TextureRenders the textures applied to surfaces. This option is redundant if you do not apply surface textures. Self ShadowsCasts shadows from the objects in a scene onto themselves and other objects but not on the floors and walls of the environment. A shadow appears only if you have selected the Cast Shadow option for one or more defined lights in the Light Editor dialog box. Reflect RoomReflects all the surfaces of the room onto the model. Once the reflective property is assigned, you can apply a matte or mirror appearance.
o o
6. Under Room, select the required options: o Render RoomRenders the model and the wall patterns. When not selected, only the model is rendered, but wall patterns may still be reflected on surfaces of the model. Even when the room is not displayed in the rendering, the reflection of the room can be seen in the image. Reflect Model in FloorReflects the model onto the floor so that the floor has a shiny appearance. However, this also increases rendering time. When not selected, the floor has a matte appearance.
Shadows on FloorTurns shadows on or off. Casts shadows only if you have selected the Cast Shadow option for one or more defined lights in the Light Editor dialog box. Light RoomRenders the walls of the room with the active lights. When not selected, the wall appearances are rendered with constant lighting. The Reflect Room options are available only when this option is selected. UnlitRenders the walls of the room with uniform light and reflects them on the model. LitRenders the walls of the room with user-defined lights. Only those parts of the walls that are illuminated by defined lights are reflected on the model.
o o
Photorealistic Rendering
5. Specify the number of times that the light bounces before it reaches the eyepoint. 6. Under Model, select the required options: o o ShadowsDetermines whether a model casts shadows on itself during rendering. ReflectiveDetermines whether the model is reflective. Select one of the following options: EnvironmentReflects the room onto the model when the Render Room option under Room is cleared. BackgroundReflects the background onto the model. NeitherModel shows self-reflections. 7. Under Room, select the required options: o o o o Render RoomDetermines whether or not the room is shown in the rendering. Light RoomDetermines whether the walls of the room are affected by lighting or not. ShadowsDetermines whether the shadows are cast onto the walls of the room or not. ReflectiveDetermines whether the walls of the room are reflective or not. If the room is reflective, the model and other walls of the room are reflected on the walls specified under Reflective. You can completely disable reflections for individual walls using the corresponding controls.
Alternatively, Under Feature Anti-Aliasing, select Feature Anti-Aliasing. Specify values for Threshold and Samples. o ThresholdThe relative contrast required to activate Feature-Following Anti-Aliasing. Feature-Following Anti-Aliasing works by examining pixels of the initial rendered image and supersampling the image where the contrast between neighboring pixels is highest. Low values of threshold will lead to more of the rendered image being supersampled. SamplesThe maximum number of samples per pixel that the antialiasing feature uses to resolve detail in the image.
6. Under Soft Shadow, you can increase the quality and resolution of the soft shadows if the shadows in the image are displayed with bands. Specify quality as a percentage and resolution in pixels. Shadows are calculated using a shadow map. The size is in pixels. The higher the map size, the higher the resolution of the shadow. 7. Click Geometry on demand to download only the necessary geometry to the rendering engine as required. When not selected, all the objects in an assembly are downloaded for rendering. Setting this option may increase the rendering time, but reduces the memory usage. 8. Using the values for Resolution under Environment Mapping, set the resolution of the environment map to be used when the environment is reflected on the model but the room itself is not visible. Larger resolution values for environment mapping yield higher quality reflections on the model but the environment map takes a longer time to generate. The available resolution values are 128, 256, 512, 1024, and 2048.
Photorealistic Rendering
5. Under Config, specify a value for the preview scale. The scale of the preview image is set to a percentage of the actual image size. Lower values mean faster rendering time, but more blurred images. The larger the value, the sharper the image, but slower the rendering. 6. Select Render Alpha to write the alpha channel to the image. You can use the alpha channel to composite the image with a background. 7. Click Enable Text watermark to insert a text watermark in the model. Specify the following definitions for text watermark: TextAllows you to enter the text for the watermark. The default watermark text is Pro/ENGINEER Wildfire - Advanced Rendering. FontDetermines the font of the watermark text. The default font is Shannon. You can set the pro_font_dir configuration option to add fonts to the list of available fonts. ColorAssigns a color to the watermark text. The default color is White. SizeDetermines the size of the watermark text. The default size is 0.4. AlignmentAligns or positions the watermark text with respect to the model. The default alignment is set to Bottom Left. AlphaDetermines the percentage of transparency for the watermark text. The default alpha is set to 50%. Alpha set to 0% renders the watermark as transparent. Alpha set to 100% renders the watermark as opaque. 8. Click Enable Image watermark to insert an image as a watermark in the model. Specify the following definitions for an image watermark: ImageAllows you to browse to and select the image for the watermark. AlignmentAligns or positions the watermark image with respect to the model. The default alignment is set to Bottom Right 9. Click Close.
Configuration Options
About Configuring Photorealistic Rendering
You can customize Photorealistic Rendering by specifying config.pro configuration file options and their values in the Options dialog box (Tools > Options). For example, you can modify memory usage, preview window size, and specify a different graphics library for Photorealistic Rendering. Photorealistic Rendering Help provides a list of configuration options arranged in alphabetical order. Each option contains the following information: Configuration option name. Default and available variables or values. Default values are in italic.
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Photorealistic Rendering
blended_transparency
yes, no yesTransparent colors appear using alpha blending when the model is shaded only if supported by the graphics configuration (graphics card and Pro/ENGINEER graphics setting).
default_scene_filename
<path to scene file> Specifies the complete path to the default scene file. It allows the user to preset settings for lights, rooms and effects when modeling. These user-defined settings are saved in the scene file to which this configuration option points.
max_image_dimension
4096, 1024, 2048, 8192, 16348
Sets the maximum size of images imported into Pro/ENGINEER. For example, if the value is set to the default of 4096, then images larger than this value are rescaled to the size of 4096 when they are imported. Pro/ENGINEER maintains the aspect ratio of the image during rescaling.
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pro_colormap_path
Valid path Specifies the path for appearance.dmt files or color.map files to be loaded from the disk. By default, the appearance.dmt files specified in the pro_colormap_path are loaded in preference to the color.map files. Note: The color.map files are used for appearance files in releases prior to the Pro/ENGINEER Wildfire release.
photorender_preview_scale
0.5
Allows a user-defined size ratio at which Photorealistic Rendering renders using the Render To > Full Window (Preview) setting in the Render Setup dialog box. Increasing the value creates higher quality rendering with slower performance. Reducing the value produces reverse results. The preview scale ranges from 0.25 to 0.75 After you set the value, this option takes immediate effect in the current session of Pro/ENGINEER.
photorender_default_width
1280
Sets the default width (in pixels) for the custom output size.
photorender_default_height
1024
Sets the default height (in pixels) for the custom output size.
photorender_memory_usage
256
Sets the amount of memory that Photorealistic Rendering allows for model processing. The unit of measurement is megabytes (MB). This option is valid only if you do not override the default tiling size.
photorender_capability_warnings
yes, no yesWhen using the PhotoRender renderer, enables warnings that appear if you select options related to the Photolux renderer.
noWhen using the PhotoRender renderer, disables warnings that appear if you select options related to the Photolux renderer.
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Photorealistic Rendering
pro_texture_library
Valid path Allows you to specify a different location for the graphic-library directory. This directory contains the system libraries for different editors and is available, by default, in the <loadpoint> directory. To change the location of this library, set pro_texture_library to the required directory. For example, if the graphiclibrary directory is available in C:\ptc\graphiclib\graphic-library, set pro_texture_library to C:\ptc\graphiclib. The graphic-library directory must contain the following subdirectories: textures for Appearance Placement Editor system libraries with image files materials for Appearance Editor system libraries with appearance files (.dmt) room for Room Editor system libraries with room files (.drm) adv_material for Photolux system libraries with appearance files (.dmt) lights for Light Editor system libraries with light files (.dlg) HDRI directory with HDRI files (.hdr) and (.exr) scenes for the Scene default palette (.scn)
pro_lwa_library_path
<Path to the LWA materials directory>
Allows you to specify a location to search for LWA materials in addition to the materials in the graphics library and append these materials to the Photolux System Library list on the File menu in the Appearance Editor. The default path for the LWA materials is <loadpoint>/graphic-library/smdata/archives. You cannot load LWA materials that contain a large number of appearances into the Appearance Editor. If you try to do this directly, Pro/ENGINEER displays a warning message and prompts you to use the pro_lwa_library_path configuration option. You can use this configuration option to append the required LWA material to the Photolux System Library list and then load one appearance at a time into the Appearance Editor.
pro_lwa_license_path
<current working directory>
Allows you to specify a location to search for the LWA license.txt file other than the current working directory. You can change the default path and point it to your local drive by clicking Tools > Options and specifying the required path.
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room_rotation_lock
studio, model
Allows you to set the default option for room and model rotation at the start of a Pro/ENGINEER session. studioOnly the model rotates. modelThe room rotates along with the model. Note: This configuration option is valid only for models with no scene. The options stored in a scene override the settings of the room_rotation_lock configuration option.
save_scene_with_file
yes, no yesUpdates the model with all the modifications made to the active scene, every time the model is saved. noDoes not update the model with the modifications made to the scene whenever the model is saved. Note: When you set the save_scene_with_file configuration option to yes, the Save scene with model option in the Scenes dialog box remains selected for the session. Clear this option if you do not want to save the scene with the model.
save_texture_with_model
yes,no yesSaves the texture images applied to the model or to the walls of the room with the model and the scene. You can delete the texture file after saving the model or the scene. noDoes not save the texture images applied to the model or to the walls of the room, when you save the model or the scene. Note: When you set the save_texture_with_model configuration option to no, only the name of the texture is saved with the model. In this case, on reloading the model or the scene, the textures are visible with the model only if the texture file exists in the directory set by the texture_search_path configuration option. Setting the save_texture_with_model configuration option to yes causes a significant increase in the file size of the models or scenes in which the textures are saved. Moreover, changes that you make to the independent texture files are not reflected in the respective textures that are saved with the models or scenes.
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Photorealistic Rendering
spherical_map_size
256x256, 512x512, 1024x1024
Selects the image resolution of the environment map to be used for realtime rendering. Increasing the image resolution affects performance but improves quality. Note: This option is valid only in the OpenGL graphics mode and for graphics cards that do not support cubic environment mapping.
texture_search_path
Valid path Appends a directory to the search path for textures. You can specify more than one directory.
window_gamma
<float> Controls the brightness of the rendered image. Values less than 1 darkens the image. Values more the 1 brighten the image. The default value is 1.0.
Realtime Rendering
About Realtime Rendering
Realtime rendering allows you to view changes in real time if you have defined the settings for reflection and shadows cast on the walls. You can enable realtime rendering by clicking View > Realtime Rendering. You can modify: Room settings using the Room Editor dialog box Wall surfaces using the Room Appearance Editor dialog box Light settings using the Light Editor dialog box, and Appearance settings using the Appearance Editor dialog box
All rendering changes take effect as soon as you apply them. The speed with which these changes take effect is limited only by the capabilities of the graphics card of your system. For a cylindrical room, realtime rendering is performed only for the floor and ceiling which are planar surfaces. The realtime renderer supports shadows and reflections only on planar wall surfaces and not on curved surfaces. The model in the room is used for casting shadows or reflections. You can cast shadows only by shaded surfaces. Self shadows is not supported in realtime rendering. Room reflections on a model are also supported.
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The Room Appearance Editor dialog box options supported by realtime rendering are: o o o Appearance creation, color definition, and assignment options under the Basic tab. Color Texture under the Map tab. Reflection under the Advanced tab.
The Appearance Editor dialog box options supported by realtime rendering are: o o o Appearance creation, color definition, and assignment under the Basic tab. All options under the Map tab. Transparency and Reflection under the Advanced tab. Note: Options under the Photolux tab are not supported by realtime rendering. Note: In the Style module, if you have enabled multiple views, then the view in the right top corner supports realtime rendering.
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Photorealistic Rendering o
BlendedOffers high quality imaging with compromised performance in complex models, by default.
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Note: The reflection of the environment on the model is updated in realtime only when you make changes to the model or the view and not when you change the on the Pro/ENGINEER toolbar or close the Render render room geometry. Click Room dialog box to update the reflection of the environment on the model if you change the render room geometry.
Appearances
Creating Appearances About Material Appearance
The appearance of a material is based on information such as: Color Highlights Maps Reflection Transparency
The appearance can be defined by color alone, texture alone, or a combination of both color and texture. For example, you can define an appearance with a color that is covered by a decal, with a part of the decal being transparent so that the color is seen underneath it. You can specify a color for any part or assembly. If you do not modify the appearance, Pro/ENGINEER assigns a default color. A color can be defined through levels of HSV (hue, saturation, and value) or RGB (red, green, and blue. You cannot modify the default color. Appearances are saved with the model, but when the model is loaded, the appearances are not loaded into the palette. To load an appearance file, you can: Load a saved appearance file
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Photorealistic Rendering
Add model appearances to the appearance palette using Material > Select from Model from the Appearance Editor dialog box, or Specify an appearance file as the value for the pro_colormap_path configuration option in the config.pro file to load the appearance file for each Pro/ENGINEER session
Appearance Palette The Appearance palette displays a list of user-defined colors that are used in the model. The list shows a thumbnail color swatch and the name of the predefined appearances. By default, only the default appearance is displayed in the palette. Use File > System Library to access predefined appearances available in the system library. Assignment Container The Assignment container has the following elements: A list that allows you to select a model part or surface to which you assign an appearance. ClearClears the selection of the currently-selected part or surface in the model. ApplyApplies an appearance to a selected part or surface in the model. From ModelAllows you to select an appearance from the model.
Properties Container The Properties container consists of the following elements: The appearance sphere that displays the current material properties. The appearance Class, which lists the different classes of the appearances. The Generic class contains properties applicable to all rendering modes, interactive graphics, PhotoRender and Photolux. All other appearance classes are tailored for Photolux. The class determines the shader types that are available in the Photolux tab of the Appearance Editor. Four types of appearance properties: o BasicAllows you to define the color properties of the appearance.
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MapAllows you to define and assign the material map. AdvancedAllows you to define advanced properties such as Reflection, Transparency, and Refraction. PhotoluxAllows you to edit the properties of Photolux materials. This tab becomes active when the current rendering engine is set to Photolux and the appearance Class to a type other than Generic.
Note: The sphere in the Properties container displays the changes as you apply the properties. However, some appearance options are evident only when displayed in a rendered image.
System Libraries
Two system libraries are available in Pro/ENGINEER. These libraries must be installed along with the Pro/ENGINEER software in order to access them. The system libraries work with all available renderers and are visible in the Photorealistic Rendering graphics window. The Photolux System Library provides a set of advanced material libraries applicable only to the selected renderer. You can access the system libraries from the File menu in the Appearance Editor dialog box.
Photorealistic Rendering
access the Color Editor dialog box by clicking a color swatch on the Appearance Editor or the Light Editor dialog box. The Color Editor dialog box contains the following elements: Current ColorThe color displayed above the Color Wheel. Color WheelUsed to select a color and its brightness level. Blending PaletteUsed to make a continuous blend of up to four colors. RGBDefines colors along two axes as you move the cursor up and down or back and forth across the box. Click the Red-Green, Red-Blue, or Green-Blue planes. The RGB values range from 0 to 100. Set all three RGB values to 0 to produce black, and set them to 100 to define white color. HSVUses the hue, saturation, and brightness values to select colors. Hue defines the dominant spectral color, while saturation determines the color concentration. Brightness controls the lightness and darkness of the color. The hue values range from 0 and 360, while saturation and brightness values range from 0 to 100 percent.
To Display Colors
1. Click Tools > Environment. The Environment dialog box opens. 2. Select Colors and click Apply to display colors used for the model. or 1. Click View > Display Settings > Model Display. The Model Display dialog box opens. 2. Click the General tab. 3. Under Display, select Colors to display colors used for the model.
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Note: You cannot modify default appearances. However, you can make a copy of the default appearances. When you click Material > New or click a copy of the appearance is made. The Appearance Editor allows you to change the name and properties of the copy. 3. If required, specify a name for the copy of the appearance. 4. Open the Properties container and click the Basic tab. 5. Click the color swatch. The Color Editor dialog box opens. 6. Use the Color Editor to define a color. 7. Click Close to return to the Appearance Editor. 8. Adjust the options in the Appearance Editor dialog box to fully define the appearance. 9. Click Close to add the new appearance to the Appearance Palette. Note: You can load an existing color.map file from the pre Wildfire Pro/ENGINEER release using the Appearance Editor dialog box or by specifying the color.map file as a value for the pro_colormap_path environment variable in the config.pro file.
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Photorealistic Rendering
IntensityControls the reflection from lights. AmbientControls the amount of ambient light reflected by the surface.
The Highlight properties are: ColorControls the color of the surface highlight. For example, for a metal, the highlight color is the color of the metal; for plastic the highlight color is the color of the light source. ShineControls the shine of the surface. The shinier the surface, the smaller the highlight. IntensityControls the brightness of the highlight and is directly related to shininess. A highly polished surface has a small bright highlight, but an etched plastic has a large dim highlight.
Use the slider to adjust the color and highlight from Dim to Bright. You can also modify the color by typing a value next to the slider.
Select the check box and the image next to the option. In the Appearance Placement dialog box that opens, specify values for Positioning and Mapping of the selected surface.
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Photorealistic Rendering
RefractionDetermines how much light bends as it passes through a surface. You can model the effects of refraction on a thin, transparent object, such as a windowpane or an automobile windshield. This effect is seen in the final rendered image with the Photolux renderer only.
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5. To delete an appearance from the Appearances Palette, select the appearance and click or click Material > Delete.
Note: This will not remove instances of the color already applied to models in the Pro/ENGINEER session.
Advanced Appearances
About Advanced Appearances Appearances simulate the look and feel of the model and how it reacts to light. Appearance properties include color, ambience, shine, intensity, reflectivity, transparency, and appearance maps. All appearance properties are specified using the Appearance Editor. Advanced appearances are grouped into classes. Appearance Classes When you choose the class of an appearance, you are specifying the single most important factor in the material definition. This factor determines how realistic the applied material appears. Each class is tailored to a different rendering type. The Generic class contains properties applicable to all rendering modes, interactive graphics, PhotoRender, and Photolux. All other appearance classes are tailored for Photolux. The appearance class determines the shader types that are available in the Photolux tab of the Appearance Editor. The classes available for Photolux are: Plain and PlasticReflectance is the most influential property for these classes. Wood, Stone, and PatternColor is the most influential property for these classes. Metal, Glass, Multilayer Paint, and FabricReflectance is the most influential property for these classes.
Note: In the appearances palette of the Appearance Editor, advanced appearances are displayed with a blue triangle ( ) in the lower right corner of the appearance thumbnail, to distinguish advanced appearances from general appearances. To Create Advanced Appearances 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Click palette. on the Appearance Editor dialog box to add a new appearance to the
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Photorealistic Rendering
3. In the Properties container, select the required class of the appearance from the Class panel. The default is Generic. Note: For the Class panel to be available, the current renderer must be set to Photolux. Set the class to a type other than Generic to select the shader types in Photolux tab. 4. In the Photolux tab, set the Reflectance, Color, Bump, and Transparency shader types as required. 5. Click Edit to change the selected shader's parameters as required. 6. To render the sample sphere as you make the changes, click Option > Renderer. About Setting the Reflectance of Advanced Appearances You can define advanced appearances using the Photolux tab in the Properties container of the Appearance Editor. Set the material reflectance to any of the following types to define the reflectance properties for each class. For the Plain, Wood, Stone and Pattern classes the available reflectance types are the following: MatteThis reflectance type does not reflect the environment on the surface of the model. MirrorThis reflectance type reflects the room and lights onto the surface of the model. You can define this type by changing the mirror factor. PlasticAllows you to define the roughness of the model.
For the Plastic class, the available reflectance types are: Translucent Matte Translucent Shiny These reflectance types allow you to set the translucency factor of the material. You can also edit the roughness of the model to make it appear shiny. The translucency factor defines how much light passes through the material. The light picks up the color of the material as it passes through. For the Glass class, the available reflectance types are: Basic GlassApproximates glass-like materials using ray tracing, supporting reflection and refraction. DielectricAccurately simulates glass-like materials using ray tracing, supporting reflection, refraction and Fresnel filtering. You can edit the refraction and the transmission factors of these reflectance types. o RefractionDetermines how much light bends as it passes through a surface.
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Transmission FactorDefines how much light passes through the glass. The light picks up the color of the glass as it passes through.
For the Metal class, the available reflectance types are: Basic Metal BrushedDefines the depth and spacing of the wire scratches. Chrome 2DDefines a chrome-like reflectance using a two-dimensional chrome map. Circular BrushedDefines the width and height to control the size of the circular patches and the depth and spacing of the wire scratches. ConductorDefines a fresnel filtering effect. Fresnel filtering creates light interaction on surfaces. Choose a metal type and, if necessary, modify the refraction and absorption coefficients.
For the Multilayer Paint class, the reflectance type is: Basic PaintDefines the lacquer, paint, and the metallic flakes within the paint. For the Fabric class, the reflectance type is: Basic FabricDefines the woven properties of the material, controlling the relative contribution of the warp and weft (horizontal and vertical threads). For the Custom class, the available reflectance types are: PhongA reflectance model conforming with the popular Phong model in which reflections are greatest in the mirror direction of a surface opposite the viewing direction with respect to the surface normal. ConstantA reflectance model providing a constant color. This model ignores the effect of all light sources and gives the same result as an environment containing a single, white, ambient source.
Multilayer Paint Options Choose a metallic flake from the Metallic flakes list and define the following properties: Lacquer specular factorDefines the specular factor of the lacquer. Lacquer transmission factorDefines how much light passes through the material. The light picks up the color of the lacquer as it passes through. Lacquer mirror factorDetermines how much light is reflected by the material. Lacquer roughnessDetermines the shininess of the lacquer. Lacquer refractionDetermines how much light bends as it passes through a surface. Metallic layer factorDetermines the amount of paint and metallic flake on a surface.
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Photorealistic Rendering
Metallic roughnessDetermines the shininess of the metallic layer. Metallic scaleDetermines the relative size of the flakes. Metallic amplitudeDetermines the size of the flakes. Metallic detailDetermines the amount of detail in the metallic layer. Metallic sharpnessDetermines the sharpness of each flake.
To Map the Checker Transparency Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the Class to a type other then Generic. 3. Select Checker for the Transparency channel in the Photolux tab. 4. Click Edit. The Checker shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all other options in the editor. 6. Edit the other attributes of the shader, if required. o o o Odd CoverageDetermines the transparency of the odd squares in the shader. Even CoverageDetermines the transparency of the even squares in the shader. FuzzDetermines the sharpness of the edges of the squares.
7. If required, position the shader using the Position container. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Brick Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Stone. 3. Click Photolux tab and select Brick for the Color channel. 4. Click Edit. The Brick shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all other options in the editor. 6. Modify the colors of the shader, if required. You can change the color of the brick or the mortar. 29
7. Edit the other attributes of the shader, if required. o o o o Brick WidthDetermines the width of each brick. Brick HeightDetermines the height of each brick. Mortar SizeDetermines the thickness of mortar between the bricks. FuzzDetermines the sharpness of the edge of the bricks.
8. If required, you can position the shader using the Position container. 9. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Checker Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Pattern. 3. Click Photolux tab and select Checker for the Color channel. 4. Click Edit. The Checker shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Modify the colors of the shader, if required. You can modify the color of the odd and even squares. 7. Edit Fuzz of the shader, if required. Fuzz determines the sharpness of the edges of the squares. 8. If required, you can position the shader using the Position container. 9. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Dimple Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Dimple for the Bump channel. 4. Click Edit. The Dimple shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Edit the other attributes of the shader, if required. 30
Photorealistic Rendering o o o o
SeparationDetermines the distance between the centers of adjacent dimples. RadiusDetermines the radius of each dimple. Center DepthDetermines the maximum depth of each dimple. The depth of a dimple cannot be greater than its radius. BlendDetermines the amount of blending between the dimple and the surface.
7. If required, you can position the shader using the Position container. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Dots Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Pattern. 3. Click Photolux tab and select Dots for the Color channel. 4. Click Edit. The Dots shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Modify the colors of the shader, if required. You can specify the color of the background and the color of the dots. 7. Edit the other attributes of the shader, if required. o o o SeparationDetermines the distance between the centers of adjacent dots. RadiusDetermines the radius of the dots. Edge SoftnessDetermines the softness of the sphere boundaries.
8. If required, you can position the shader using the Position container. 9. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Grid Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Pattern.
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3. Click Photolux tab and and select Grid for the Color channel. 4. Click Edit. The Grid shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Modify the colors of the shader, if required. You can specify the color of the background and the color of the grid. 7. Edit the other attributes of the texture, if desired. o o o o WidthDetermines the width of each square. HeightDetermines the height of each square. Grid SizeDetermines the width of the grid lines. FuzzDetermines the sharpness of the edges of the squares.
8. If required, you can position the shader using the Position container. 9. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Grid Transparency Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Grid for the Transparency channel. 4. Click Edit. The Grid shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Edit the other attributes of the shader, if required. o o o o o WidthDetermines the width of each square. HeightDetermines the height of each square. Grid SizeDetermines the width of the grid lines. TransparencyDetermines the transparency of the squares. FuzzDetermines the sharpness of the edges of the squares.
7. If required, you can position the shader using the Position container. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result.
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Photorealistic Rendering
To Map the Knurl Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Select Knurl for the Bump channel in the Photolux tab. 4. Click Edit. The Knurl shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Edit the other attributes of the shader, if required. o o AmplitudeDetermines the maximum height of each knurl. BlendDetermines the amount of blending between the knurl angles.
7. If required, you can position the shader using the Position container. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Leather Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Leather for the Bump channel. 4. Click Edit. The Leather shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. If required, edit the following properties of the leather shader's cells: o o o o Cell amplitudeDetermines the height of each leather cell. IrregularityDetermines the overall shape of each leather cell. The shape can vary from square to irregular convex. Smooth minDetermines the smoothness of the edges of the leather cells by defining the minimum smoothness. Smooth maxDetermines the smoothness of the edges of the leather cells by defining the maximum smoothness.
7. Edit the rough properties of the shader. The rough properties specify the high frequency bumps that occur within cells: o Rough amplitudeDetermines the size of the bumps. 33
8. Edit the curve properties of the shader. The curve properties specify the shape of the grooves between cells: o o Curve amplitudeDetermines how curved the edges of the cells are. Curve frequencyDetermines how jagged the edges of the cells are.
9. Edit the fold properties of the shader. The fold properties specify the widespread undulating pattern used to simulate wrinkles in the leather: o o Fold amplitudeDetermines the height of the fold. Fold frequencyDetermines the amount of folds.
10. Determine the complexity of the Rough, Curve, and Fold properties by editing the values of the following: o o o Rough detailDetermines the detail in the bumps. Curve detailDetermines the amount of detail in the curves between cells. Increase this value to create a more creased appearance. Fold detailDetermines the amount of detail in the fold.
11. If required, you can position the shader using the Position container. 12. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Rough Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Rough for the Bump channel. 4. Click Edit. The Rough shader parameters dialog box opens. 5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Edit the other attributes of the shader, if required. o o o AmplitudeDetermines the extent of the roughness. DetailDetermines the complexity of the map. SharpnessDetermines the sharpness of the edge of the rough areas.
7. If required, you can position the shader using the Position container. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. 34
Photorealistic Rendering
To Map the Solid Casting Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Solid Casting for the Bump channel. 4. Click Edit. The Solid Casting shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. If required, edit the other properties of the shader: o o o o Casting AmplitudeDetermines the height of the casting displacements. Dented AmplitudeDetermines the depth of the indentations in the casting displacements. Dented ScaleDetermines a relative scale for dents. Increasing this value makes the surface dents appear larger. Dented ThresholdDetermines the relative displacements and indentations. Increasing this value makes the surface appear more irregular.
7. If required, define the complexity of the shader by controlling the value of Detail. 8. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Checker Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Pattern. 3. Click Photolux tab and select Solid Checker for the Color channel. 4. Click Edit. The Solid Checker shader parameter dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader.
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6. Modify the colors of the shader, if required. You can change the color of the odd and even checker squares. 7. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Clouds Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the Class to Stone. 3. Click Photolux tab and select Solid Clouds from the Color channel. 4. Click Edit. The Solid Clouds shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. Modify the colors of the shader, if required. You can change the color of the background and the clouds. 7. Modify the value of Detail, if required. This value determines the level of complexity of the clouds; higher values make the clouds appear wispier. 8. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Dots Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Pattern. 3. Click Photolux tab and select Solid Dots for the Color channel. 4. Click Edit. The Soild Dots shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. Modify the colors of the shader, if required. You can change the color of the background and dots.
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Photorealistic Rendering
7. Edit the pattern properties of the shader: o o o SeparationDetermines the distance between the centers of adjacent dots. RadiusDetermines the radius of the dots. SharpnessDetermines the sharpness of the sphere boundaries.
8. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Eroded Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Solid Eroded for the Transparency channel. The Solid Eroded shader provides the illusion of erosion on the surface of a model. 4. Click Edit. The Solid Eroded shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. If required, edit the following properties of the shader: o o CoverageDetermines the degree of erosion. FuzzDetermines the sharpness of the edges of erosion.
7. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Glow Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Solid Glow for the Transparency channel. Note: Use this option to create the illusion of a glow on a surface. A light source is necessary to see the effect of the glow. Glow is typically applied to spherical surfaces and the effect depends on the angle between the surface and the eyepoint. 4. Click Edit. The Solid Glow shader parameters dialog box opens.
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5. If required, edit the coverage properties of the shader. Coverage specifies how widespread the glow effect is: o Center CoverageDetermines the opacity of the glow at the center of the surface. Full center glow and minimum edge glow creates the effect of a diminishing glow surrounding a light source. Edge CoverageDetermines the opacity of the glow at the edges of the surface. Full edge glow and minimum center glow creates the effect of a bubble surrounding a light source. Zero AngleDetermines the angle from the eyepoint at which the glow becomes fully transparent. Edge FalloffDetermines the rate of falloff of the glow.
o o
6. You can also edit the noise properties of the glow: Noise DensityDetermines the sharpness of the edge of the glow. 7. Edit the other attributes of the shader if required: o ScaleEnter a value that is approximately the size of the model to begin with and increase it or decrease it as required. This value affects the other noise attributes therefore it is important to set it correctly. DetailDetermines the amount of detail in the glow.
8. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Leather Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Solid Leather for the Bump channel. 4. Click Edit. The Solid Leather shader parameters dialog box opens. Note: Leather is defined by a series of cells of unit size that can vary in shape. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. If required, edit the following properties of the leather shader's cells: o o Cell amplitudeDetermines the height of each leather cell. IrregularityDetermines the overall shape of each leather cell. The shape can vary from square to irregular convex.
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Photorealistic Rendering o o
Smooth minDetermines the smoothness of the edges of the leather cells by defining the minimum smoothness. Smooth maxDetermines the smoothness of the edges of the leather cells by defining the maximum smoothness.
7. If required, edit the rough properties of the shader. The rough properties specify the high frequency bumps that occur within cells: o o Rough amplitudeDetermines the size of the bumps. Rough frequencyDetermines the amount of bumps.
8. If required, edit the curve properties of the map. The curve properties specify the shape of the grooves between cells: o o Curve amplitudeDetermines how curved the edges of the cells are. Curve frequencyDetermines how jagged the edges of the cells are.
9. If required, edit the fold properties of the map. The fold properties specify the widespread undulating pattern used to simulate wrinkles in leather: o o Fold amplitudeDetermines the height of the fold. Fold frequencyDetermines the amount of folds.
10. You can also determine the complexity of the rough, curve and fold properties by editing the values of the following: o o o Rough detailDetermines the detail in the bumps. Curve detailDetermines the amount of detail in the curves between cells. Increase this value to create a more creased appearance. Fold detailDetermines the amount of detail in the fold.
11. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Marble Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Stone. 3. Select Solid Marble for the Color channel in the Photolux tab. 4. Click Edit. The Solid Marble shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader.
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6. Modify the colors of the shader, if required. You can change the ground (base) color and vein color. 7. You can edit the following properties of the shader, if required: o o o Vein ContrastVaries the contrast of the color bands within the veins. Increase this value to produce a greater contrast of colors. GrainDetermines the amplitude of the marble crystal grain. Increase this value to accentuate the granularity of the marble. Grain ScaleDetermines the size of the crystal grain.
8. You can define the level of complexity in the bands of the marble by controlling the value of Detail. 9. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Solid Rough Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Solid Rough for the Bump channel. Note: The Solid rough shader provides a cast metal-like finish to a model. 4. Click Edit. The Solid Rough shader parameters dialog box opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. If required, edit the properties of the shader: o o o AmplitudeDetermines the extent of the surface roughness. DetailDetermines the complexity of the texture. SharpnessDetermines the sharpness of the changes between the highs and lows of the surface.
7. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map Solid Wood Shaders 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens.
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2. Set the appearance Class to Wood. 3. Click Photolux tab and select any one from the solid wood shaders available in the Color channel. 4. Click Edit. The shader parameter dialog box for the respective shader opens. 5. Specify a value for Scale. Enter a value that is approximately the size of the model to begin with and increase it or decrease it as required. Note: This value affects all of the other attributes of the solid shader therefore it is important to set it correctly before modifying any other values of the shader. 6. Modify the colors of the shader, if required. You can change the color of the wood, the color of the grain within the wood, and the ring color. 7. dit the other attributes of the shader, if required: o o o o Ring Fuzz InDetermines the sharpness of the inner ring edge, the side of the ring toward the trunk center. Ring Fuzz OutDetermines the sharpness of the outer ring edge, the side of the ring away from the trunk center. Ring WidthDetermines how much of the wood is covered by rings. GnarlDetermines the smoothness of the rings inside the trunk. Increasing this value makes the ring pattern more irregular.
8. Edit the grain properties of the shader: o o o GrainDetermines the amount of grain, that is, imperfections in the wood. Ring Fuzz GrainDetermines the jaggedness of the ring edges. Grain ScaleDetermines the relative size of the grain.
9. You can position the trunk using the Position container. o o DirectionDetermines the axis of the trunk. CenterDetermines the location of the center of the trunk.
10. If the result is not desirable, edit the properties of the shader until you are satisfied with the result. To Map the Texture Brick Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Stone. 3. Click Photolux tab and select Texture Brick for the Color channel. 4. Click Edit. The Texture Brick shader parameters dialog box opens.
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5. Specify a value for Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Modify the colors of the shader, if required. You can specify two different colors for the bricks and another color for the mortar. 7. Edit the other attributes of the shader, if required. o o o o o o o Brick WidthDetermines the width of each brick. Brick HeightDetermines the height of each brick. Mortar SizeDetermines the thickness of mortar between the bricks. Rough ScaleDetermines the complexity of the roughness along each brick. Rough AmplitudeDetermines the magnitude of the roughness. OffsetDetermines the alignment of the bricks. When set to 0, all the bricks in all the rows are aligned one on the top of the other. FuzzDetermines the sharpness of the edges of the bricks.
8. If required, position the shader using the Position container. 9. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result. To Map the Treadplate Shader 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to any procedural type other than Generic. 3. Click Photolux tab and select Treadplate for the Bump channel. 4. Click Edit. The Threadplate shader parameters dialog box opens. 5. Enter the Scale. Specifying a value for Scale affects all of the other options in the editor. 6. Edit the other attributes of the shader, if required. o o o RadiusDetermines the radius of the protruding areas. AmplitudeDetermines the extent of the roughness. BlendDetermines the amount of blending between the tread and the surface.
7. If required, use the Position container to position the shader. 8. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result.
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To Map Wood Floor Shaders 1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Set the appearance Class to Wood. 3. Click Photolux tab and select a wood floor shader from the color channel. Wood floor is a pattern consisting of wooden planks combined according to the selected floor style. 4. Click Edit. The shader parameter dialog box for the respective shader opens. 5. Select the Replication Type. Replication Type determines the replication method that will be applied. 6. Modify the colors of the shader, if required. You can change the color of the wood, the color of the grain within the wood, the ring color, and the color of the groove. 7. Edit the floor properties of the shader: o o o o o o Plank LengthDetermines the length of a single plank. Plank WidthDetermines the width of a single plank. OffsetDetermines the number of planks in basic rectangle. Groove WidthDetermines the width of the groove between planks. Plank VariationDetermines the variation of brightness between planks. Pattern ScaleDetermines the relative displacement of odd and even rows of the pattern and is relative to the plank length.
8. Specify a value for Scale. Scale represents the scale of the wood floor. You might not want to modify this value until you have rendered a small portion of your model and seen the results. Specifying a value for Scale affects all of the other options in the editor. 9. Edit the other attributes of the shader, if required: o o Ring Fuzz InDetermines the sharpness of the inner ring edge, that is the side of the ring toward the trunk center. Ring Fuzz OutDetermines the sharpness of the outer ring edge, that is the side of the ring away from the trunk center.
10. If required, use the Position container to position the shader. 11. If the result is not desirable, edit the properties or position of the shader until you are satisfied with the result.
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Types of Mapping You can select one of the following projections for the selected surface or surfaces under Mapping in the Position container of the Appearance Editor dialog box: PlanarTo use on a flat, uncomplicated object or surface. The map drops over the entire applied area. You can use a projection-based method to map a single material across multiple surfaces. The projection is based on a coordinate system parallel to the screen. To map surfaces for a specific rendering view, create the required rendering view and map the view with a planar projection. Render the model to create the image. You can also select a coordinate system to orient the texture along the z-axis. CylindricalTo use on rounded objects or surfaces. By default, the map is oriented relative to the screen coordinate system. You can orient the map to a user-defined coordinate system. For best results, orient the coordinate system such that the yaxis points along the axis of the cylindrical shape. SphericalTo use on spherical objects or surfaces. By default, the map is oriented relative to the screen coordinate system. You can orient the map to a user-defined coordinate system. For best results, orient the coordinate system such that the yaxis points along the axis of the spherical shape. ParametricTo use on surfaces in your model that you can map individually with a material. This method maps according to the u-v coordinates of a surface. An easy way to tell if Parametric will work well for a surface is to examine its mesh lines. If a surface has regular mesh lines, then Parametric may be a good mapping method. Parametric mapping maps a complete copy of the material map onto each surface. If you have selected multiple surfaces, each surface is mapped independently with the complete material map. Positioning the Appearance Shaders Using the Position Container You can use the Position container in the Appearance Editor dialog box for the relevant shader parameter to position the shaders. The following options in the Position container determine the position of the shader on the selected surface or surfaces: MappingDetermines the projection type of the shader on the selected surface or surfaces. You can select from the Planar, Cylindrical, Spherical and Parametric mapping types from the Type box. CopiesSingle maps one copy of the shader. Multiple copies completely fill the surfaces. Use the Repeat thumbwheel to specify how many copies of the shader are mapped across the surfaces. For the Cylindrical and Spherical mapping types, a value of 1.000 for Single implies that one copy of the texture covers 180 degrees of the map, while a value of 1.000 for Multiple implies that two copies of the texture cover 360 degrees of the map. PositionAdjusts the orientation of the map in the x- or y-direction.
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RotateModifies the rotation of the map about the origin. The range is -180 to 180 degrees. FlipMirrors the map in the horizontal or vertical direction.
Note: You can position only some shaders using the Position container. About Additional Shaders The following are some additional shaders available for the Photolux renderer under the Photolux tab of the Appearance Editor dialog box: For the Plain class under Reflectance: ConstantA reflectance model providing a constant color. This model ignores the effect of all light sources and gives the same result as an environment containing a single, white, ambient source. For the Wood class under Color: Simple WoodA simple wood pattern with concentric rings of light and dark wood. For the Stone class under Color: Blue MarbleA solid texture giving the appearance of a blue marble. Brick BondsA wrapped color source shader in which you can choose from several brick bonding patterns. Roof TilesA wrapped color shader that simulates various styles of roof tiles.
For the Pattern class under Color: TurbulentA shader that simulates turbulent medium variations. DiagonalA shader pattern giving a line across the leading diagonal of the texture space.
For the Metal class under Reflectance: Chrome 2DA chrome-like reflectance using a two-dimensional chrome map. For the Fabric class under Reflectance: Basic FabricA reflectance shader that simulates the directional reflectance properties of surfaces consisting of woven threads. For the Custom class under Reflectance: PhongA reflectance model conforming to the popular Phong model in which reflections are greatest in the mirror direction of a surface opposite to the viewing direction with respect to the surface normal. For the Custom class under Color: ChromeA color source that provides simple chrome-like reflections. Wood
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For the Custom class under Transparency: Plain CoverageA plain, uniform transparency. SquareA transparency shader that provides a single square aligned with the texture space.
You can edit the parameters of these shaders by clicking Edit for the respective shader in the Photolux tab of the Appearance Editor.
DecalsDecals are specialized texture maps such as company logos or text that are applied to a surface. A decal is a texture with an alpha or transparency mask. If the alpha value for a pixel is greater than zero, the pixel color is mapped onto the surface. If the alpha value is zero, the base texture color of the surface is visible through the pixels. The process is analogous to laying a stencil on a surface and painting a texture over the stencil. When you pull off the stencil, you leave behind a decal on the surface.
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The following watch model has two decals, the face of the watch and the words PARAMETRIC TECHNOLOGY.
Bump mapsBump maps are single-channel texture maps that represent height fields. Normal vectors are affected by the height values during surface shading. The resulting shaded surface has a wrinkled or irregular appearance. The effects of a bump map texture are displayed only when you render a image using Render Model. In interactive graphics, the bump map is displayed over the base color or texture to simulate the effect. In the Appearance Placement dialog box, under Properties, use the Map tab page to adjust bump height. If you specify a negative value, the bumps become depressions or indentations on the surface. This model of a tire tread is an example of how bump maps can be used to simulate surface roughness.
You can view textures in shaded display if you have selected Textures in the Shade tab of the Model Display dialog box (View > Display Settings > Model Display). Although it is possible to place a texture on more than one surface at a time, it is best to place the map on each surface individually to ensure that the maps are correctly oriented. Depending on the texture, some experimentation may be required to get satisfactory results.
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3. If required, create a color for this appearance using the Color Editor dialog box. Usually, a color is required to define an appearance when you are using bump maps and decals, for which the color is below the texture. Color textures typically cover an entire surface or part. Therefore, they override any underlying basic color. 4. Under Properties, click the Map tab and click on the Bump, Color Texture, or decal swatch to invoke the Bump Placement, Color Placement, or Decal Placement dialog box. 5. Change the bump height and decal intensity coefficients as needed. 6. If required, type a name for the appearance. 7. Click OK to finish defining the appearance. The name is displayed as you move the cursor over the appearance swatch in the Appearance Palette.
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In the above image, the intersection of the two rings at the front side of the sphere defines the source point on which the frame is located. The center of the sphere is called the aim point. This aim point along with the source point and image origin define the mapping or projection direction.
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You can hold down the SHIFT key and drag the aim point to snap it to the nearest geometry. You can move the entire sphere by dragging the line connecting the source and aim points. When the source point is close to lining up with the aim point in the current view, that is, when the line connecting the source and aim points gets close to being perpendicular to the current view, gravity snaps the source point into place. Note: Snapping the source point into place means aligning the source point in such a way that the line connecting the source and aim points is perpendicular to the current view.
To Place Textures
1. Click or View > Color and Appearance. The Appearance Editor dialog box opens. 2. Select the required appearance from the Appearance Palette. Note: You cannot modify default appearances from the Appearance Palette. However, you can make a copy of the of the default appearances. When you click or Material > New, a copy of the appearance is made. The Appearance Editor allows you to change the name and properties of the copy. 3. Click File > System Library in the Appearance Editor to select textures from the library. 4. Under Assignment, choose whether you want to apply the texture to the entire part, surfaces, quilts, datum curves, or all objects. 5. Under Properties, in the Map tabbed page, click the following swatches: o o o BumpTo specify the image to be used for the Bump map. The Bump Placement dialog box opens. Color TextureTo specify the image to be used for the Color Texture map. The Color Placement dialog box opens. DecalTo specify the image to be used for the Decal map. The Decal Placement dialog box opens.
6. In the Positioning container, under Mapping, select one of the following projections for the selected surface or surfaces in the Bump Placement, Color Placement, and Decal Placement dialog box: o o o PlanarTo use on a flat, uncomplicated object or surface. CylindricalTo use on rounded objects or surfaces. SphericalTo use on spherical objects or surfaces.
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ParametricTo use on surfaces in your model that you can map individually with a material.
Note: o The Mapping type is synchronized across Bump, Color Texture, and Decal. For example, if you change the Mapping type for Bump from Planar to Spherical, the Mapping type for Texture and Decal also changes to Spherical. Changing the Mapping type does not affect the placement parameters.
7. Click OK in the Bump, Color, or Decal Placement dialog box to apply the mapping and close the dialog box. 8. Click Apply under Assignment in the Appearance Editor dialog box. 9. Click the Bump, Color Texture, or Decal swatch again to open the respective Placement dialog boxes. The Mapping type that you selected in step 7 is active when the Placement dialog box opens. Depending on the Mapping type that you selected, a frame and a sphere with direct manipulation controls appear in the graphics area. Use these controls to scale, rotate, and flip the texture. Note: A frame and a sphere with direct manipulation controls do not appear for the Parametric mapping type or in the non-shaded display mode. and select a new coordinate system. The frame and the 10. If required, click sphere with direct manipulation controls reorient themselves and the new coordinate system is the center of the sphere or aim point. 11. Select the required number of Copies, either Single or Multiple. If you select Multiple, the texture map is repeated across the object or surface. Note: For Cylindrical and Spherical mapping types, a value of 1.000 for Single implies that one copy of the texture covers 180 degrees of the map, while a value of 1.000 for Multiple implies that two copies of the texture cover 360 degrees of the map. 12. Click OK in the Bump, Color, or Decal Placement dialog box to place the texture and close the dialog box. 13. Click Close to close the Appearance Editor dialog box.
To Manipulate Textures
1. Click or View > Color and Appearance. The Appearance Editor dialog box opens. 2. Click the Bump, Color Texture, or Decal swatch to open the Bump, Color, or Decal Placement dialog box, respectively.
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3. In the Bump, Color, or Decal Placement dialog box, select the mapping type as Planar, Cylindrical, or Spherical. A frame and sphere with handles are displayed in the Pro/ENGINEER graphics area. 4. To directly manipulate the texture in the graphics window, perform one or more of the following operations using the handles: Scale operation Use the handles on the frame to scale the texture while placing it. By default, the scaling is symmetrical around the center axis of the frame. o o o o Drag any corner of the frame to simultaneously scale the texture in the X and Y directions. Drag an edge handle for scaling in either the X or Y direction. Alternatively, under Repeat, use the thumbnails to specify values for X and Y to scale the texture. Hold down the CTRL key and drag a corner or edge handle to scale the texture asymmetrically around the center axis. When you hold down the CTRL key and drag a corner or edge handle, only that corner or side of the frame moves while the opposite side is stationary. Hold down the SHIFT Key and drag a corner or edge handle to lock the aspect ratio while scaling the texture symmetrically around the center axis. Hold down the CTRL and SHIFT keys simultaneously and drag a corner or edge handle to lock the aspect ratio while scaling the texture asymmetrically around the center axis. If required, click Reset to align the frame to the initial position when the appearance texture was applied.
o o
Before Scale
After Scale
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Rotate operation o Drag the rotation handle on top of the frame to rotate the texture. Note: While using the rotation handle to rotate the texture, gravity will snap the rotation at 0, 90, 180, and 270 degrees. o o Alternatively, under Position, use the thumbwheels to specify a value for Rotate to rotate the texture. If required, click Reset to align the frame to the initial position when the appearance texture was applied.
Before Rotate
After Rotate
Pole rotation o Drag the pole handle or icon on top of the frame to rotate the axis of the sphere along with the texture. For Planar Mapping type, the pole handle is displayed as . . .
For Cylindrical Mapping type, the pole handle is displayed as For Spherical Mapping type, the pole handle is displayed as
Note: While using the rotation handle to rotate the texture, gravity will snap the rotation at 0, 90, 180, and 270 degrees. o o Alternatively, under Mapping, use the thumbwheels to specify a value for Pole to rotate the texture. If required, click Reset to align the frame to the initial position when the appearance texture was applied.
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After Pole
Click inside the frame and drag anywhere in the graphics window to the frame in a translational manner. Hold down the SHIFT Key while dragging the frame to make it move either along the horizontal direction or along the vertical direction. Alternatively, under Position, use the thumbwheels to specify values for X and Y to move the frame center.
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Flip the applied texture o Right-click any corner handle of the frame and click Flip to flip the texture.
Before Flip
After Flip
You can flip the textures diagonally, horizontally, or vertically. o o o Right-click any corner handle of the frame and select Flip to flip the texture diagonally. Right-click any of the edge handles on the right or left edge of the frame and click Flip to flip the texture horizontally. Right-click any of the edge handles on the top or bottom of the frame and click Flip to flip the texture vertically. Alternatively click the texture vertically. to flip the texture horizontally or click to flip
5. Click OK in the Bump, Color, or Decal Placement dialog box to place the texture and close the dialog box. 6. Click Close to close the Appearance Editor dialog box.
3. Select a surface from the active model. 4. Click the Map tab. 5. Click the Bump, Color Texture, or Decal swatch. The Bump Placement, Color Placement ,or Decal Placement dialog box opens. If you had previously selected a non-parametric mapping for the texture, a sphere and a frame with direct manipulation controls appear. Note: Within an Assembly, direct manipulation controls are available for edit only for the top-level assembly surfaces and quilts. Clicking From model on component level appearances that have textures allows modification through the Appearance Placement Editor only. You cannot change mapping types of such appearances at the assembly level. You can edit mapping types of only top level assembly surfaces and quilts. 6. If required, change the number of Copies and the Mapping type. 7. Scale, rotate, or flip the texture, or move the frame using the controls on the sphere and frame. 8. Click Apply and OK in the Bump, Color, or Decal Placement dialog box, respectively, to place the texture. 9. Click From Model again to exit the edit mode or, click Close to close the Appearance Editor dialog box.
9. Under Assignment, click Apply to apply the copied appearance to the required assignments. 10. Click the Bump, Color Texture, or Decal swatch.
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11. If required, change the number of Copies and the Mapping type. 12. Scale, rotate, or flip the texture, or move the frame using the controls on the sphere and frame. 13. Click OK in the Bump, Color, or Decal Placement dialog box to apply and place the texture. 14. Click From Model again to exit the edit mode, or click Close to close the Appearance Editor dialog box.
To Save Textures
1. Open a model in Pro/ENGINEER.
or click View > Color and Appearance. The Appearance Editor 2. Click dialog box opens. 3. Click From Model and select a surface. The appearance that is embedded in the selected surface is loaded into the Appearance Editor dialog box. 4. Under Properties, click the Map tab. The textures used with the appearance are displayed under Bump, Color Texture, or Decal. 5. Click the texture box next to Bump, Color Texture, or Decal. The Bump, Color, or Decal Placement dialog box opens, respectively, and displays the textures used with the appearance. 6. Select the required texture in the texture palette. 7. Click Texture > Show texture. The selected texture is displayed in the Image Editor. 8. In the Image Editor, click File > Save As and save the texture. Note: If the individual texture files are not available for embedded textures, that is, for textures saved with the model, then this procedure is the only way of extracting the individual texture from the model and saving it. To save the textures applied to the walls of a room, open the Room Editor dialog box and select a wall. In the Room Appearance Editor dialog box that opens, select a texture map and save it in the Image Editor. To save the textures with the model, set the save_texture_with_model configuration option to yes.
To Display Textures
1. Click Tools > Environment. The Environment dialog box opens. 2. Select Textures and click Apply to display the textures used for the model. or 57
1. Click View > Display Settings > Model Display. The Model Display dialog box opens. 2. Click the Shade tab. 3. Under Enable, select Textures to display the textures used for the model.
To Remove Textures
1. Click or click View > Color and Appearance. The Appearance Editor dialog box opens. 2. Under Properties, click the Map tab. 3. Click the Bump, Color Texture, or Decal swatch. The Bump, Color, or Decal Placement dialog box opens. or click Texture > 4. Select the texture that you want to remove and click Delete. The texture is removed from the Texture Palette.
Both licensed and free LWA materials can be either public or private or they can have a combination of public and private appearances. Private (Copy-protected)You cannot view the shader parameters of the private LWA appearances in the Appearance Editor and therefore, cannot edit them. PublicYou can view and edit the contents of public LWA appearances.
You can access the LWA materials from the Appearance Editor by clicking File > Open. If you set the pro_lwa_library configuration option to the LWA materials directory, then the LWA materials under that directory are appended to the Photolux System Library list. You can then access the LWA materials from the Appearance Editor by clicking File > Photolux System Library. If you select an LWA material that requires a license, Pro/ENGINEER displays a License Validation dialog box in which you must specify a valid license key to use
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the required material set. The License Validation dialog box also contains the LWA material information that is required to purchase the license key. For LWA files that require licenses, Pro/ENGINEER checks for licenses during the following operations: Loading a licensed LWA material from a part or an assembly into the Appearance Editor. Rendering a model that has been saved with licensed LWA materials. Loading licensed LWA materials into the Appearance Editor by clicking File > Open.
Note: The Skip and the Do not show this dialog again options in the License Validation dialog box are available only when you render a model that has LWA materials applied to it. Click Skip in the License Validation dialog box to skip the LWA license validation process for the current LWA material and replace it with the default material appearances. Click Do not show this dialog again in the License Validation dialog box to skip the LWA license validation process for all the LWA materials that do not have a valid license and replace these materials with the default material appearances. On completing the rendering process, click Info > Session Info > Message Log to refer to the list of LWA materials that failed the license validation.
license key, then Pro/ENGINEER does not inform you of the error. The license.txt file is also updated with the incorrect license key due to which license validation fails each time you try to load the archive and you are prompted to enter the correct license key again. Ensure that you have write permissions for the license.txt file itself and its parent directory. If Pro/ENGINEER tries to write to the file and fails because of inadequate permissions, an error message is displayed. When obtaining a license key, the LightWorks-Users Web site may also provide license data along with the license key. If this license data is different from the existing license data in the License Validation dialog box, then type the new license key in the License Key box as follows: <new license key>:<new license data> Each license key is locked to a specific computer and user.
To Create a license.txt File for the Licensed LWA Material 1. Open a new text document. 2. For each licensed LWA material, type the license ID, license key, and license data in a line, each separated by a space, starting with the first line in the text document. 3. Click File > Save As. The Save As dialog box opens. 4. Browse to the Pro/ENGINEER working directory or to the directory set by the pro_lwa_license_path configuration option. 5. Specify the name of the file as license.txt and click Save.
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Lights
About Lights
All renderings must have a light source. The quality of an image is enhanced when you use lights to highlight portions of the model or to create back lighting. For a shaded image, you can have a maximum of 6 user-defined lights and 2 default lights using the Light Editor dialog box. You can apply a light scatter effect to only the Lightbulb and Spotlight type of lights. Each light that you define for a model increases rendering time. The available types of light are: AmbientAmbient light illuminates all surfaces equally. The position of the light in the room has no effect on the rendering regardless of the angle between the model and the light source. Ambient light exists by default and cannot be created. LightbulbThis light is similar to light from a bulb in a room where the light radiates from the center. The light reflected off a surface varies, depending on the surface position with respect to the light.
DistantDirectional light casts parallel light rays illuminating all surfaces at the same angle, regardless of the position of the model. This type of light simulates the sun or any other distant light source.
SpotA spotlight is similar to a lightbulb but its rays are confined within a cone, called the spot angle.
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SkylightSkylight provides a way to simulate the sky using a hemisphere that contains a number of light source points. To accurately render the skylight, the Photolux renderer must be used. If Photorender is used as the renderer, this light is treated as a single source of distant light type. EnvironmentUses a High Dynamic Range Image (HDRI) to illuminate the model. This type of light can be used only with the Photolux renderer. If the renderer is set to Photorender, the Environment light is not displayed in the lights palette.
To Create Lights
1. Click opens. 2. Click or click View > Model Setup > Lights. The Light Editor dialog box
to
Alternatively, click Light > New to add a new spotlight, distant light, lightbulb, or skylight to the list of lights. Note: Click to the left of each light to switch on a light, or Light > Toggle to is switched off, light is not displayed or used during
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DistantConsists of the position of the light and an aim point with a direction line. The color of the light is indicated by the color of the bottom face of the distant light. SpotlightConsists of the light position, an aim point, a direction line, an arrowhead focus angle, and a spread angle cone. The color of the light is indicated by the color of the cone's bottom face. SkylightRepresented by a hemisphere. The color of the light is indicated by the color of the skylight icon. The light source points are scattered around a virtual hemisphere, and the light icon does not represent the position of these light sources by itself. Environment LightRepresented by a hemisphere. This icon is used to position the light pole, and does not represent the position of any light source. Lightbulb Distant Light Spotlight Skylight
Note: Ambient light does not have a light icon because it does not have a position or direction. Light is updated dynamically as you manipulate the light icons in the graphics area. An active light has a larger light icon when compared to inactive lights. The size of the light icons also depends on the size of the model. Depending upon the type of light, the light icons have a maximum of four components; Source Location, Aim Point Location, Focus, and Angle. You can select the lights by clicking on the light icons in the graphics area. A light icon has the following controls: Light Source Point ControlsThis zone controls the X-, Y-, and Z-coordinates (with respect to the screen) of the light source location in the Light Editor. You can manipulate the following entities to modify the light source point: Sphere o The light source point is located at the intersection of the 2 polar rings. You can move it along the surface of an imaginary sphere. The source point component is highlighted when you move the pointer over it and while dragging. The sphere is divided into front and back hemispheres by an imaginary plane that is parallel to the screen. While dragging, when the pointer leaves the sphere's silhouette, the point movement continues onto the
o o o
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rear side of the sphere. You can do the same to come back to the front side. o You can change the size of the sphere by dragging the spheres silhouette. The silhouette edge of the sphere is highlighted when you move the pointer over it and while dragging.
The 2 Polar Rings o Holding the light source point, you can rotate the polar rings about the Xand Y-axis of the screen. You can also move the light source along the ring path by selecting and dragging either of the rings. When the light source point is located in front of the sphere, only the front portion of the ring is displayed. When the light source point is located behind the sphere, only the back portion of the polar rings is displayed as dashed lines. Drag the ring to change the size of the sphere and the location of the light source. The rings are highlighted when you move the pointer over them.
o o o o
1. 2. 3. 4.
Sphere's silhouette Y-axis ring (Polar Ring) X-axis ring (Polar Ring) Light Source
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5. 6.
Aim Point (Center of sphere)This zone corresponds to the X-, Y- and Zcoordinates of Aim Point Location in the Light Editor. o o The aim point location is highlighted when you move the pointer over it and while dragging. A line connects the aim point location and the source point of the light to indicate the direction of the light. The color of the line is also that of the light. You can move the entire sphere by dragging the direction line. In case of a spotlight, drag the black portion of the direction line to move the sphere. For other types of lights, you can move the entire direction line to move the sphere.
Note: In case of the lightbulb, the black line does not indicate direction of the light, because this light throws light in all directions. This line in case of the lightbulb and the skylight is used to move the entire sphere. You can position the aim point location in the following ways: o o You can freely drag the aim point location parallel to the screen (X- and Yaxis, no Z-axis). Based on model geometryHold down the SHIFT key and drag the aim point location. The aim point snaps to any geometry immediately behind it.
In addition to the above controls, the spotlight also has the following controls: Spread Angle for Spotlight o o The base edge of the spotlight is highlighted on moving the pointer over it. You can drag the base edge of the spotlight cone normal to the direction line to control the value of the spread angle of the spotlight.
Focus Arrow for Spotlight You can also change the focus angle of the spotlight by dragging the arrowhead of the aim point direction line. The longer the arrowhead, the sharper is the focus of the spotlight.
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HDRI or Environment lighting is available only when you set the renderer as Photolux. Pro/ENGINEER supports only the following types of HDRI Spherical, Angular spherical and Panoramic (also known as Latitude-Longitude) types.
Note: In addition to the background, the HDRI also lights the model.
Photorealistic Rendering
3. In the Basic tabbed page under Environment Lighting, click the thumbnail to select another environment Image. To preview the environment image, right click the thumbnail, and click Preview HDRI. A preview of the environment image is displayed in the Image Editor. Note: You can also load Low Dynamic Range images in the JPG and TIFF formats. However, these images do not provide the rendering quality and effects of High Dynamic Range images in the HDR and EXR formats. 4. Under Environment Lighting, specify the Accuracy as High, Medium, or Low. Accuracy corresponds to the number of samples, where Low corresponds to 50 samples, Medium corresponds to 300 samples while High corresponds to 600 samples. Higher accuracy increases rendering time. 5. Click Show Light Icons to display the environment light icon in the graphics window, even when the light is not selected in the Light Editor. 6. In the Advanced tabbed page, click Cast Shadows to cast soft or hard shadows. For hard shadows, use the slider to adjust the Noise Factor ranging from 0 through 1.00. 7. Click the Intensity tab to adjust the absolute intensity and the unit for the Environment light. 8. Under Saturation, use the saturation slider to change the color saturation of the environment light. Saturation of the Environment light ranges from -1 to 1. The default saturation value is 0. 9. Click the Position tab and use the thumbwheels under Source Location to change the position of the light along the x-, y-, and z-axes. Use the Rotation slider to rotate the light along the y-axis. You can also rotate the light by dragging the light icon in the graphics window. 10. Click or View > Render Window to render the environment lighting effects in the graphics window.
3. In the Basic tabbed page under Environment Lighting, click the thumbnail to select an environment Image.
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To preview the environment image, right click the thumbnail and click Preview HDRI. A preview of the environment image is displayed in the Image Editor. or View Model Setup > Render Setup. The Render Setup dialog 4. Click box opens. 5. In the Options tabbed page, under Model, click Reflective and select Environment. On rendering the model, the environment image is reflected on the model wherever Model is set to Reflective. Note: Room Reflections on Model will always take precedence over Environment Reflections if Render Room is ON.
Note: You can see the effect of hard and soft shadows only when you select the Photolux renderer. To render shadows using the PhotoRender type of renderer, you must select Shadows on Floor or Self Shadows in the Render Setup dialog box. For Photolux renderer, you can select Shadows under both Model and Room.
Light Definition
Lighting is crucial to a good rendering. Lighting creates dramatic effects in an image the same way photographers use lights to set up their subjects. If you have photographs of a similar design, try to recreate the lighting from the pictures. Experiment with lighting and keep the following tips in mind: A good lighting position to begin with is a little above the eyepoint and to the side (try a 45 angle), similar to a light positioned over your shoulder. Spread out your lights and do not make one light stand out too strongly. Your model will appear too harsh if you use lights emitting from only one side. Too many lights can cause a model to look washed out.
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Remember that pure white lights are only created in a laboratory situation and are not found in the natural environment. However, use only a small amount of color for most of your lights. Colored lights enhance a rendered image but can alter the appearance you have applied to your part. Here are more tips you can use to define lights: To simulate an outdoor environment, use warm colors reflecting from below to simulate the earth and cool colors from above to simulate the sky. For a studio setting, use lights that are close to white. Use a directional light with HSV values of 10, 15, 100 to simulate sunlight. Use a directional light with HSV values of 200, 39, 57 to simulate moonlight. Use a point light with HSV values of 57, 21, 100 to simulate an indoor lamp.
Some of these recommendations include HSV values for lighting. These values may work for a majority of cases, but remember that HSV values look different depending on your monitor calibration. If you have customized your monitor, these values might not work for you.
2. Select the light that you want to modify. 3. Click Reset to restore the active light to its default position. 4. Under Basic, specify a name and color to define any or a combination of the following types of lights: Lightbulb Spotlight Distant light Skylight You can also specify the Color Temperature for these lights. The default color temperature is set to None. 5. Under Spotlight, specify additional definitions for spotlights. o o AngleControls the size of the light beam. The spot angle is the diameter of the beam. FocusControls the focus of the light beam.
6. Under Sky Light and Environment Lighting in the Basic tabbed page the Accuracy as Low, Medium, or High for the skylight, where Low correspondents to 50, Medium corresponds to 300, while High corresponds to 600. 69
Note: Higher accuracy increases rendering time. 7. Select Show Light Icons to display light in the graphics window. This enables you to adjust the position of the lights. In case of spotlights, the Show Light Icons help in adjusting the spot angle. 8. Under Shadows in the Advanced tabbed page, click Cast Shadows and click Soft or Hard shadows. For hard shadows of skylight and environment light, specify the Noise factor. Noise factor controls the magnitude of noise in the hard shadow. The Noise factor slider value ranges from 0 through 100. Cast Shadows casts shadows during a rendering. By default, shadows are cast for the default distant light. 9. Lens Flare ThresholdControls the lens flare for spotlight and lightbulb. The Lens Flare Threshold slider value ranges from 0 through 100. Note: If the threshold value of the light is less than the threshold value set in Lens Flare effects, lens flare will not be generated for that light. 10. Under Absolute Intensity in the Intensity tabbed page, specify the following definitions for lightbulb, spotlight, skylight and Environment light: o Absolute IntensityAdjusts the absolute intensity of light. Use the thumbwheel to specify the value. You can see the effect of the light intensity only when you select the Photolux renderer. UnitDetermines the intensity of the light. You can choose Brightness, Candelas, Kilocandelas, Lumens, or Kilolumens for spotlight and lightbulb,or Brightness, Lux, Kilolux and Footcandles for distant light, skylight, and Environment light as the unit of light intensity.
Under Light Scatter in the Intensity tabbed page, specify the following options: o ScatterScatters the light for the lightbulb and spotlight type of lights. You can see the effect of scattered light only when you select the Photolux renderer, and enable Scatter in the Effects Editor with appropriate parameters. FalloffDetermines whether light intensity diminishes from the source. You can diminish light using a natural or linear method or you can turn off Falloff. Note: Falloff is available for spotlight and lightbulb. To scatter light during the rendering, select Light Scatter in the Effects Editor dialog box. Note: Scatter is unavailable for distant light, skylight, and Environment light. 11. Under Position, specify the following options: o Source LocationPositions the light in the x-, y-, or z-direction. This is independent of the default Pro/ENGINEER coordinate system. The zdirection is always perpendicular to the screen or view.
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Note: Aim Point Location is unavailable for light bulb, skylight, and environment light contain a number of light source points. o Locked toFixes a light to an object or a view. CameraThe light is fixed in a position relative to the camera. ModelFixes a light to the model. The light illuminates the same point on the model at all times, independent of the viewpoint. StudioFixes a light to the studio. The light illuminates the same point in the view at all times, independent of the room and model rotations. RoomFixes light at the same position, relative to the room. For example, if you place a light in the top left corner of the room, it always stays in the same corner of the room.
2. Select the light that you want to modify. The light icon is displayed in the graphics area. Within the graphics area, you can modify the light in the following ways: o Place the pointer over the light source that you want to modify and drag it along the polar ring to the required location. To snap the light source to any geometry closest to the pointer, hold down the SHIFT key while dragging the light source. You can move the aim point independently of the light source by dragging the aim point to the required location. This also changes the direction of the light. To snap the aim point to any geometry closest to the pointer, hold down the SHIFT key while dragging the aim point. Change the spread angle of the spotlight by dragging the base edge of the spotlight. The base edge is highlighted when you move the pointer over it. You can also change the focus of the spotlight by dragging the arrowhead on the direction line of the aim point. To move the entire silhouette sphere, drag the direction line of the aim point. In case of a spotlight, drag the black portion of the direction line to move the entire sphere.
Note: Changes to the light parameters in the graphics area are synchronized with the values in Light Editor dialog box and vice versa.
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To Delete Lights
1. Click opens. or View > Model Setup > Lights. The Light Editor dialog box
2. Select the light you want to delete from the light list. You can delete all the lights in the list except the default lights. 3. Click or Light > Delete to delete the selected light.
2. Click File > Save As in the Light Editor dialog box. The Save As dialog box opens. 3. Type a name for the light file. 4. Click OK. The light files are saved with a .dlg extension. Note: Lights scale and reposition parametrically according to the size and position of the model. This makes the light files reusable with any kind of geometry. To take full advantage of this capability, save your light files that were created in Pro/ENGINEER Wildfire 2.0 or earlier releases to the Pro/ENGINEER Wildfire 3.0 format.
2. Click File > Open. The Open dialog box opens. Locate the required light file and click OK. or Click File > System Library to open a predefined light file. The System Library dialog box opens. Select the required light file and click light file to load the light in the Light Editor dialog box. 3. Click Close. Note: To open a light file from a release prior to the Pro/ENGINEER Wildfire, select a file with the .lgh extension from the Open dialog box. or double click any
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Environment
About the Effects Editor
Use the Effects Editor dialog box to set advanced render functionality. All the options in this dialog box are supported by Photolux rendering and are available only with an optional Photolux license. Use this dialog box to define and modify a new environment, open a saved one, or access the system library of environments. The following options are available in the Effects Editor dialog box: Light ScatterSimulates the atmospheric scattering of light within a medium such as a smoky room or a hazy atmosphere. Lightbulbs and spotlights support light scatter. FogAdds a fog effect to a rendering. Visible Light Lens FlareSimulates the lens flare effect that is produced when a camera is pointed towards a light. Lens flare is produced by lightbulbs and spotlights. Hidden Light Lens FlareSimulates the hidden light lens flare effect. BackgroundPlaces a background behind the scene. The background simulates the model in a particular setting and is rendered behind the model and the room. Depth of FieldProduces varying focus throughout a scene. Depth of Field is available only for rendering in the perspective view.
Note: Fog and Light Scatter are mutually exclusive that is you cannot select both for a single image. Environment settings are saved in a file with the .den extension.
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5. Specify the following: o o DistanceSpecifies the distance, in model units, that the fog extends to from the eyepoint. DensitySpecifies the density of the fog.
6. If required, select Fog Background to render the fog over the background as well as over the geometry including the room. 7. For additional layered fog properties, specify the following: o o HeightSpecifies the height to which the fog extends in the room from the selected falloff wall. FalloffSpecifies the direction in which the fog decreases relative to the room. For example, if you choose ceiling, the fog falls off from the ceiling of the room towards the floor.
8. Click Close.
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Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Perspective dialog box opens. 2. Use the Perspective dialog box to set the perspective view. 3. Click View > Model Setup > Effects. The Effects Editor dialog box opens. 4. Select Depth of field and click Settings. The Depth of Field Settings dialog box opens. 5. Select Camera or Planes to define depth of field by either describing a camera model or a pair of focus planes, respectively. 6. Select Auto Focus to automatically focus at a certain position in the scene. You can use Auto Focus in conjunction with either Camera or Planes. 7. If you have selected Camera, the scene is in focus at a single plane. The rate of change of focus is controlled by the F-Stop value. Specify the following properties: o F-StopSpecifies the aperture opening of the camera. This value is analogous to how you set up a camera, although you are not restricted to exact camera settings. The minimum value is 1.4 which creates a narrow depth of field. The maximum value is 20.0 which creates a broad depth of field. FocusSpecifies the distance in model units, from the eyepoint to the point at which the scene is in focus.
8. If you have selected Planes, the scene is in focus between two planes. The rate of change of focus is controlled by the blur factor. Specify the following properties of the focal planes: o Near and FarSpecifies the focus planes. The model is in focus between these two planes. The Near and Far planes are indicated by blue vertical lines and green horizontal lines, respectively. You can see the intersection of these lines with the model and adjust them manually. BlurSpecifies how quickly the scene blurs outside the focus planes.
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4. Specify the rotation of the lens flare effect in degrees. 5. Specify the minimum flare threshold. For example, if the threshold is set to 0.5, then only those lights in the scene that have a threshold value of 0.5 or above produce a lens flare. The threshold slider value ranges from 0 to 100. Note: You can have a lens flare effect only for lightbulb and spotlight type of lights. For spotlight, the lens flare effect is visible only if the spotlight is aimed at the camera.
o o o
4. Under Effects, click the Glow check box to define the glow of the light source. Click the Glow tab and define the following properties for lens flare glow. o o o o ColorDefines the color of the glow. ShapeDefines the shape of the glow. Select from Circle, Polygon, or Soft Polygon. The polygon shape is a hexagon with sharp corners. IntensityDefines the intensity of the glow. RadiusDefines the size of the glow.
5. Under Effects, click the Halo check box to define the halo around the lens iris. Click the Halo tab and define the following properties for lens flare halos.
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ColorDefines the color of the halo. ShapeDefines the shape of the halo. Select from Circle, Polygon, or Soft Polygon. The polygon shape is a hexagon with sharp corners. IntensityDefines the intensity of the halo. RadiusDefines the size of the halo. WidthDefines the thickness of the halo ring.
6. In a photograph, ghosts are caused by the light bouncing between the elements of the camera lens. To create the same effect in your image, under Effects, click the Ghosts check box. Click the Ghosts tab and define the following properties for lens flare ghosts. o o o ShapeDefines the shape of the ghost. Select from Circle, Polygon, or Soft Polygon. The polygon shape is a hexagon with sharp corners. NumberDefines the number of ghosts. The number of ghosts that you can select ranges from 1 to 20. IntensityDefines the intensity of the ghost.
Room
About the Room
A room sets the stage for a rendering and is an integral part of a rendered image. A well-defined room shows a model's best features. The elements of a room include size, position, and wall patterns (assigned textures). A room can be either rectangular (default) or cylindrical in shape. You can change the size of the room and use either the wireframe or shaded display. A shaded display is automatically viewed in any background room or wall surface. You can assign textures to the walls of a room. Assign a texture to an individual wall or to all four walls at once.
To Create a Room
1. Click or View > Model Setup > Room Editor. The Room Editor dialog box opens. 2. Click Room > Rectangular to create a rectangular room represented by a floor, ceiling, and four walls or click Room > Cylindrical to create a cylindrical room. Photorealistic Rendering represents a cylindrical room with a floor, ceiling, and one wall. By default, a room is rectangular in shape. 3. To assign appearances to the ceiling, floor, and walls of the room. a. Under Room Appearances, click a thumbnail. The Room Appearance Editor dialog box opens.
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b. Select the required appearance from the appearance palette and modify it, if required. Note: You cannot modify default appearances. However, you can make a copy of the default appearances. When you make a copy, the Room Appearance Editor allows you to change the name and properties of the copy. 4. Select the Lock Room to Model check box to rotate the room along with the model. Clear the Lock Room to Model check box to rotate only the model. Note: The Lock Room to Model check box is selected by default if you set the room_rotation_lock configuration. 5. Click the Position tab. Enter values for the size of the Ceiling, Floor, Wall 1, Wall 2, Wall 3, and Wall 4 of the room. Alternatively, use the thumbwheels to adjust the size of the ceiling, floor, and walls. next to Ceiling, Floor, Wall 1, Wall 2, Wall 3, and Wall If required, click 4, respectively to align the ceiling, floor, or walls of the room to the visible shaded geometry. Under Scale, use the thumbwheel to scale the entire room. If required, select Scale Floor to scale the floor along with the walls and ceiling. The dimensions of the ceiling, floor, and walls and the size of the room change dynamically in the graphics window. 6. Click the Rotate tab. Enter values for x-, y-, and z-axis to rotate the room on its axes. Alternatively, specify values for x-, y-, and z-axis by using the thumbwheels. If required, set room orientation to Studio or Model and click Orient. If you select Studio and click Orient, the room is oriented such that Wall 2 is parallel to the screen and the x-, y-, and z-axis values are reset to zero. However, if you select Model and click Orient, the room changes its orientation to align to the default coordinate system of the model. 7. Click the Display tab. Under Walls Displayed, click or clear the check box next to Ceiling, Floor, Wall 1, Wall 2, Wall 3, and Wall 4 to display or hide them, respectively. Under Display Options, select either the Shaded or Wireframe mode of display for the room.
8. Click Close.
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room, making the corners of the room look realistic can be the hardest aspect of room creation. You can avoid the problem of room corners by either creating a cylindrical room or by making the room so large that the corners are not included in the image. Move the walls of the room away from the model and then zoom in on the model for the rendering.
3. Under Room Appearances, click the appearance that you want to modify. The Room Appearance Editor dialog box opens. 4. Select the required appearance from the Room appearance palette and click in the editor, or Material > New to create a new appearance. Note: You cannot modify default appearances. However, you can make a copy of the default appearances. If you want to change the appearances, click , or Material > New to make a copy of the appearance. The Room Appearance Editor allows you to change the name and properties of the copy. 5. If required, specify a name for the copy of the appearance. 6. Specify values for the options on the Basic, Map, Advanced, and Photolux tabbed pages in the Appearance Editor dialog box to define the appearance. 7. Click Close to close the Room Editor dialog box.
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Note: A room scales parametrically. The size of the room changes according to the size of the model. This makes the room files reusable with any kind of geometry. To take full advantage of this capability, save your room files that were created in Pro/ENGINEER Wildfire 2.0 or earlier releases to the Pro/ENGINEER Wildfire 3.0 format.
Scenes
About the Scene File
A scene file is a collection of render settings applied to a model. These settings include lights, rooms, and environment effects. All information about the scene is stored in a file with a .scn extension. Note: Set the default_scene_filename <path to scene file> configuration option to point to the scene file where you have saved the light, room and effects settings in the scene file. You can use this file as your default scene file. You can access the Scenes dialog box by clicking or View > Model Setup > Scene Palette. The scenes palette in the Scenes dialog box, by default, displays the default scenes located at <loadpoint>/graphic-library/scenes. The scenes palette also displays scenes from the Pro/ENGINEER startup directory. Using the Scenes dialog box, you can add scenes to the scenes palette, create new scenes, copy existing scenes, edit current scenes, and save scenes for future use. You can apply a scene to a model by double-clicking the scene thumbnail in the scenes palette. On applying the scene, the lights and room are displayed only if the light and room editors are open. Scenes are loaded and remain in memory during the session. If you want to save the scenes permanently, then you must save them as scene files. When you activate a scene from the scenes palette, the scene settings are applied to the model in the current window. This also becomes the active scene in the memory. On making changes to this scene, the active scene in the memory is modified. You 81
can save these changes made to the active scene in the memory by either saving the scene with the model or by saving the scene as a scene file. Saving the model does not save the modifications made in the active scene, unless you click the Save scene with model check box in the Scenes dialog box. The Save scene with model option is controlled by the save_scene_with_file configuration option. When you set the save_scene_with_file configuration option to yes, Save scene with model remains selected for the duration of the session. You can also save the scene independently by clicking File > Save As in the Scenes dialog box. If you want to save the textures with the scene, then you must set the save_texture_with_model configuration to yes. You can save only one scene with the model. When you reload the model from its location, the scene that is saved with the model is activated. Room and lights within the scenes scale parametrically, depending on the size of the model to which the scene is applied. The room is automatically resized or the position of the lights change making the scene reusable with any kind of geometry. Note: In the scenes palette, the thumbnail of a new scene is displayed with a while the thumbnail of a modified scene is displayed with a symbol. symbol
In the scene palette, the active scene's thumbnail has a red border while the selected scene's thumbnail has a blue border. Result of rendering would differ from thumbnails when using Photorender.
3. Click File > New in the Scenes dialog box. The scene with the default settings is added to the scene palette and is also applied to the model. The newly added scene has a symbol over its thumbnail in the scene palette. 4. If required, edit the lights, room, and other render options. 5. Click File > Save As in the Scenes dialog box. The Save As dialog box opens. 6. Type the required name and click Save. The scene is saved as a scene file with a .scn extension. Note: While saving a scene file, the scene name is appended to the names of the scene's room appearances so that the room appearances have unique names.
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3. Select a scene from the scene palette and click Edit > Copy to create a copy of the selected scene. The copied scene is added to the scene palette as a new scene with a symbol on its thumbnail. 4. To activate the new scene, double-click its thumbnail in the scene palette. The new scene is loaded into the current window. 5. Edit room, lights, and render options, if required. Note: When you edit the scene, the symbol on the scene's thumbnail changes to a symbol, indicating that the scene has been modified. 6. Click Save scene with model and save the model. The new scene is saved with the model. If you continue modifying the scene and saving the model, the latest updates of the scene and the model are saved. Alternatively, click File > Save As in the Scenes dialog box and save the scene as a scene file.
2. Click File > Append to load a scene from the library to the palette if the scene is not already loaded. The newly loaded scene has a symbol on its thumbnail. 3. To activate the scene, double-click the scene's thumbnail in the scenes palette or click Edit > Apply. The scene is applied to the current model. 4. Make modifications to the scene by changing the lights, room settings, or environment effects. Note: When you edit the scene, the symbol on the scene's thumbnail changes to a symbol, indicating that the scene has been modified. 5. Click File > Save As. The Save As dialog box opens. Overwrite the original scene file in the scene library. Note: A warning is displayed when overwriting the file. 83
6. Click OK. The original scene is updated with the changes and its thumbnail is updated in the palette.
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Alternatively, click View > Model Setup > Render Control and click the Render Control toolbar that appears. The Scenes dialog box opens.
on
2. In the scenes palette, select the scene that you want to remove from the palette. 3. Click Edit > Delete. The scene is removed from the palette.
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Note: After reaching the zero-velocity, you can restart the forward and backward movement of the view. Using the spin center symbol, you can then spin the model with the movement of the mouse. To exit the Fly Through mode, hold down the SHIFT+CTRL keys and middle-click. o Walk ThroughThe view can be manipulated using only the controls in the Perspective dialog box. This method allows you to move the object only in the two-dimensional view. From/ToViewing path along the object is defined by two datum points or vertices. Follow PathViewing path is defined by an axis, edge, curve, or silhouette.
o o
3. Select Dynamic Update to automatically display the adjustment of the settings. 4. Specify a value for Eye Dist to move the viewpoint along the selected path through the model. For a shaded model, nothing is visible when the path lies inside the model. 5. Specify values for Rotate Eye in the range of -180 to +180 degrees, to set the rotation around axes. 6. Specify values for Pan Eye to set the horizontal and vertical position of the display. 7. Specify the Zoom value. This sets the percentage of magnification of the display. 8. Specify the View Angle in the range of 0 to 45 degrees. 9. Click OK to set the values. Note: In the Perspective mode, you may find it difficult to view the model if the eyepoint is close to the model. Surfaces also may not be rendered correctly if the model is complex and contains many surfaces that are close to each other. Use the zoom functions for a better perspective view of the model.
To Orientate Dynamically
1. Click opens. or click View > Orientation > Reorient. The Orientation dialog box
Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Orientation dialog box opens. 2. Under Type, select Dynamic orient as the type of orientation to orientate the model. 3. Under Options, specify the horizontal and vertical values for Pan to set the position of display.
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4. Specify the Zoom value. This sets the percentage of magnification of the display. 5. Click Refit to fit the model to screen or Center to pick a new screen center. 6. Under Spin, click to spin using the spin center axis or the screen center axis. to spin using
7. Select Dynamic Update to automatically display the adjustment of the settings. 8. If required, save the view. Open the Saved Views container and select the required view. The selected view is displayed in the Name box. 9. To define a view name of your choice, type a name for the view in the Name box and click Save to save the new view name. 10. If required, select a view and click Set to set the selected view as the current view. 11. Click OK to orientate the view dynamically.
To Orientate by Reference
1. Click opens. or click View > Orientation > Reorient. The Orientation dialog box
Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Orientation dialog box opens. 2. Under Type, select Orient by reference as the orientation type. 3. Under Options, select a plane or axis as a reference for orientation from the list in the Reference 1 box. 4. To use the axis method, select Horizontal axis or Vertical axis from the list in the Reference 1 box. Select an axis from the screen or from the dialog box. The model is orientated in the view. or To use the plane method, select one of the planes from the list in the Reference 1 box and select the surface from the view. This orientates the selected surface along the defined plane, but you must select another reference point to complete the orientation. 5. If you orientate a surface along a plane, select the required plane from the list in the Reference 2 box. Select the surface to orientate along the second reference plane. The model is orientated in the view. 6. If required, save the view. Open the Saved Views container and select the required view. The selected view is displayed in the Name box. 7. To define a view name of your choice, type a name for the view in the Name box and click Save to save the new view name.
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8. If required, select a view and click Set to set the selected view as the current view. 9. Click OK to orientate the model by reference.
To Orientate by Preference
1. Click opens. or click View > Orientation > Reorient. The Orientation dialog box
Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Orientation dialog box opens. 2. Under Type, select Preferences as the type of orientation. 3. Under Spin Center, select one of the following spinning methods: o o o o o Model centerThe spin center is at the center of the model. Screen centerThe spin center is at the center of the screen. Point or vertexThe spin center is at the selected point or vertex. Edge or axisThe spin center is at the selected edge or axis. Coordinate systemThe spin center is at the selected coordinate system.
4. Under Default Orientation, set the orientation to Isometric, Trimetric, or create a User Defined orientation. 5. If required, save the view. Open the Saved Views container and select the required view. The selected view is displayed in the Name box. 6. To define a view name of your choice, type a name for the view in the Name box and click Save to save the new view name. 7. If required, select a view and click Set to set the selected view as the current view. 8. Click OK to orientate the view by preference.
To Render a Model
1. Load the part or assembly. 2. Define and set appearances for the part or surfaces using the Appearance Editor dialog box. 3. Define a rendering room using the Room Editor dialog box. Size and orient the room to fit your model and rendering style. Apply textures to the room to create a detailed background, if required. 4. Create and position lights using the Light Editor dialog box. Illuminate the model from different angles with a variety of light sources.
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5. Move and rotate the model until you achieve the required view. You can also change the viewing perspective. 6. Choose and apply an existing scene from a variety of scenes from the Scene dialog box. 7. Select rendering options using the Render Setup dialog box. Set the render Output as Full Window in the Render Setup dialog box. 8. Click or click View > Render Window to render the model. If required, modify the rendering settings and render again. from the Render Control toolbar and save 9. To save the rendered output, click the currently displayed image to a file.
2. In the graphics window, select a region of the model that you want to render. Pro/ENGINEER renders the selected region. If Pro/ENGINEER has already performed a full window rendering, render region is composited over the full window rendering. Note: Render region is available only when: You set the renderer to Photolux. You select the render output as Full Window under Output in the Output tab.
Images
About Importing Images
When importing large images, Pro/ENGINEER rescales the image to the value set for the max_image_dimension configuration option. This configuration option sets the maximum size of images that Pro/ENGINEER can load. Images larger than the maximum size are rescaled to the specified size when they are imported. Pro/ENGINEER maintains the aspect ratio of the image during rescaling.
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ViewIncludes the following options: o o o Display Alpha ChannelDisplays the Alpha Channel. Pointer PositionDisplays the x- and y-coordinates of the pointer in the bottom right corner of the Image Editor. Pixel ARGB ValueDisplays the Alpha and RGB values at the pixel location of the pointer in the bottom right corner of the Image Editor.
ImageIncludes the following options: o o o o o o o o o o o o SizeResizes the image. MirrorMirrors the image either horizontally or vertically. RotateRotates the image either clockwise or counterclockwise. CropCrops the image. RepeatDuplicates the image. Use this option to create a tiled texture larger than the original image file. BlurBlurs the image. The valid range is 2 through 9. Oil PaintCreates an oil paint effect on the image. SmearSmears the image. SharpenSharpens the image. The valid range is 0.0 through 1.0. BrightenBrightens the image. ContrastChanges the contrast of the image. The default contrast value is 20. SaturationChanges the saturation of the image.
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TintChanges the tint of the image. Grey ScaleConverts the image to grey scale. EmbossCreates an embossed effect on the image. Create Alpha ChannelReads any pixel of the specified RGB values in the image and makes it a transparent channel. SlideshowDisplays multiple images in a slideshow format.
To Save an Image
1. Click or click View > Model Setup > Render Setup. The Render Setup dialog box opens. Alternatively, click View > Model Setup > Render Control and click on the Render Control toolbar that appears. The Render Setup dialog box opens. 2. Use the Render Setup dialog box to save the image after rendering. Preview the image until you have the required result. 3. Click the Output tab. 4. Select the required file format for the rendering output in the Render To box. A file name with the appropriate extension appears in the File Name box. This will output the image with the required file name while rendering the model using Render Model. 5. To view a rendered image first and then decide whether to save it, set the rendering output to Full Window, render the model, and click or Set the rendering output to New Window and render the model to display the image in the Image Editor. Modify the image if required and click File > Save to save the image. 6. Click File > Save a Copy from the top menu bar of the Pro/ENGINEER window to save a shaded image using any valid image file formats. to save it.
To Edit an Image
1. Click . The Image Editor opens.
2. Open the image that you want to modify. 3. Use one of the following options available on the Image Editor to modify the image.
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4. Use the Edit, View, or Image menu options to further modify the image. 5. Click File > Save to save the image.
To Use Slideshow
1. Click . The Image Editor opens.
2. Open the image that you want to modify. 3. Click Image > Slideshow. The Slideshow dialog box opens. 4. Click Insert and use the Open dialog box to add individual files to the slideshow or Click Append Dir and use the Select Working Directory dialog box to add all the images in the selected directory into the slideshow. 5. Select the directory where the images are stored and, if necessary, select image files. To add multiple files, hold down the CTRL key, select additional images, and click OK in the respective dialog box. 6. Use the following methods to control the slideshow: o Cycles through the images in a continuous loop.
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Displays the images once and stops. Reverses the direction before beginning the slide show or when you select the continuous loop option. Optimizes the size of the image to fit the window while retaining the width and height ratio. Stores the image files in memory. Replaying the images is faster as the slideshow does not reload them from disk each time.
7. Click Close.
Glossary
Glossary for Photorealistic Rendering
Term Alpha Definition The optional fourth channel in an RGB image file, typically used for compositing. A light that equally affects all portions of all objects in a rendering scene. A property of the surface that determines how much light from an ambient light source is reflected off the surface, regardless of the position or angle of any light source. A set of attributes that determine the appearance of a surface. These attributes include color, reflecting ability, transparency, texture, and so on. The sphere that is contained in the appearance editor that displays the current appearance properties. The back side of a surface. The environment, other than the room, in which the model is rendered. A ray trace option that determines how many times a light ray bounces before it arrives at the eyepoint. The property of an appearance that determines its intensity after the hue is chosen. A one-channel texture map that creates the illusion of surface roughness.
Ambient Light
Appearance
Bounces
Brightness
Bump Map
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Definition The height or depression of the bump map features. The surface color of a lighted model. A part of the color editor that provides a continuous range of colors. Blends colors between the four color chips of the blender. A part of the color editor that allows you to define colors along two axes based on red, green, and blue values of colors. A part of the color editor that provides an array of colors. Color Temperature is a property that indicates the hue of a specific type of light source. A three-channel texture map that consists of red, green, and blue values. A part of the color editor that allows you to select colors based on hue, saturation, and brightness. A four-channel texture map that consists of a standard color texture map and a transparency (or alpha) channel. The intensity of the decal map. The distance between the closest and the farthest points from a camera that are in sharp focus. Distant lights cast parallel light rays, illuminating all surfaces at the same angle, regardless of the position of the surfaces. This type of lighting simulates the sun or any other distant light source. Additional special effects like fog, scatter, lens flare and depth of field that can be applied to the final rendered scene. High Dynamic Range Image (HDRI) Light that uses the image pixels for lighting a scene. A misty effect that can be applied during rendering. An inherently nonlinear reproduction of intensity by a display device (monitor).
Color Box
Color Palette
Color Wheel
Decal
Distant Light
Effects
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Definition The color of the highlight that is reflected from the model. The sharpness or spread of the highlight; the smaller the highlight, the shinier the surface. The brightness of the highlight.
Highlight Shine
The basic shade or tint that defines a color. The combination of dominant wavelength, purity, and intensity that fully specifies a color.
The picture that is created during a rendering. An image can be displayed on the screen or written to a file. An effect caused by internal reflections of light within the lens of a camera. A collection of textures, appearances, rooms, and lights that are stored together on disk for convenient access when assigning parts of a scene. Necessary for all renderings, lights have position, color, and brightness. Some lights also have direction, spread, or concentration. The six types of lights are ambient, environment, skylight, distant, lightbulb, and spotlight. A type of light where the illumination radiates from the center of the bulb. The effect of a lightbulb on a surface depends on the position of the light from the surface. A rendering option that determines whether the room is lit by user-defined lights or a standard ambient lighting. LightWorks Material Archives. These are third party appearances that are supported only by the Photolux renderer. You must have appropriate licenses to view or edit these materials. The specification for how textures are to be mapped onto a surface. Available mapping methods are planar, cylindrical, spherical, and parametric.
Lens Flare
Graphics Library
Light
Lightbulb
Light Room
LWA
Mapping Types
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Term Palette
Definition A collection of rendering objects that are displayed together in an editor. Palettes are available for appearances, lights, and scenes. Viewing the model the way our eye perceives 3D objects in the real world. A rendering utility that creates photorealistic images of a scene. A single dot of an image, displayed by the combination of three primary colors, red, green, and blue. A framed area in the graphics window that displays the contents of the image before rendering, depending on the image size you select. An approach to generating more realistic images. Models are shaded by simulating the inter-reflection of rays of light between objects in a scene. Rays are "traced" from the light through the scene to the eyepoint. A rendering option that reflects a model in the floor during a rendering. A rendering option that controls the reflection of the room on the model. The degree to which a model reflects its surroundings. The degree to which light bends as it passes through a material. Generates a photorealistic image of the model. A rendering option that controls the surface-rendering quality in a model. A rendering option that switches the display of the room during a rendering. The red, green, and blue values of a color. The environment in which the model is rendered. A rectangular room has four walls, a ceiling, and a floor. A cylindrical room has one wall, a floor, and a ceiling. You can display the room with a grid pattern or apply textures to a room.
Pixel
Preview
Ray Trace
Reflection Refraction
Render Room
RGB Room
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Term Saturation
Definition The purity of the hue in a color. An "unsaturated" color is gray. Light scattering is an effect used to simulate atmospheric or volumetric scattering of light within a medium, for example a smoky room or a hazy atmosphere. A collection of render settings applied to a model. These settings include lights, rooms, and environment effects. A rendering option that causes shadows from a model to be cast onto itself. A rendering option that switches floor shadows.
Scatter
Scene
Self Shadows
A rendering option that sharpens the image of textures that are rendered at a shallow angle to the view.
A light source that simulates the sky using a hemisphere that contains a number of light source points. A utility that displays multiple images in a sequence. A type of light whose light rays are confined within a cone. The effect of spotlight on a surface depends on the lights position from the surface. The diameter of a spotlight's circle of light. The sharpness of a spotlight's beam. Supersampling is a method to calculate the color between a number of pixel samples. To obtain the required color, the reading of a number of pixel samples is taken and then an average of their values is calculated to get a better approximation. A three-dimensional form that defines a geometric object. An image that is used to determine the color or
Slideshow Spotlight
Surface
Texture
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Term
Transparency Watermark
The degree to which you can see through a surface. A watermark refers to text or an image that appears over your rendered image. Watermarking can also be used as an authentication technique. A watermark is a unique identifier that is inserted to personalize the rendered image.
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Index
A Appearances creating texture ......................... 48 remove appearances .................. 25 setting to model ........................ 23 Appearances ................................ 18 C Color about Color Editor ...................... 20 creating appearance................... 21 display colors ............................ 21 using Color Editor ...................... 23 Color........................................... 23 config.pro Options PhotoRender Setup Options...11, 12, 13, 14, 15 setting PhotoRender options ..2, 3, 4, 10, 11 config.pro Options ........................ 10 config.pro Options ........................ 11 E Environment Background............................... 75 Depth of Field............................ 75 Fog Property ............................. 73 Lens Flare ............................76, 77 Light Scatter ............................. 74 Environment ................................ 73 F File formats Image........................................ 8 saving a room............................80 saving images............................91 saving lights ..............................72 File formats ..................................90 I Image Size editing ......................................91 Render options..................... 3, 5, 6 Image Size...................................91 Images editing ......................................91 saving................................. 90, 91 Slideshow..................................92 Images ........................................90 L Light Icons ...................................62 Lights creating .............................. 62, 68 deleting ....................................72 modifying ............................ 69, 71 saving.......................................72 understanding............................61 Lights ..........................................61 LWA editing ......................................60 obtaining license ........................59 LWA ............................................58 LWA ............................................59
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Photorealistic Rendering - Help Topic Collection P PhotoLux creating.................................... 26 editing.... 27, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43 Options .................................. 6, 7 PhotoLux ....................................... 9 PhotoLux ..................................... 25 PhotoLux ..................................... 26 R Realtime Rendering Settings...............................16, 17 Realtime Rendering....................... 15 Render Procedure ........................ 3, 85, 88 rendering model ............. 86, 87, 88 System Libraries ........................ 20 Render .......................................... 1 Room creating...............................78, 79
Render options............................ 5 saving................................. 80, 81 texturing ...................................80 Room ..........................................78 S Scene creating .............................. 82, 83 removing ..................................84 saving.......................................84 Scene ..........................................81 Shadows Hard and Soft Shadows ...............68 Shadows ......................................16 T Textures applying to a room .....................80 creating appearance ............. 46, 48 displaying textures .....................57 storing ......................................48 Textures ......................................46
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