Photo Studio: User's Guide
Photo Studio: User's Guide
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Photo Studio
User's Guide
Version 5 Release 16
Photo Studio
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Special Notices
CATIA is a registered trademark of Dassault Systmes. Protected by one or more U.S. Patents number 5,615,321; 5,774,111; 5,821,941; 5,844,566; 6,233,351; 6,292,190; 6,360,357; 6,396,522; 6,459,441; 6,499,040; 6,545,680; 6,573,896; 6,597,382; 6,654,011; 6,654,027; 6,717,597; 6,745,100; 6,762,778; 6,828,974 other patents pending. DELMIA is a registered trademark of Dassault Systmes. ENOVIA is a registered trademark of Dassault Systmes. SMARTEAM is a registered trademark of SmarTeam Corporation Ltd.
Any of the following terms may be used in this publication. These terms are trademarks of: Java OLE, VBScript for Windows, Visual Basic IMSpost Sun Microsystems Computer Company Microsoft Corporation Intelligent Manufacturing Software, Inc.
All other company names and product names mentioned are the property of their respective owners. Certain portions of this product contain elements subject to copyright owned by the following entities: Copyright Dassault Systemes Copyright Dassault Systemes of America Copyright D-Cubed Ltd., 1997-2000 Copyright ITI 1997-2000 Copyright Cenit 1997-2000 Copyright Mental Images Gmbh & Co KG, Berlin/Germany 1986-2000 Copyright Distrim2 Lda, 2000 Copyright Institut National de Recherche en Informatique et en Automatique (INRIA Copyright Compaq Computer Corporation Copyright Boeing Company Copyright IONA Technologies PLC Copyright Intelligent Manufacturing Software, Inc., 2000 Copyright SmarTeam Corporation Ltd Copyright Xerox Engineering Systems Copyright Bitstream Inc. Copyright IBM Corp. Copyright Silicon Graphics Inc. Copyright Installshield Software Corp., 1990-2000 Copyright Microsoft Corporation Copyright Spatial Corp. Copyright LightWork Design Limited 1995-2000 Copyright Mainsoft Corp. Copyright NCCS 1997-2000 Copyright Weber-Moewius, D-Siegen Copyright Geometric Software Solutions Company Limited, 2001 Copyright Cogito Inc. Copyright Tech Soft America Copyright LMS International 2000, 2001
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Raster Imaging Technology copyrighted by Snowbound Software Corporation 1993-2001 CAM-POST Version 2001/14.0 ICAM Technologies Corporation 1984-2001. All rights reserved The 2D/2.5D Display analysis function, the MSC.Nastran interface and the ANSYS interface are based on LMS International technologies and have been developed by LMS International ImpactXoft, IX Functional Modeling, IX Development, IX, IX Design, IXSPeeD, IX Speed Connector, IX Advanced Rendering, IX Interoperability Package, ImpactXoft Solver are trademarks of ImpactXoft. Copyright 20012002 ImpactXoft. All rights reserved. This software contains portions of Lattice Technology, Inc. software. Copyright 1997-2004 Lattice Technology, Inc. All Rights Reserved.
Copyright 2005, Dassault Systmes. All rights reserved.
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Photo Studio
Overview Conventions What's New? Getting Started Entering the Photo Studio Workbench Loading Products Creating a Quick Render Basic Tasks Camera Management Creating a Camera Using Knowledgeware Parameters Using the Camera Commands Toolbar Light Management Creating a Light Source Creating an Area Light Source Using the Light Commands Toolbar Picture Management Managing Picture Sequences Saving Pictures Stickers Applying Stickers Modifying Stickers Animations Creating a Turntable Defining Animation Parameters Previewing and Rendering a Turntable Environment Management Creating an Environment Managing Environment Walls Defining the Wallpaper Importing an Environment Shooting Setting Image Frame and Quality Parameters Setting Indirect Illumination Parameters Materials Using Materials for Rendering Multi-View Configuration Advanced Tasks Scene Definition
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Defining a Scene Animating Scene Elements in a Simulation Scene Tuning Tuning Light Sources for Rendering Tuning Materials for Rendering Catalog Browsing Browsing the Scene Catalog Interoperability with V4 Scene Elements Working with ENOVIA LCA: Optimal CATIA PLM Usability Saving Photo Studio Objects in ENOVIA LCA Using the DMU Review Workbench Description Menu Bar Scene Editor Toolbar Animation Toolbar Render Toolbar Apply Material Toolbar Viewpoint Toolbar Light Commands Toolbar Camera Commands Toolbar Quick Reference Card Customizing Display General Output Satellites Stickers Glossary Index
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Overview
Welcome to the Photo Studio User's Guide. This guide is intended for users who need to become quickly familiar with the Photo Studio product. This overview provides the following information:
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Photo Studio in a Nutshell Before Reading this Guide Getting the Most Out of this Guide Accessing Sample Documents Conventions Used in this Guide
Thanks to its ease of use and to the interactive preview of rendering specifications as they are applied, Photo Studio is the perfect tool for any "non specialist" user who wishes to deliver a high quality photorealistic image at any time and without the help of rendering specialists. Photo Studio contributes to enhance project collaboration by enabling users to produce and share quality representations of their ideas. By giving a realistic simulation of the model appearance, it can also be used to validate the quality of the design at any time during the product development process.
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Navigating in the Split View mode is recommended. This mode offers a framed layout allowing direct access from the table of contents to the information.
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Conventions
Certain conventions are used in CATIA, ENOVIA & DELMIA documentation to help you recognize and understand important concepts and specifications.
Graphic Conventions
The three categories of graphic conventions used are as follows:
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Graphic conventions structuring the tasks Graphic conventions indicating the configuration required Graphic conventions used in the table of contents
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functionalities that are new or enhanced with this release allows you to switch back to the full-window viewing mode
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Text Conventions
The following text conventions are used:
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The titles of CATIA, ENOVIA and DELMIA documents appear in this manner throughout the text. File -> New identifies the commands to be used. Enhancements are identified by a blue-colored background on the text.
Select (menus, commands, geometry in graphics area, ...) Click (icons, dialog box buttons, tabs, selection of a location in the document window, ...) Double-click Shift-click Ctrl-click Check (check boxes) Drag Drag and drop (icons onto objects, objects onto objects)
Drag Move
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What's New?
No enhancements in this release.
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Getting Started
The following tutorial aims at guiding you when you open the Photo Studio workbench for the first time. It provides 3 step-by-step tasks for:
Entering the Photo Studio Workbench Loading Products Creating a Quick Render
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The only pre-requisite for this task is to have a current Version 5 session running.
1. From the Start menu, select Infrastructure > Photo Studio. The Photo Studio workbench opens:
Now, let's perform the next task to learn how to load documents in your Photo Studio workbench.
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Loading Products
This task will show you how to load products in your Rendering workbench.
1. Select Insert > Existing Component. The following dialog box is displayed:
You can also right-click the product in the specification tree then select Components > Existing Component.
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2. Select Products in the Files of type box. 3. Select the Lamp.CATProduct document, for instance. Note that you can select any other document from the "samples" folder.
The sample documents are installed in user guide-specific sample folders. In the online documentation filetree, one sample folder is dedicated to the Photo Studio User`s Guide. For more information on where sample documents are installed by default, see Accessing Sample Documents in the Version 5 Infrastructure User's Guide.
4. Click Open.
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If you did not follow the steps 1 to 4 in the previous task, open the Lamp.CATProduct document and click Shading with Material in the View toolbar.
The Rendering Output window opens to display the rendered image. The image resolution is the one of the window containing your product.
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A message indicates the name and the location of the image. 2. Click OK to close the window.
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Basic Tasks
Camera Management Light Management Picture Management Stickers Animations Environment Management Shooting Materials Multi-View Configuration
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Camera Management
Creating a Camera Using Knowledgeware Parameters Using the Camera Commands Toolbar
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Creating a Camera
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The camera enables you to specify a viewpoint from which a photorealistic image will be computed. This task will show you how to create a camera and manage its specifications.
Note that some of the adjustments detailed in this scenario can also be performed using the Camera Commands toolbar.
2. Click the Camera item in the specification tree and rotate the model to see the camera symbol:
This standard visualization is not affected by any change of scale ("zoom"). In case you wish to hide the camera representation, right-click the camera in the specification tree then select Camera object > Hide/Show Representation. Inversely, this command lets you show a hidden representation.
You can create several cameras at different locations to have different viewpoints. The camera which is taken into account to render a given image is said to be active. Any other camera is inactive.
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3. Use the two spheres and the two squares displayed in green on the 3D representation to interactively manipulate and position the camera.
This visualization is affected by changes of view scale (zoom) and is activated when selecting a camera in the scene or in the specification tree. Otherwise, all elements are set to the standard visualization.
Conical camera Pyramid height = focal length and Pyramid base = film dimensions
the source point (1) rotates the camera around its target point the target point (2) rotates the camera around its source point the source green square translates and rotates the camera around its target point the target green square translates and rotates the camera around its source point.
Cameras are needed to render and view a scene. "An image is worth a thousand words": the better the camera is positioned, the more accurate the saying is.
4. Select the camera in the specification tree then right-click and select Properties (or press Alt+Enter). The Properties dialog box is displayed:
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5. In the Lens tab, select the lens Type: Perspective or Parallel, i.e. to obtain a conical or a cylindrical projection. The Preview area shows the result of your selection accordingly.
A conical camera is equivalent to a standard camera, with a non-zero focal length. Parallel lines in the camera line of view appear to intersect at the same point. Perspective cameras are used in most cases since they are close to the human vision. In the case of a cylindrical camera, parallel lines never appear as intersecting. These cameras are mainly used to define architectural viewpoints.
6. Specify the Focal Length, which determines the field of view, in millimeters. The focal length is the distance between the camera origin and the viewing plane.
In a cylindrical projection, the focal length is replaced by a zoom factor which determines the scale of view (i.e. Scale appears instead of Focal Length in the dialog box).
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You can also specify the camera view directly inside the preview window by zooming, rotating or panning the view:
7. Click the Position tab to define the target and origin position.
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You can define the Origin and the Target position in millimeters along the X, Y and Z axes. If you are not satisfied with the values you defined, you can click the button next to the desired parameter to reset its value.
The Feature Properties tab provides general information on the currently selected camera, e.g. its name, its creation date, etc. Snapping the compass to the camera lets you modify the camera position and orientation very easily simply by dragging the arcs of the compass as shown below:
For detailed information about compass manipulation, refer to "Moving Objects Using the 3D Compass" in the Version 5 - Infrastructure User`s Guide.
8. Select the Update camera from View check box to adjust (i.e. center) automatically the camera whenever the viewpoint is modified:
This avoids using the Update from View contextual command each time a viewpoint modification is done.
10. If you want to position yourself behind the camera and observe the captured image, select Window > Camera Window: a new window displaying the camera viewpoint is opened. When you manipulate the handler in this window, the camera is simultaneously positioned in the main window.
Note: You can choose three arrangements for the opened windows, i.e. horizontal, vertical and cascading by selecting the following commands from the menu bar:
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Window > Tile Horizontally Window > Tile Vertically Window > Cascade
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Example of vertical tiling To close the camera window, you can either click the cross in the top-right corner of the window or reselect Window > Camera Window > Camera x.
You can double-click the Camera item in the specification tree to position the camera from the current point of view. You can also right-click the camera in the specification tree then select Update From View to update the camera when the viewpoint is modified.
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2. Make sure that the camera is selected either in the geometry area or in the specification tree then click Formula in the Knowledge toolbar to open the Formulas dialog box:
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KweType: controls the lens type of the camera. This parameter is an integer and you can choose between "0" for perspective or "1" for parallel. The default value is "0" KweViewAngle: controls the view angle of the camera. The default value is "15" KweFocus: controls the focal length (i.e. the field of view) for perspective cameras. The default value is "420mm" KweZoom: controls the zoom factor (i.e. the field of view) for parallel cameras. The default value is "1" KweVisuMode: controls the representation of the camera, i.e. whether the camera is displayed in the geometry area or not. The default value is "1" which means that the camera is displayed KweUpdateFromView: controls the update mode of the camera. You can choose between "0" to indicate that the camera should not be updated when the viewpoint is modified and "1" to indicate that the camera should be updated. The default value is "0" KweOriginX: controls the position of the camera origin along the X axis (in mm) KweOriginY: controls the position of the camera origin along the Y axis (in mm) KweOriginZ: controls the position of the camera origin along the Z axis (in mm) KweTargetX: controls the position of the camera target along the X axis (in mm) KweTargetY: controls the position of the camera target along the Y axis (in mm) KweTargetZ: controls the position of the camera target along the Z axis (in mm) KweZenithX: controls the rotation of the camera around the X axis KweZenithY: controls the rotation of the camera around the Y axis KweZenithZ: controls the rotation of the camera around the Z axis.
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3. To edit a parameter, select it from the list: the selected parameter appears in the Edit name of the value of the current parameter box along with the corresponding value in the field to the right.
4. Enter the "1" in the field displayed to the right to indicate that the camera should be updated according to the viewpoint. For detailed information on how to use the other fields available from this dialog box, refer to Getting Familiar With the f(x) Dialog Box.
6. Modify the viewpoint (by rotating the object, for instance) and check the result: the camera is updated accordingly as shown below:
You can also create formulas to constrain the parameters of your choice. For instance, you could associate the center of a part to the camera target so that the camera position changes according to the the object position. For detailed information on how to create and use formulas, refer to the "Formulas" section in the Version 5 Infrastructure User's Guide.
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This task aims at showing how to use the Camera Commands toolbar to manipulate cameras more easily.
This scenario assumes that at least one camera has been created as explained in Creating a Camera. The Camera Commands toolbar is displayed by default under the Menu bar when accessing the Real Time Rendering 2 workbench:
Some of the commands available in this toolbar can also be accessed from the menu bar or by right-clicking the camera in the specification tree then selecting the corresponding contextual command: Camera toolbar Contextual command/Menu item
Camera Window (default) Camera Window Update from View Manipulate Focal
Window > Camera Window menu item Window > Camera Window menu item Update from View contextual command No contextual command or menu item
1. Select a camera in the list (where you see "None" right now) which contains all the cameras you may have previously created. The camera commands are activated:
Note that if the camera you selected is a cylindrical camera (i.e. the lens type is "parallel"), only the first two commands will be activated because the Manipulate Focal command only applies to conical cameras (i.e. with a "perspective" lens).
2. If you want to position yourself behind the camera and observe the captured image, click Camera Window
the camera viewpoint is opened. When you manipulate the handler in this window, the camera is simultaneously positioned in the main window.
You can choose three arrangements for the opened windows, i.e. horizontal, vertical and cascading by selecting the following commands from the menu bar:
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Window > Tile Horizontally Window > Tile Vertically Window > Cascade.
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Once the Camera Window command is activated, the icon turns from
to
To deactivate the command and close the camera window, you can either click the cross in the top-right corner of the window or reselect Window > Camera Window > Camera x.
3. To adjust (i.e. center) the camera when the viewpoint is modified, click Update from View
Do not forget that each time the viewpoint is modified, you need to click Update from View to re-adjust the camera.
If you want the camera to be adjusted automatically each time the viewpoint is changed, double-click Update from View (which turns ). To go back to the standard update mode, just click the icon again. Another method to adjust automatically the camera is to access the camera properties then select the Update Camera from View option.
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4. Click Manipulate Focal 3D viewer.
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to modify the focal length (i.e. the distance between the camera origin and the viewing plane) directly in the
A green circle appears with an arrow indicating the current focal length in millimeters as shown below:
You can then drag the green arrow clockwise to increase the focal length or anticlockwise to decrease it. When you drag the arrow, the value in millimeters is updated and the focal length changes accordingly. The position of the camera origin is also modified simultaneously (the camera moves backward or forward) so that the model always fits into the camera field of view. Therefore, the perspective is modified without having to zoom in or out afterwards.
The focal length can also be defined via the camera properties in the Lens tab. If you access the Properties dialog box, you see that the value displayed in the viewer matches the one displayed in the Focal Length box.
): this means Activating the Manipulate Focal command also keeps the Update from View command activated (the icon turns that the camera is automatically updated each time the viewpoint is modified. There is no need to click Update from View after each modification of the viewpoint. To exit the Manipulate Focal command, click .
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Light Management
Creating a Light Source Creating an Area Light Source Using the Light Commands Toolbar
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You can choose between three different types of standard light sources: spot, point and directional.
Note that the representation of the light source displayed above corresponds to the default representation mode (i.e. "wireframe display"). You can choose to display the light source in shading mode by selecting the appropriate option in Tools > Options > Infrastructure > Photo Studio > Display.
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This light source is located at a given place, emitting the light isotropically inside a cone of influence determined by the privileged direction of illumination (forming the axis of revolution) and the angle that the edge of the cone forms with this axis. Spot light sources are mainly used to simulate spot light (the most frequently used lights) and are useful for tuning the lighting of each object individually.
This creates a source situated at a given point, emitting light isotropically, i.e. in all directions. This light source type is mainly used to simulate light bulb, for instance.
This creates a light source coming from a given direction, generating constant intensity parallel lighting. This light source type is mainly used to simulate a global lighting as the sun does.
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Note: you can click anywhere in the geometry area to see the light symbol:
Spot light
Point light
Directional light
"Direction vector" represents the privileged direction of illumination of the source for spot and directional light sources. It is visualized by an arrow whose origin is the anchoring point of the source. "Anchoring point" is the position of the light source and is represented by a small star. When the source is characterized by a direction, the anchoring point coincides with the origin of the arrow. In the case of a spot or punctual light source, the anchoring point physically localizes the source. In the case of a directional light source, it can be used (with the target point) to define the illumination direction.
2. To activate a light source, right-click it in the specification tree then select the Light On check box. Inversely, to deactivate a light source, right-click it in the specification tree then clear the Light On check box.
Note: Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive (Off) and do not cast any light.
Due to OpenGL limitations, some active lights may not be seen in the 3D window though they are defined as being "active". In that case, a warning sign identifies the light in the specification tree. On most platforms, up to 8 lights can be seen at the same time, however this number may be higher depending on the graphics card.
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the source point (1) rotates the spot about its target point the target point (2) rotates the spot about its source point the upper green manipulator translates and rotates the spot about its target point the lower green manipulator translates and rotates the spot about its source point.
4. Right-click the light then select Properties (or press Alt+Enter) to access the Lighting tab in order to edit the lighting parameters. The Properties dialog box can also be accessed by clicking the light in the specification tree then selecting Edit > Properties or Light object > Definition:
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The Type field lets you modify the source type by selecting a new type from the list: Spot, Point or Directional.
5. Use the Color slider or the value-entry field to modify the light luminosity, then click the choose another color (the default color is white):
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You can enter a value comprised between 0 and 255 for any of these fields. The overall color of a light source is composed of three independent colors: diffuse, ambient an specular. The values of these colors are given in RGB mode or in HLS mode by three real positive values:
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HLS (Hue, Saturation, Luminance) model is an intuitive, easy to use tool for describing or modifying a color Hue is the "color" of the color. It is the name by which the color is designated and is used to define the desired color Saturation is the intensity of the color. The higher the number, the more intense the color. It is used to tune the purity of the color Luminance is the brightness of the color, i.e. the degree to which the pure color is diluted by white or black. The larger the number, the lighter the color. It is used to adjust intensity. RGB (Red, Green, Blue) model is a more physical model. It is based on the tri-stimulus theory of the human perception system. This model is usually used to define, with a high precision, the three primary components of the color.
The intensity of a light source is the maximal lightness value of three colors (ambient, diffuse and specular). The light color will be computed by multiplying the Red, Green and Blue values you defined in previous step by the intensity value. Therefore, this parameter allows you to adjust the luminosity of the light source, while preserving its chrominance ("color") component. You can enter values comprised between 0 and 4: the higher the value, the more saturated (i.e. the whiter) the light. More precisely, as soon as the intensity value exceeds 1, the color starts saturating.
8. The Falloff box lets you define the light energy attenuation.
By default, the falloff is Linear and the attenuation start ratio is set to 0 (i.e. the attenuation starts from light origin). You can choose between the following attenuations:
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None: no lighting end which means that the light energy is constant and infinite. The cone limits, however, are kept Linear: light energy decreases linearly with a 1/r ratio ("r" = distance to light origin) and stops at attenuation end. For instance, if the energy received at a distance of 10 mm from the light origin will be equal to 1/10th of the light energy at light origin Realistic: light energy decreases with a 1/r2 ratio and becomes negligible at attenuation end. A realistic falloff requires a high value when distant objects are to be illuminated.
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The following picture illustrates the three different types of light energy attenuation:
9.
Source Angle
Enables you to define the half-angle of the cone, that is the angle between the revolution axis and the cone edge (for spot light sources only). The angle is a value between 0 and 90 degrees. This means that a value of 90 degrees would generate a light source equivalent to a punctual light source.
Attenuation End
Defines in millimeters the maximum distance for light attenuation (i.e. the distance to the center from which the lighting is null or negligible).
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Attenuation Start Ratio
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Defines as a ratio from the center to the target, the distance from which light starts to fall off, i.e. to attenuate. For example: 0 corresponds to an attenuation starting from the center (i.e. from light origin) 0.5 corresponds to an attenuation starting from the middle 1 corresponds to an attenuation starting from the end, i.e. a null attenuation. Attenuation Angle Ratio
Defines as a fraction of the light angle the angle to the light axis from which the light starts to attenuate. For example: 0 corresponds to an attenuation starting from the axis 0.5 corresponds to an attenuation starting from the half-angle 1 corresponds to an attenuation starting from the end, i.e. a null attenuation. Note that you also position your pointer over the one of the side lines then click and drag the segment to modify the attenuation angle ratio. The following are samples illustrating the various results you can obtain for lighting according to the values you set:
Angle: 30 deg Intensity: 0.5 Attenuation end: 610 mm Start ratio: 1 Angle ratio: 1
Angle: 30 deg Intensity: 1 Attenuation end: 470 mm Start ratio: 0.5 Angle ratio: 0.5
Angle: 30 deg Intensity: 1 Attenuation end: 870 mm Start ratio: 1 Angle ratio: 0.75
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10. Use the Area tab if you intend to create a area light source by defining the corresponding light area: Rectangle, Disk, Sphere or Cylinder. In that case, the Properties dialog box slightly changes according the area you selected.
For more information on area light sources, refer to Defining an Area Light source in this guide.
11. Access the Shadows tab then select the Ray Traced check box if you want to enable shadow casting. When cleared, shadows are not calculated for this light source.
12. Click the Position tab to define the light source anchoring point and the point to which the source is directed, respectively in the Origin and Target areas. You can define this position in millimeters along the X, Y and Z axes.
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Note that you can click the
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button at anytime to reset the light source to the default position.
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13. The Reference Axis area lets you define the light source position relative to the model axis or to the viewpoint according to the option you select:
Model By default, any light source you create is positioned relative to the model and thus, moving the viewpoint moves the light source along the model. Viewpoint Attaching a light source to the viewpoint means that moving the viewpoint only moves the model; the light source keeps the same position in the window.
When a light source is attached to the viewpoint, it is identified by an anchor symbol in the specification tree as shown below for Light 1:
Note that you can also attach a light source to the viewpoint by right-clicking it in the specification then selecting Attach to View. Inversely, once a light source is attached to the viewpoint, you can re-attach it to the model by clearing Attach to View. The Feature Properties tab provides general information on the currently selected light source, e.g. its name, its creation date, etc.
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15. If you want to display the light source viewpoint (to visualize the object as if you were positioned behind the light source), right-click the light item in the specification tree then select Light View:
To go back to the original view, select View > Modify > Previous View or click Previous View Viewpoint toolbar. Then, you can switch to the light view by clicking Next View .
in the
Right-clicking the light item in the specification tree also lets you select Update from View to adjust (i.e. center) the light source when the viewpoint is modified as shown below:
16. If you want to position the light source along a perpendicular to the point you click on the object.
To do so:
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right-click the light source item in the specification tree (or the light symbol in the geometry area) and select Position along Normal then place your pointer over any point of the object and click: the light source is positioned along the normal to the selected point.
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As long as the Position along Normal command is active, you can hold down the left-mouse button and keep on moving the cursor to find the best position Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to position the light source then move your cursor over another point and click again, etc. until you are satisfied with the result.
When satisfied with the result, deactivate Position along Normal by selecting any other command in the workbench or by pressing Esc.
17. You can also manipulate the specular effect of your light source.
To do so:
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right-click the light source item in the specification tree (or the light symbol in the geometry area) and select Position Specular then place your pointer over any point of the object and click: the specular spot is positioned at the selected point.
As long as the Position Specular command is active, you can hold down the left-mouse button and keep on moving the cursor to find the best position for the specular spot. Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to position the specular spot then move your cursor over another point and click again, etc. until you are satisfied with the result.
When satisfied with the result, deactivate Position Specular by selecting any other command in the workbench or by pressing Esc.
18. You can position the direction of the light source by right-clicking the light source in the specification tree (or in the geometry area) then selecting Position Direction.
This command lets you manipulate in a very precise way your light source along predefined circles that are centered on the light target. When you click the icon, the light symbol is replaced with the following symbol representing the light manipulator in 3D, the red arrow representing the light direction (i.e. the target):
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When you point at an arrow, a predefined dotted circle is displayed like this:
If you drag your mouse along that circle, the light source is rotated along its axis. Now if you position your mouse over an arc, a predefined dotted circle also appears. If you drag your mouse along that circle, this changes the position of the light origin along the selected arc:
Note that you can move the light position step-by-step by pressing Ctrl then dragging your mouse simultaneously. By default, the light source is rotated 10 degrees by 10 degrees but you can modify this value if needed via the Direction dialog box. You can also perform the following actions when right-clicking then selecting one of these contextual commands:
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Direction: the three spin boxes displayed let you define the position of the direction vector along the X, Y and Z directions. The direction vector represents the privileged direction of illumination of the source and is visualized by the red arrow whose origin is the light source origin. As soon as you modify a value, the light source is updated simultaneously in the geometry area.
Step-by-Step Rotation: this area lets you define the rotation angle in degrees. The default value is 10.00 but you can enter your own value if needed using the spin box. When the rotation angle has been defined, click the desired button to start rotating your light source about the corresponding axis by the angle you specified. For instance, clicking X+ means that the light source is rotated by the specified angle positive (i.e. clockwise) about the X axis whereas clicking -X rotates the light source by the specified angle negative (i.e. anticlockwise) about the X axis:
Starting position: X
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Note that using these buttons amounts to manipulating the light source directly in the geometry area using the Ctrl key. Quick Orientation: this area lets you position the light source parallel to the absolute axis system. For instance, clicking Y modifies the light origin in order to position the light source parallel to the Y axis. Inversely, clicking -Y inverts the position of the light source along the Y axis:
Quick Orientation = Y
Quick Orientation = -Y
Compass: this button lets you position the light source according to the compass orientation.
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Once you are satisfied with the position of your light source, click the Save button to store the light position. Each light position is saved under the following name: Direction.n, for instance "Direction.1" for the first position, "n" being incremented by one for each new position you save. You can save as many positions as necessary but keep in mind that you are not allowed to modify the position name. When finished, click OK to validate. If you want to use afterwards one of the light positions you saved, just re-select Save Light Direction then doubleclick the desired position: the light position is updated accordingly in the geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
q
by default, the Free Rotation contextual command is activated and lets you rotate freely your light source around the X, Y or Z axis using the two green manipulators if you activate the Rotate around X command, you can rotate up or down your light source around the X axis only if you activate the Rotate around Y command, you can rotate up or down your light source around the Y axis only if you activate the Rotate around Z command, you can rotate up or down your light source around the Z axis only.
When you select the rotation around the X, Y or Z axis, the green manipulators are hidden and only the light target is displayed:
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Lock Manipulator
When you point at one of the two green manipulators then right-click, you can also lock the selected manipulator using the Lock Manipulator contextual command. This command applies to the local X and Y axes of the light source. Locking a manipulator means that the rotation in the plane defined by the selected manipulator is locked: the locked manipulator is hidden and you can only move your light source around the unlocked axis of the light source which means that the mouse moves only up or down.
No manipulator is locked
To unlock the manipulator, right-click then select Lock Manipulator again. Once a manipulator is locked, you can also click anywhere in the geometry area then press the space bar to hide the manipulator symbol. This is especially useful when working with big models because you can still change the light position by pointing at the hidden manipulator (in that case, the cursor shape changes) without being bothered by the display of this manipulator on your model. This is illustrated by the example below in three steps (from left to right): 1. one manipulator is locked 2. the cursor shape changes 3. you can still drag the hidden manipulator to modify the light direction
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To redisplay the manipulator, you just need to press the space bar again. When satisfied with the direction position, press Esc to exit the Position Direction command. The rendered image below illustrates the result you can obtain once light sources have been defined:
reviews created using DMU Navigator. Refer to the "DMU Review" section in the Version 5 - DMU Navigator User's Guide to for detailed information presentations created using DMU Navigator. Refer to the "DMU Presentation" section in the Version 5 - DMU Navigator User's Guide.
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Open the Lamp.CATProduct document. You can choose between four different types of area light sources: rectangular, disk, spherical and cylindrical.
1. Click Create Rectangle Area Light just as a rectangular spot light would do:
Note that the representation of the light source displayed above corresponds to the default representation mode (i.e. "wireframe display"). You can choose to display the light source in shading mode by selecting the corresponding option in Tools > Options > Infrastructure > Photo Studio > Display.
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to simulate spot lights, very useful for tuning the lighting of each
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You can click anywhere in the geometry area to see the light symbol:
2. As for ordinary light sources, you can interactively manipulate area light sources:
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the source point (1) rotates the surface around its target point the target point (2) rotates the surface around its source point the upper green manipulator translates and rotates the surface around its target point the lower green manipulator translates and rotates the surface around its source point.
Note: this does not apply to punctual area light sources (i.e. sphere and cylinder) as they have no target point but only a source point.
3. Select the light then Edit > Properties and access the Lighting tab in order to edit lighting parameters:
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The Type field lets you modify the source type by selecting a new type from the list: Spot, Point or Directional. However, changing the source type sets the surface type (under the Area tab) to "None" in order to avoid inconsistencies.
4. Use the slider to modify the color intensity, then click the
color (the default color is white). Refer to Defining a Light Source for detailed information.
5. Define the light area Angle, the attenuation End as well as the attenuation Start Ratio and Angle Ratio. Refer to Defining a Light Source for detailed information.
6. Use the Falloff box to define the light energy attenuation. Refer to Defining a Light Source.
7. Access the Shadows tab then select the Ray Traced check box to enable shadow casting. When cleared, shadows are not calculated for this light source. Note: this option is used for rendering only.
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9. Indicate the light area dimensions in the appropriate boxes, Length and Width in our example. You can either use the slider or enter the value directly in the field.
The Type box lets you modify the surface type without having to use the icons from the Scene Editor toolbar. The boxes are modified accordingly. For instance, choosing a Sphere area replaces the Width, Length and Angle boxes with the Radius box. In addition to that, the source type (in the Lighting tab) is also modified to match the new surface type.
10. The Samples U, V boxes let you define the rendering sampling precision along the U and V axes. It is thus relevant for rendering purposes only.
The lighting is computed according to the number of samples defined along the U and V axes: the more light sources, the less grainy the lighting. However, there is a price to pay in performance when defining a great number of samples. The maximum number of samples you can enter is 40, the optimum value being comprised between 7 and 10.
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Once area light sources have been created, you can select or clear the Show Area check box to show/hide the selected light source when rendering the object. Note that the surface representation of a deactivated light source is also hidden in the geometry.
11. Click the Position tab to define the light source anchoring point and the point to which the source is directed, respectively in the Origin and Target areas. You can define this position in millimeters along the X, Y and Z axes.
As far as sphere and cylinder area light sources are concerned, you just have to define the Origin.
12. Use the Reference Axis area to define the light source position relative to the Model axis or to the Viewpoint. Refer to Defining a Light source for more information.
reviews created using DMU Navigator. Refer to the "DMU Review" section in the Version 5 - DMU Navigator User's Guide to for detailed information presentations created using DMU Navigator. Refer to the "DMU Presentation" section in the Version 5 DMU Navigator User's Guide.
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This scenario assumes that at least one light source has been created. The Light Commands toolbar is displayed by default under the Menu bar when entering the workbench:
Note that all the commands available in this toolbar can also be accessed by right-clicking the light source in the specification tree then selecting the corresponding contextual command: Light toolbar Contextual command
Turn Light On/Off (default) Turn Light On/Off Light View Update from View Toggle Light Attachment (default) Toggle Light Attachment Position along Normal Position Specular Position Direction
Attach to View (unchecked) Attach to View (checked) Position along Normal Position Specular Position Direction
1. Select a light source in the list (where you see "None" right now) which contains all the light sources you may have previously created. The light commands are activated:
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According to the light source you select, the look of the Turn Light On/Off icon changes to reflect the status of the light source: inactive. indicates that the selected light is active and indicates that the selected light is
. .
Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive (Off) and do not cast any light.
to display the light source viewpoint, i.e. to visualize the object as if you were positioned
To go back to the original view, select View > Modify > Previous View or click Previous view Viewpoint toolbar. Then, you can switch again to the light view by clicking Next View .
in the
to adjust (i.e. center) the light source when the viewpoint is modified as shown below:
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By default, any light source you create is positioned relative to the model and is identified by the
icon in the
Light Commands toolbar. This means that moving the viewpoint moves the light source along the model.
To attach the light source to the viewpoint, click Toggle Light Attachment which turns . Attaching a light source to the viewpoint means that moving the viewpoint will only move the model; the light source will keep the same position in the window.
to position the light source along a perpendicular to the point you click on the
As long as the Position along Normal mode is active (i.e. when the icon looks like this ), you can hold down the left-mouse button and keep on moving the cursor to find the best position: when satisfied, release the mouse button to position the light source. When you hold down the left-mouse button, the representation of the light source is hidden but reappears when you release the button. Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to position the light source then move your cursor over another point and click again, etc. until you are satisfied with the result.
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then the object in the geometry to position the specular spot as desired.
This capability helps you to tune the specular effect and can also be used to analyze surfaces (curves).
As long as the Position Specular mode is active (i.e. when the icon looks like this ), you can hold down the left-mouse button and keep on moving the cursor to find the best position for the specular spot: when satisfied, release the mouse button to position the specular effect. When you hold down the left-mouse button, the representation of the light source is hidden but reappears when you release the button. Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to position the specular spot then move your cursor over another point and click again, etc. until you are satisfied with the result.
This command lets you manipulate in a very precise way your light source along predefined circles that are centered on the light target. When you click the icon, the light symbol is replaced with the following symbol representing the light manipulator in 3D, the red arrow representing the light direction (i.e. the target):
When you point at an arrow, a predefined dotted circle is displayed like this:
If you drag your mouse along that circle, the light source is rotated along its axis. Now if you position your mouse over an arc, a predefined dotted circle also appears. If you drag your mouse along that circle, this changes the position of the light origin along the selected arc:
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Note that you can move the light position step-by-step by pressing Ctrl then dragging your mouse simultaneously. By default, the light source is rotated 10 degrees by 10 degrees but you can modify this value if needed via the Direction dialog box. You can also perform the following actions when right-clicking then selecting one of these contextual commands:
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Direction: the three spin boxes displayed let you define the position of the direction vector along the X, Y and Z directions. The direction vector represents the privileged direction of illumination of the source and is visualized by the red arrow whose origin is the light source origin. As soon as you modify a value, the light source is updated simultaneously in the geometry area.
Step-by-Step Rotation: this area lets you define the rotation angle in degrees. The default value is 10.00 but you can enter your own value if needed using the spin box. When the rotation angle has been defined, click the desired button to start rotating your light source around the corresponding axis by the angle you specified. For instance, clicking X+ means that the light source is rotated by the specified angle positive (i.e. clockwise) around the X axis whereas clicking -X rotates the light source by the specified angle negative (i.e. anticlockwise) around the X axis:
Starting position: X
Note that using these buttons amounts to manipulating the light source directly in the geometry area using the Ctrl key. Quick Orientation: this area lets you position the light source parallel to the absolute axis system. For instance, clicking Y modifies the light origin in order to position the light source parallel to the Y axis. Inversely, clicking -Y inverts the position of the light source along the Y axis:
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Quick Orientation = Y
Quick Orientation = -Y
Compass: this button lets you position the light source according to the compass orientation.
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Once you are satisfied with the position of your light source, click the Save button to store the light position. Each light position is saved under the following name: Direction.n, for instance "Direction.1" for the first position, "n" being incremented by one for each new position you save. You can save as many positions as necessary but keep in mind that you are not allowed to modify the position name. When finished, click OK to validate. If you want to use afterwards one of the light positions you saved, just re-select Save Light Direction then doubleclick the desired position: the light position is updated accordingly in the geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
q
by default, Free Rotation is activated and lets you rotate freely your light source around the X, Y or Z axis using the two green manipulators if you activate Rotate around X, you can rotate up or down your light source around the X axis only if you activate Rotate around Y, you can rotate up or down your light source around the Y axis only if you activate Rotate around Z, you can rotate up or down your light source around the Z axis only.
When you select the rotation around the X, Y or Z axis, the green manipulators are hidden and only the light target is displayed:
Lock Manipulator
When you point at one of the two green manipulators then right-click, you can also lock the selected manipulator by selecting Lock Manipulator. This command applies to the local X and Y axes of the light source. Locking a manipulator means that the rotation in the plane defined by the selected manipulator will be locked: the locked manipulator is hidden and you can only to move your light source around the unlocked axis of the light source which means that the mouse moves only up or down.
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No manipulator is locked
To unlock the manipulator, right-click then select Lock Manipulator again. Once a manipulator is locked, you can also click anywhere in the geometry area then press the space bar to hide the manipulator symbol. This is especially useful when working with big models because you can still change the light position by pointing at the hidden manipulator (in that case, the cursor shape changes) without being bothered by the display of this manipulator on your model. This is illustrated by the example below in three steps (from left to right): 1. one manipulator is locked 2. the cursor shape changes 3. you can still drag the hidden manipulator to modify the light direction
To redisplay the manipulator, you just need to press the space bar again.
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Picture Management
Managing Picture Sequences Saving Pictures
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in the View toolbar to zoom the current view out so that the whole
document fits into the available space in the viewer area as shown below:
You can also zoom in or out the current view with your mouse.
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If the rendering computation takes too much time, you can interrupt it by clicking the Stop button. Note: the background color of the Rendering Output window depends on the background color set in Tools > Options > General > Display > Visualization, whether graduated or customized. By default, the image is saved as CatiaRender.tif in a temporary. If you want to modify the name and the default location, refer to the next task to learn how to save pictures.
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Saving Pictures
From a rendering output From a shooting definition
Rendering Output
This task aims at explaining how to save a computed image.
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2. Navigate to the desired location then enter the image name as well as the format in the appropriate fields. The supported formats are: bmp jpg jpg jpg pic png psd rgb tga tif tif Microsoft Windows Bitmap Format JPEG (Joint Photographic Experts Group) Fair Quality JPEG Medium Quality JPEG High Quality Apple Macintosh Format Portable Network Graphics Photoshop Format Silicon Graphics 24-bit RGB color Truevision Targa file format TIFF (Tagged Image File Format) True Color TIFF True Color Compressed
3. Click Save. The image is saved. For more information on saving documents for the first time or under another name, refer to the Infrastructure Version 5 documentation.
Shooting Definition
This task explains how to modify the default name, format and location when saving a rendered animation .
2. In the Frame tab, select On disk and specify the new Directory and Name of the image.
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3. Choose a Frame format from the list. The supported frame formats are: bmp jpg jpg jpg pic png psd rgb tga tif tif Microsoft Windows Bitmap Format JPEG (Joint Photographic Experts Group) Fair Quality JPEG Medium Quality JPEG High Quality Apple Macintosh Format Portable Network Graphics Photoshop Format Silicon Graphics 24-bit RGB color Truevision Targa file format TIFF (Tagged Image File Format) True Color TIFF True Color Compressed
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4. Select an Animation format from the supported format list: Frame Sequence avi Microsoft Windows Audio-Video Interleaved mov Apple Quick Time Movie movie Silicon Graphics Movie mpg MPEG(Moving Picture Expert Group)-1 Video
Note: the image names of a turntable animation sequence are based on the path and name defined above. Image names are then prefixed with frame numbers: for instance, for an animation containing 3 frames, choosing MyTurntable.tif for the image name will produce MyTurntable_0001.tif, MyTurntable_0002.tif and MyTurntable_0003.tif .
5. Click OK. The default location is modified and, once rendered, the animation file will be saved in the frame and animation format you selected.
Images rendered in .tif format can easily be used for compositing thanks to alpha channel support. Alpha channel determines the opacity level of the pixel and is used for generating graphic effects when overlaying two bitmaps. Image pixels that do not cover any geometrical object have a transparent alpha channel, thus allowing to nicely embed the rendered image in any other image used as background.
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Stickers
Applying Stickers Modifying Stickers
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Applying Stickers
This task explains how to apply a sticker on a digital mockup (i.e. CATProducts, CATParts, cgr and MultiCAD files). Open the SaltnPepper.CATProduct document. Select Tools > Options > General > Display > Navigation then activate the Highlight faces and edges option. This option enables to highlight the sticked face. Click also Shading with Material in the View toolbar.
Note: You can also select directly in the geometry area the element onto which the sticker will be applied then click Apply Sticker. If you do so, you can skip step 2 and jump to step 3.
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2. Select the 3D geometry location where you want to apply the sticker: for a V5 model, you can either select one or multiple elements using the multi-selection in the 3D window or select the desired element(s) in the specification tree for a V4 model, you can select a face or the entire product as well either in the 3D window or in the specification tree for cgr and MultiCAD files, you can select either a face or the entire product in the 3D window or in the specification tree. As far as cgr files are concerned, the sticker will be applied onto the entire product.
However, note that applying a sticker onto the entire product will result in a longer response time when manipulating geometry. Depending on the location where you click, the sticker is applied the following way:
q
if you click an object in the specification tree, the sticker's manipulator is centered by default on the selected object and its size is proportional to the size of this object if you click an object in the geometry area, the manipulator is centered by default on the point you clicked and is positioned along the normal to this point.
3. Click the
These different mapping types are available to let you select the most appropriate mapping for the shape of the geometry:
q
Planar Mapping is similar to a slide projector (a picture on a wall, for instance). You can use it for stickers with two privileged directions such as a picture of a chessboard or a wall of bricks Spherical Mapping is similar to a painted light bulb. You can use it for stickers that do not have a privileged direction Cylindrical Mapping is similar to placing a label on a can of food. You can use it for stickers having a privileged direction such as a picture of marble.
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When a sticker is created and applied onto geometry, it is placed under a node named Stickers which is located under the current active product:
In our example, the symbol identifying the sticker means that the sticker has been applied onto an element and has a texture image. The number of selected elements is displayed in the Selection box. The sticker is applied tangent to the surface with a visualization in transparency and a default image. The shape of the manipulator reflects the mapping type selected in step 3 (Planar in our example):
You can assign a new default image to the sticker in the Sticker tab accessible in Tools > Options.
4. Use the manipulator handles to adjust the texture scale as shown below:
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When the sticker is selected, the compass is automatically snapped to it to let you position the sticker as you wish in the geometry:
However, as soon as you access the Sticker dialog box, the compass disappears. For detailed information on object manipulation with the compass, refer to "Manipulating Objects Using the Mouse and Compass" in the Version 5 - Infrastructure User's Guide.
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You can also use the Texture tab's sliders in the Sticker dialog box:
q
Size: defines the sticker size in millimeters Scale U, V: determines how the sticker is stretched along u- and v- axes Position U, V: determines the gizmo position along u- and v- axes. By default, the sticker image is centered Use Normal: lets you apply the sticker according to the plane projection. The Reverse Normal option lets you invert the normal. When "Use Normal" is not checked, the sticker is applied on both sides of the selected element Flip U, V: inverts the sticker texture along u- and v- axes Orientation: defines the gizmo rotation around u-, v- and w- axes. The W axis represents the normal to the surface.
You can click the button to resize U and V proportionally. This is especially useful for square shapes such as the Floor material.
When this option is on, the Scale V box is grayed and the icon changes to
When the lock is green, clicking an highlighted element automatically removes the sticker applied onto it. Just click the green lock so that it turns orange in order to lock the selection and prevent any removal.
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6. Use the Color slider to set the sticker color or click [...] opposite Color then choose the color to be used for the material texture. The Color dialog box is displayed allowing you to select the exact color you wish to define as a texture:
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You can click in the preview area to choose the color, or even enter the exact value of the desired color. You can enter a value comprised between 0 and 255 for any of these boxes. When finished, click OK (or Apply then OK) to validate and close the Color dialog box.
7. Define the other lighting parameters: Luminosity: determines the intensity of light diffused in any direction by the object, even if not lit by any light source Contrast: the intensity of light diffused by the object when lit by light sources Shininess: intensity and color of light reflected in one particular direction (highlights) Transparency: determines the degree of transparency of an object. The higher the value, the more transparent the object.
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You can create as many stickers as you wish on the same geometry and make them overlap each other, the last sticker created being placed on top. You are now ready to modify the sticker properties.
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Modifying Stickers
This task explains how to modify the sticker properties such as the lighting or the projected image, for instance.
1. Right-click the sticker in the specification tree then select Properties (or press Alt+Enter).
the Sticker dialog box which lets you modify the sticker properties as well. Note: the Properties dialog box does not allow you to perform geometry modifications on a sticker that is already applied. To do this, access the Sticker dialog box by selecting Sticker object > Definition.
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The Feature Properties tab provides general information on the currently selected sticker, e.g. its name, its creation date, etc. The Rendering tab lets you modify the Texture and Lighting parameters: The Texture and Lighting parameters displayed in this dialog box are identical to those contained in the Sticker dialog box, except that you cannot manipulate the viewpoint interactively.
2. If you want to define a texture image for the sticker, click the ... button to open the File Selection dialog box.
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.bmp .rgb .jpg .tif (this format supports transparency so that you can see the underlying stickers and geometry in the transparent areas of your image).
The name, the path and the graphical representation of the chosen image are displayed in the Image field:
Whatever image format you choose, you can access the Lighting tab to select the Use Transparent Color check box then click the default transparent color is Black): icon to open the transparency viewer (the
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Note: the Transparent Color results from a comparison between pure color components. There is no tolerancy which implies that some aliasing artifacts may appear. This dialog box lets you select the color onto which the transparency will be applied after clicking OK. You can now zoom the sticker image to be used in the Pick Transparent Color dialog box. This is especially useful for choosing the pixel to be used as a color reference for transparency. To do so, press and hold down the middle mouse button, then click the left (or right) mouse button and drag (still holding the middle mouse button down) upwards to zoom in or downwards to zoom out. For instance, the image below has been zoomed out:
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To reframe automatically the image, you can click the Fit All In When satisfied, click OK to validate and close the dialog box.
button anytime.
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Note: if you are using the Photo Studio product, you can also generate a rendered image of the sticker by clicking Quick Render .
for a sticker that is applied onto geometry and for which a texture image has been defined for a sticker that is not applied onto geometry (typically, when you select the Sticker command without having previously selected the element onto which the sticker should be applied) for a sticker that is applied onto geometry but for which no texture image has been defined.
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Animations
Creating a Turntable Defining Animation Parameters Previewing and Rendering a Turntable
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Creating a Turntable
This task explains how to create a turntable which is the preliminary step before running a simulation. A turntable lets you generate a movie of your model, permitting a better analysis of the design quality. It is a set of successive images. The movie generated consists in a rotation of the active camera around an axis. Open the Lamp.CATProduct document.
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You can now define the model rotation axis. The entire product geometry will be able to rotate around that axis.
2. Position the turntable along the x, y, and z axes by dragging it to the desired location using the compass:
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4. In the Turntable dialog box, indicate the rotation Start Angle and End Angle in degrees.
By definition, the turntable is a simple rotation animation. The rotation can be limited to less than 360 degrees (for instance a half-turn, that is 180 degrees). The end angle is identified by an arrow as shown in the picture below:
Note: you can change the rotation direction by clicking the Reverse Direction button.
5. Click OK. The turntable is created. You can right-click the turntable axis in the specification tree then select Axis object > Definition to edit the turntable rotation axis.
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For detailed information on the Frame and Quality tabs, refer to Setting Image Quality Parameters in this guide.
This gives you the feedback of the effective animation lapse time. It depends on the number of frames per seconds specified in the scene. The default value (twenty-five frames per second) displayed in the Duration box is the standard number of images used on a tape recorder.
5. Indicate the Frequency of computation according to the total number of frames in the animation.
6. In the Frame count box, choose the number of frames that are going to be replayed in the animation.
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7. In the Compute box, indicate whether you wish to compute all frames or only a specified number of frames by selecting the appropriate option. If you select From frame, you have to enter the start and end frames as well as the step between the computed frames.
When creating renders based on tracks and sequences, you can only set the frequency parameter, the others parameters are grayed out. The adequate DMU license is required to modify tracks and sequences:
q
shooting tracks of moving objects or sequences including moving objects requires a DMU Fitting Simulator 2 (FIT) license shooting tracks of mechanisms or sequences including mechanisms requires a DMU Kinematics Simulator 2 (KIN) license shooting tracks and sequences of lights, textures and cameras requires no DMU license.
8. Click OK.
The shooting is defined and you can now preview and render your animation.
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2. Click Simulation
3. Move the turntable as you wish using the compass. 4. Click the Insert button to record the desired shots in your animation.
As soon as you insert your first keyframe, the dialog box buttons are activated to let you Modify, Delete or Skip the current shot by clicking the appropriate button.
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For more information on animating in a simulation and using the Manipulation toolbar, refer to Animating Scene Elements in a Simulation in this guide. However, note that you cannot add objects to a simulation based on a turntable (even if the Edit simulation objects button is available).
5. Keep on inserting keyframes then preview the animation by clicking the Play forward button with Animate viewpoint selected. When you run the simulation, the animated object rotates around the turntable axis:
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For detailed information on this window, refer to Setting Image Frame and Quality Parameters.
button.
You can also render an animation by right-clicking the desired shooting in the specification tree then selecting Render Animation. Do not forget to select the corresponding turntable in the Shooting Definition dialog box as shown below, otherwise Render Animation is grayed out.
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Environment Management
Creating an Environment Managing Environment Walls Defining the Wallpaper Importing an Environment
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Creating an Environment
This task shows you how to create an environment. Three environment types are available: box, sphere and cylinder. An environment is a simplified simulation of a landscape surrounding your model and directly reflected by your model. It is an efficient way to get a very quick feedback of the illumination behavior of your model and check its integration in its final environment. For example, placing neon lights as a 3D-texture on the ceiling will be used for car body design, while referring to a picture of a Norvegian forest for the walls will produce an impressive marketing image of a newly designed chainsaw. Open the RED-CAR.CATProduct document.
2. Zoom out then click anywhere in the geometry area to deselect the environment.
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You can also:
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click Create Sphere Environment if you want an environment being a non-dimensional sphere with two hemispheres: north and south (to simulate a sky for example).
click Create Cylinder Environment if you want an enviroment having a cylindrical shape:
Showroom environments (square or cylindrical shape) correspond to a square or cylinder room without windows, with a texture or an image on the walls, floor and ceiling. This type of environment is a very efficient tool for design study of very close reflection, for instance, reflection of rows of neon lights on a car body. Their size can be set and they can be positioned at a desired location. They are always visible and will appear as other geometrical elements of the model at their defined location. Sky-ground environments (spherical shape) are used to simulate the reflections of a "real world" onto the geometry. Texture simulating grounds or skies will provide good results. They totally surround the model.
As soon as you create an environment, it becomes active. Any previously created environment is deactivated in the specification tree, only one active environment being taken into account at rendering time.
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In our example, Environment 2 has been created and Environment 1 is deactivated. To activate an environment, right-click it in the specification tree then select Environment Active.
3. Position your pointer over the edges then use the green segments environment walls: drag a segment to resize the walls according to the edges press Shift and drag a segment to resize the walls according to the center.
4. Right-click the environment in the specification tree then select Properties (or press Alt+Enter). The Properties dialog box is displayed.
5. The Dimensions tab enables you to define the environment size. In our example, specify the Length, Width and Height of the walls in millimeters:
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6. Click the Position tab to interactively define: the environment translation from the Origin along the X, Y or Z axis the environment translation along the X, Y, or Z Axis.
The Feature Properties tab provides general information on the currently selected environment, e.g. its name, its creation date, etc.
You can also interactively position your environment by dragging the compass and dropping it onto the environment.
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Open the RED-CAR.CATProduct document and create an environment as explained in Creating an Environment. 1. In the specification tree, select an environment wall (or select it directly in the 3D window).
2. Right-click to display the contextual menu then deactivate the Wall Active option. The selected wall is grayed in the specification tree and is not taken into account at rendering time, as shown in the example below:
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Only the edges of the deactivated wall are displayed in the environment representation except if you specified that inactive environments are displayed (in Tools > Options > Infrastructure > Real Time Rendering > Display).
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The material to be applied onto the wall must have a texture, otherwise an error message is displayed.
3. Click the Construction tab, for example, then select Marble Paving.
4. Click the Apply Material button to map the image texture of the material onto the selected wall.
5. Repeat these steps for the other walls if you want to. Instead of clicking the Apply Material button, you can also use the contextual menu then copy the material before pasting it or drag and drop the material directly onto the wall.
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7. To modify the mapped texture properties, right-click the corresponding environment wall in the specification tree then select Properties or xxx object > Definition. The Properties dialog box is displayed:
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The Texture tab lets you modify the Image Name as well as the material Scale, Position and Orientation.
Note: the Image Name field lets you modify the mapped texture by choosing either another texture from the default material library or a custom texture.
8. The Flip U, V check boxes let you invert the material texture along U and V axes.
Select the Lock Texture Fit check box to prevent texture fit alteration when modifying the environment size.
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9. Define the image repetititon along U and V, as well as its scale, its position and its orientation:
Repeat U, V: lets you specify whether or not you want the texture repeated ad infinitum along u- and v-axes Scale U, V: determines how the texture is stretched along u- and v-axes Position U, V: determines the position of the texture along u- and v-axes. By default, the image is centered Orientation: defines the rotation of the texture on surfaces.
You can click the Link U and V scales button to resize U and V proportionally. This is especially useful for square shapes, the Floor material for instance.
Note that when this option is on, the Scale V field is grayed out and the button changes to
Click the Fit All in Wall button to automatically scale the texture in order to fit it in the wall.
10. Click the Lighting tab and select the On check box to enable shadow casting on the wall.
When the option is deactivated, the wall is visible even if not illuminated.
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11. Click OK or Apply + OK to validate and close the Properties dialog box.
2. Right-click then select Properties or xxx object > Definition then access the Texture tab:
3. Enter the name of the texture to be mapped directly in the Image Name field or click the ... button to navigate to the desired file.
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Depending on the document environments (i.e. the method to be used to access your documents) you allowed in the Document settings, an additional dialog box might appear simultaneously to the File Selection dialog box to let you access your documents using an alternate method:
In our example, four document environments have been allowed among which the DLName environment. If you want to access your texture files using DLNames, for instance, click the Logical File System button: this opens a specific dialog box dedicated to the DLName environment. For detailed information on this dialog box, refer to Opening Existing Documents Using the Browse Window.
Once a file name has been entered in the Image Name box, the other fields are grayed out to let you modify the texture properties. To do so, repeat steps 9 to 12 detailed above in Using default textures.
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The following example shows an environment onto which custom textures have been applied:
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Importing an Environment
This task will show you how to generate an environment based on stitched images computed by Realviz Stitcher from a series of pictures. The generated files to be imported in Real Time Rendering are of type .cam.
The file is imported and directly mapped onto an environment (either cubical, cylindrical or spherical), the convenient shape being automatically detected:
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Shooting
Setting Image Frame and Quality Parameters Setting Indirect Illumination Parameters
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Open the Shooting.CATProduct document and make sure that Shading with Material
to open the Shooting Definition dialog box the select Shooting 1 from the Shooting Name
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In the Frame tab, the Scene area lets you specify the elements to be rendered as well as the way of rendering them. By default, the active environment and any other active source are rendered.
2. In the the appropriate fields of the Scene area, select the Camera, Environment and Available Lights you want to render. If no light is selected, a default directional light orthogonal to the image plane is used (therefore producing very few shadows). As it might take a very long time to compute the preview when working with large models, no preview is displayed by default. button to display a preview of the camera or of the current viewpoint However, you can now click the Camera View (depending on what you selected in the Camera list). In our scenario, the result looks like this when clicking the Camera View button:
Once the preview is displayed, the Camera View button is grayed out and remains deactivated unless you select another value in the Camera list.
3. In the Image size area, define the size of the rendered image using the slider or manually.
4. Indicate the ratio between the frame height and width in the Custom box.
). However, the pixel number and the ratio can be linked together so that, By default, the pixel number is locked ( whenever you change the pixel number, the ratio value is adjusted according to this number and reciprocally. To do so, click the Lock Size Ratio button (which turns green ).
You can also click Predefined to retrieve standard ratios. The corresponding ratio and pixel number is then displayed accordingly.
5. In the Output area, select On disk to modify the name of the computed image. By default, it is saved in a temporary folder under the name "CatiaRender.tif". The On disk option also lets you change the default location. For more information, refer to the Saving Pictures task in this guide.
6. The Quality tab lets you specify rendering, shadow and accuracy parameters, all of them impacting the rendering computation duration.
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7. Indicate the maximum number for: Reflections Refractions Rebounds (the maximum number of times a ray, either reflected or refracted, can rebound onto a surface).
For instance, if you choose 2 reflections and have two parallel mirrors in your scene, you will see the reflections of the reflections in each mirror ; choosing 1 instead, you will not see the secondary reflections. Note: the number of rebounds cannot exceed the sum (Reflections + Refractions) and cannot be lower than 1.
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No texture rendering means that only the material lighting characteristics is taken into account for the rendering and the environment wall texture are not rendered as well. This option can be used to speed up rendering at early stage for example. If you select the Show shadows check box, only the shadows produced by the active lights are rendered, otherwise no shadows are computed. This can be useful to speed up rendering. Now, let's define the accuracy parameters that control the oversampling of the final image:
8. Select the accuracy type. Predefined: sets a fixed sag value for calculating tessellation on all objects.
q
a low value means that a very fine mesh is used to render surfaces, but the drawback is that pre-processing and rendering will take more time a high value means that a very coarse mesh is used, but the advantage is that pre-processing and rendering will take less time.
Custom: the Custom parameters are defined through three values: a minimum number of samples, a maximum number of samples and a threshold.
q
minimum sample: specifies the minimum number of samples, i.e. minimum number of rays taken at each corner of a pixel square to measure the color. In our example, we have chosen a minimum of 1 ray at each corner of a square of 4 4 pixels threshold: specifies the percentage over which an oversampling is done if the contrast in any RGB component between the currently calculated pixels and the neighboring pixels weighted by their sum is greater than this threshold. The lower this value, the more oversampling and the longer the rendering time maximum sample: specifies the maximum number of samples, i.e. rays, per pixel. In our example, we have chosen a maximum of 1 ray per pixel.
The preview area to the right shows you the effect of each setting. Note that anti-aliasing sets a better oversampling. Anti-aliasing modifies the appearance of lines in order to make the jagged edges look smoother. To do so, the square pixels composing the lines are put in shades of gray or in-between color.
9. Click the Animation tab to define the animation parameters. For more information on the animation, refer to the Defining Animation Parameters task in this guide.
10. Click OK. The next step is to render the shooting you have defined.
A summary of the selected scene characteristics (viewpoint, number of active lights, shadows activated or not, etc.) is displayed.
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12. Select a shooting then click the Render Single Frame the type of render you want to create.
button, depending on
The Rendering Output window opens and displays the rendering result. Note: you can also render an animation or a single frame by right-clicking the desired shooting in the specification tree then selecting Render Animation or Render Single Frame. The background colour of the Rendering Output window depends on the background color set in Tools > Options > General > Display > Visualization. After selecting an animation as the current shooting, the Compressor Setup... button is activated to let you set the type of compressor from the Choose Compressor dialog box:
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This dialog box allows you to choose a CODEC from the list of CODECs installed on your computer, then configure it. The role of the CODEC is to compress your video files. Installing Version 5 does NOT install CODECs on your computer. The list of CODECs differs from one platform to another. For information about how to configure the CODEC, refer to the CODEC supplier's documentation. On Windows, the Compressor list contains several options among which "Full Frames (Uncompressed)". Selecting this option prior to recording has the following effects:
q
the resulting video file is larger (because it is not compressed) but performance during the recording is enhanced (because each frame is not compressed as soon as it is recorded).
Note that if you installed DirectShow on your computer, you will be able to use all CODECs and compression options provided by the DirectShow multimedia architecture. Therefore, additional CODECs will be available in the Compressor list.
Textures off, two active lights, shadows off and an average accuracy
Textures on, two active lights, shadows on, anti-aliasing off and the lowest accuracy
Textures on, two active lights, shadows on and the lowest accuracy
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icon identifies the most recently rendered shooting, the other shootings being identified
if you want to redo the last render performed, whether it was a single frame or an animation.
Once a shooting has been defined, you can edit its parameters afterwards by re-accessing the Shooting Definition dialog box. To do so, right-click the shooting to be modified in the specification tree then select Shooting object > Definition.
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Open the Shooting.CATProduct document and make sure that Shading with Material toolbar.
to open the Shooting Definition dialog box then access the Indirect Illumination
2. Select the Active check box to activate Final Gathering. Once it is selected, the other boxes are activated.
Final Gathering acts like an energy transmitter in the sense that the light striking the object is not only computed from the light sources you may have defined but also from the other elements composing the scene. More precisely, the hemispherical area surrounding each shaded point is used to calculate the light energy. Rays are sent in the appropriate directions in this hemisphere and, as the light bounces from one object to another, the light energy is computed on any surfaces surrounding the object. This is what we call "indirect illumination":
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3. In the Rays box, define the number of rays that are going to be sent at random from each pixel in the hemisphere to calculate the indirect illumination factor which will be multiplied by the material diffuse parameter coefficient. As a consequence, no indirect illumination is computed for materials with a null diffuse value.
For instance, in case of a complex scene with many elements and light sources, choosing a high number of rays is a good idea to have a fine result (at the cost of a lower performance). The trick is to balance the rendering quality and the computation duration: q setting a too low number produces a low quality image since soft patterns of light and shadow may appear but the shooting duration is shorter
q
on the other hand, setting a too high value produces a high quality image since a great number of rays are fired but the more rays, the longer the shooting duration.
This parameter is used to allow better performance and represents an interpolation: a final gather result could be computed for each pixel but computation time would be unbearable in most cases. As indirect illumination tends to vary rather slowly, it is possible to interpolate from previous final gather results and still get an accurate result. Each time a final gather point is requested to compute the indirect illumination on a pixel, neighbouring results are checked to see if they can be reused with minimal interpolation errors. Maximum radius represents the maximum distance of previous final gather points to be reused. As a consequence, any previous points located at a distance greater than the maximum indicated (i.e. outside a sphere whose radius is the maximum radius you indicated) are not taken into account. Usually, the illumination in a wall does not vary much when you just move over a minimal distance. But in a corner, artifacts may appear if one wall uses points from the other. This is avoided by the maximum radius criterium. A useful schema to determine the correct value to be used is to first set a high maximum radius then decrease it progressively until you reach a value that does not produce artifacts for the given scene. Note:
q
If set to 0, the maximum radius is computed from the scene extent. The lower the maximum radius, the smoother the shading and the more accurate the illumination as rays are sent closer from each other.
However, there is a price to pay in performance when setting a low value since the number of Final Gathering steps i increased.
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5. Once Final Gathering is activated, you can select the Do not use ambient option in the Material area in order not to take into account the material ambient coefficient when computing indirect illumination. Ambient coefficient corresponds to the light intensity diffused in any direction by the object, even if not lit by any light source. This parameter affects the whole object, including the shadowed area.
6. Click OK to validate your parameters. While tuning your scene parameters, start using a few number of rays (i.e. a value < 100) with a high maximum radius. Then, when satisfied with the scene definition, you can increase the number of rays and decrease the maximum radius value.
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Pay attention to the shooting quality parameters, they have a great influence on performance and image quality. The following is another example of Final Gathering:
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Materials
Using Materials for Rendering
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In case no material has been applied, the rendered image will be computed using the color and transparency defined in the basic graphic properties of the part, starting with the the object located at the lowest level in the specification tree. An object with no mapped material will appear as if it was made of matte plastic, without any relief and transparent or not (depending on the transparency degree defined in the Properties dialog box). As a consequence, it is recommended to apply a material onto each part of your model in order to compute the image from the material properties and thus, generate a far more realistic image.
1. In the specification tree, select the plus sign besides the item referred to as "body". 2. Right-click the Red Paint material then select Properties (or press Alt+Enter).
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5. Click the Rendering tab to define the Lighting parameters: Ambient: the intensity of light diffused in any direction by the object, even if not lit by any light source. The ambient light is essentially used to show objects or parts of objects that are not illuminated directly by the light source. The intensity is defined by a coefficient (with a value between 0 and 1). This parameter affects the whole object, including the shadowed area. Diffuse: the intensity of light diffused by the object when lit by light sources. The intensity is defined by a coefficient (with a value between 0 and 1). Typically, a shiny metal surface would have a diffuse reflectance value close to 0, while a piece of cardboard would have a value probably above 0.9. Specular: intensity and color of light reflected in one particular direction (highlights). Typically, a polished object would have a high value for the specular reflectance coefficient, while a more mat surface would have a lower one. Roughness: dullness of an object (size of the reflecting zone). Set the value to a minimum to generate very sharp highlights on very shiny surfaces. Set the shininess to a higher value to generate large specular spots creating a duller effect on rougher surfaces. Transparency: the degree of transparency of an object and color of the filter interfering with the light passing through an object. The transparency color acts like a photographic filter which modifies artificially the light rays received by an optical lens. It is generally identical to the ambient and diffuse color but when it is different, the shadows cast by the object are colored accordingly. For instance, a blue object with a red transparency color will cast slightly red shadows. The higher the value, the more transparent the object (in the example the value is 0.75), the lower the value, the more opaque the object. Refraction: degree of light passing obliquely through an object. The refraction is defined by a coefficient (value between 1 and 2). Set to 1, the transparent object will show no light distortion. As an example, water has a 1.2 coefficient. Reflectivity: degree of reflectivity of an object. Set to a high value, the object reflects its environment.
You can select the Flip U, V check boxes to invert the material texture along U and V axes.
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Note that when clicking the ... button to open the File Selection dialog box and choose a new texture, an additional dialog box might appear simultaneously depending on the document environments (i.e. the method to be used to access your documents) you allowed in the Document tab. This additional window lets you access your documents using an alternate method and looks something like this:
In our example, four document environments have been allowed among which the DLName environment. If you want to access your texture files using DLNames, for instance, click the Logical File System button: this opens a specific dialog box dedicated to the DLName environment. For detailed information on the Browse dialog box, refer to Opening Existing Documents Using the Browse Window.
For more information on this tab, refer to the Version 5 Real Time Rendering User's Guide Modifying Material Texture Properties. A preview is displayed in the Properties dialog box but it slightly differs from the rendered image. The following are examples of rendered images with their corresponding lighting preview:
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Lighting Preview
Quick Render
Default
Transparency = 0.90
Reflectivity = 0.94
In order to get a more precise idea of the rendered material appearance, you can click the Ray Traced Preview button to display a preview of the material in the Properties dialog box. To deactivate this preview mode, click the button once again.
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Multi-View Configuration
Automatic Configuration Manual Configuration Standard View Customization
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The multi-view mode is a capability allowing you to customize your multi-view configuration within a 3D viewer. The manual configuration is defined in the Manual tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Automatic Configuration and Creating a Multi-View: Standard Views' Customization.
"Viewer" is the screen area in which 3D objects are drawn "View" is a part of the viewer. Usually, the viewer has one single view but it can also be divided into 4 parts representing a different view each. When a viewer is split into several views, it is identified as a "multi-view" viewer "Viewpoint" is the set of parameters required for defining a 3D view volume, i.e. the eye of the user, the view direction, the focus point and the axis system defining the position of the user. It can be defined as the position in model coordinates at which the eye is looking "Layout" defines how the viewer is divided into different areas (= views) and how these areas are located "Configuration" is a layout made up of views, each of them being defined with a viewpoint.
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved when selecting File > Save As. For instance, if you apply a multi-view configuration then save and close your document before reopening it, this document is displayed in a single-view configuration using the last active view before the save. However, the configuration is stored in the CATSettings directory and therefore, you can reuse it from one session to another by clicking Create Multi-View applied. in the View toolbar. If no customization has been defined, the default configuration is
1. Select View > Navigation Mode > Multi-View Customization to open the Views and Layout dialog box then select the Manual tab:
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Configuration Selection lets you select a predefined multi-view configuration from the list View Selection lets you set the current view as well as the orientation of the selected viewpoint Viewpoint Manipulation lets you manipulate the viewpoint using the following options: r Rotation Lock: locks the viewpoint rotation
r
Translation Lock: locks the viewpoint translation Viewpoint Synchronization: imposes a synchronization between the views when a viewpoint transformation (rotation, translation or zoom) is made in one of them. Note that you cannot activate both Translation Lock and Viewpoint Synchronization
Standard Views icons let you set the desired standard view as the current view. The standard views displayed in the left part of the dialog box are identical to the one of the Quick View toolbar Confirmation: lets you validate or cancel the configuration.
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2. In the Configuration Selection area, select the desired configuration from the list of predefined configuration.
As soon as a configuration is selected, the four views displayed in the View Selection area are automatically updated accordingly. Each view composing the configuration represents a standard view and the current view is identified by a lighter color. You can choose among the following configurations:
Four-View
In this configuration, the viewer is divided into four equal views, each of them being identified as follows:
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In this configuration, the viewer is divided into two parts. The main view is displayed to the right and three auxiliary views are displayed to the left:
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In this configuration, the viewer is divided into two parts. The main view is displayed on top and three auxiliary views are displayed at the bottom:
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In this configuration, the viewer is divided into two parts. The views are organized horizontally with respect to each other. The first view is displayed on top and the second is displayed at the bottom:
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In this configuration, the viewer is divided into two parts. The views are organized vertically with respect to each other and are displayed in the right and left part of the screen, respectively:
3. Click Apply to apply the selected configuration to the current 3D viewer and keep the Views and Layout dialog box displayed:
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As soon as you apply a configuration to the current viewer, the Create Multi-View changes to to indicate that the multi-view mode is now active.
When you manipulate a viewpoint in one of the four views, the other three viewpoints are not modified and you can manipulate them independently:
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4. To set a view as the current view, click it in the View Selection area. In the example below, the isometric view has been set as the current view:
5. Select one of the standard views displayed to the left to apply it to the current view: for instance, click the Back View button to set the Back View as the current view as shown below:
When you click Apply, the selected standard view is applied to the corresponding view you in the viewer. Another way to apply a standard view in the viewer is to select in the viewer the view you want to modify (in that case, the compass is displayed in the top-right corner of the selected view) then select a standard view from the Quick View toolbar. However, do not forget that if you do not also change the corresponding view in the View Selection area, the modification you made in the viewer is not kept when clicking Apply.
) enabling you to change the orientation of The View Selection area also contains four rotation arrows (such as the current base view: one click on an arrow rotates the base view by 90 degrees in the arrow's direction.
6. Click the
arrow repeatedly and check the result in the View Selection area. Below is an example with starting
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Note that if the current view is an isometric view, the rotation step will be 60 degrees and not 90 degrees:
You also have the ability to use the four view selectors (such as increments.
7. Click the
arrow repeatedly and check the result in the View Selection area. Below is an example with Back View as
the current view and the starting position displayed to the left:
If the current view is not an isometric view: r clicking the left or right selector makes the view's horizontal axis change by a predetermined increment. If you click a selector then the opposite afterwards, the view direction is reversed
r
clicking the up or down selector makes the view's vertical axis change by a predetermined increment. If you click a selector then the opposite afterwards, the view direction is reversed
If the current view is an isometric view: clicking one of the four selectors makes the view direction change to one of the eight possible isometric views by predetermined increments. Note that the view direction for an isometric view is always the direction from the eye point (= the location of the viewer's eye within the 3D scene) to the axis origin. The picture below illustrates the eight eye points for the different isometric views:
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Rotation Lock locks the rotation in the view you select (i.e. the current view) Translation Lock locks the translation in the view you select (i.e. the current view).
Note: Rotation Lock or Translation Lock and Viewpoint Synchronization cannot be activated simultaneously. Activating Rotation Lock or Translation Lock automatically deactivates Viewpoint Synchronization, and inversely.
9. Select the Viewpoint Synchronization check box then click Apply if you want the other three viewpoints to be modified simultaneously when you manipulate one of them.
In the example below, the main viewpoint has been modified and the three others have been updated accordingly:
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10. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout dialog box.
Note that when you reselect View > Navigation Mode > Multi-View Customization, the Views and Layout dialog box the last used tab is activated with the last applied configuration.
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The multi-view mode is a capability allowing you to customize the multi-view configuration within a 3D viewer. The automatic configuration is defined in the Automatic tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Manual Configuration and Creating a Multi-View: Standard Views' Customization.
"Viewer" is the screen area in which 3D objects are drawn "View" is a part of the viewer. Usually, the viewer has one single view but it can also be divided into 4 parts representing a different view each. When a viewer is split into several views, it is identified as a "multi-view" viewer "Viewpoint" is the set of parameters required for defining a 3D view volume, i.e. the eye of the user, the view direction, the focus point and the axis system defining the position of the user. It can be defined as the position in model coordinates at which the eye is looking "Layout" defines how the viewer is divided into different areas (= views) and how these areas are located "Configuration" is a layout made up of views, each of them being defined with a viewpoint.
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved when selecting File > Save As. For instance, if you apply a multi-view configuration then save and close your document before reopening it, this document is displayed in a single-view configuration using the last active view before the save. However, the configuration is stored in the CATSettings directory and therefore, you can reuse it from one session to another by clicking Create Multi-View configuration is applied. in the View toolbar. If no customization has been defined, the default
1. Select View > Navigation Mode > Multi-View Customization to open the Views and Layout dialog box then select the Automatic tab:
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View Selection lets you select a group of views as well as their location and orientation Viewpoint Manipulation lets you manipulate the viewpoint using the following options: r Rotation Lock: locks the viewpoint rotation
r
Translation Lock: locks the viewpoint translation Viewpoint Synchronization: imposes a synchronization between the views when a viewpoint transformation (rotation, translation or zoom) is made in one of them. Note that you cannot activate both Translation Lock and Viewpoint Synchronization
For any 3D object, there are six standard views according to the coordinate system of the object. These views mapped onto a cube, each face of this cube being perpendicular to one of the directions of the 3D axis. Whatever the orientation of the cube, the observer can see three faces (i.e. three standard views) as shown below:
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An isometric view can be added to these views. The direction of this isometric view starts from the vertex formed by the three faces towards the center of the cube.
The View Selection area represents the unfolded cube of standard views: each square represents a standard view and the one placed at the center is the base view around which adjacent views are automatically generated. In the default configuration displayed below, the base view is the standard Left View: ISO = Isometric View TP = Top View BK = Back View LF = Left View FR = Front View BM = Bottom View
2. Select the standard view to be used as base view using one of these two methods:
select directly in the View Selection area the view to be set as the base view: the selected view is placed at the center and all the adjacent views are regenerated accordingly. In the example below, Back View is selected:
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click the right translation arrow to shift Back View to the center (or any other translation arrow depending on the standard view you want to set as base view). Clicking a translation arrow shifts the views in the arrow's direction.
3. Click Apply to apply the configuration to the current 3D viewer and keep the Views and Layout dialog box displayed:
As soon as you apply a configuration to the current viewer, the Create Multi-View toolbar changes to to indicate that the multi-view mode is now active.
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When you manipulate a viewpoint in one of the four views, the other three viewpoints are not modified and you can manipulate them independently:
4. Select a group of views by clicking an Isometric View in one of the four corners of the View Selection area.
This amounts to selecting a vertex of the cube and the user will then see the three adjacent faces. The selected Isometric View is computed from its three adjacent views and the four views (Isometric + adjacent) will be highlighted:
Another example when the Isometric View in the top-right corner is selected:
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) enabling you to change the orientation The View Selection area also contains four rotation arrows (such as of the current base view: one click on an arrow rotates the base view by 90 degrees in the arrow's direction. When the base view is rotated, all the adjacent views as well as the isometric view are recalculated.
5. Click the
arrow repeatedly and check the result in the View Selection area. Below is an example with starting
Rotation Lock locks the rotation in all the views, except the Isometric View Translation Lock locks the translation in all the views, except the Isometric View.
7. Select the Viewpoint Synchronization check box then click Apply if you want the other three viewpoints to be modified simultaneously when you manipulate one of them.
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8. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout dialog box.
Note that when you reselect View > Navigation Mode > Multi-View Customization, the Views and Layout dialog box the last used tab is activated with the last applied configuration.
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The multi-view mode is a capability allowing you to customize the default standard views within a 3D viewer. This customization is defined in the Standard Views tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Manual Configuration and Creating a Multi-View: Automatic Configuration.
"Viewer" is the screen area in which 3D objects are drawn "View" is a part of the viewer. Usually, the viewer has one single view but it can also be divided into 4 parts representing a different view each. When a viewer is split into several views, it is identified as a "multi-view" viewer "Viewpoint" is the set of parameters required for defining a 3D view volume, i.e. the eye of the user, the view direction, the focus point and the axis system defining the position of the user. It can be defined as the position in model coordinates at which the eye is looking.
Bear in mind that the configuration remains active throughout the whole Version 5 session but it is not saved when selecting File > Save As. For instance, if you apply a specific configuration then save and close your document before reopening it, this document is displayed using the last active view before the save. However, the view direction and orientation you define in this tab are stored in the CATSettings directory and therefore, you can reuse your customization from one session to another by clicking Create Multi-View customization has been defined for a standard view, the default standard view is applied. in the View toolbar. If no
1. Select View > Navigation Mode > Multi-View Customization to open the Views and Layout dialog box then select the Standard Views tab:
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Note that you can also access the Standard Views tab by selecting View > Named Views then choosing a view from the list before clicking the Properties button. This dialog box is made up of six areas:
q
Standard Views icons let you select the standard view to be customized View Selection lets you modify the direction and orientation of the selected standard view View Direction lets you manipulate the viewpoint Apply to axis lets you specify the axis to which the modification will be applied Reset All lets you restore all the standard views to their original default direction and orientation Confirmation: lets you validate or cancel the configuration.
2. Select a standard view to customize by clicking one of the icons displayed to the left. By default, Front View is selected. In our example, we click the Back View button.
When a standard view is selected, the preview displayed in the View Selection area is updated:
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The standard views displayed in this dialog box are identical to those available in the Quick View toolbar:
Isometric View Front View Back View Left View Right View Top View Bottom View
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4. Re-select View > Navigation Mode > Multi-View Customization to re-open the Views and Layout dialog box: the Back View button is still selected and we can now start customizing the view.
Below is an example of the result you can obtain when clicking repeatedly the selected view and starting position displayed to the left:
Note that if the current standard view is an isometric view, the isometric view's direction changes to one of the eight possible isometric views using predetermined increments. Below is an example using repeatedly the arrow with starting position displayed to the left:
) to change the orientation of the current view: one click on an arrow rotates
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Note that if the current standard view is an isometric view, the view is rotated by 60 degrees:
7. Use the three fields displayed in the View Direction area to change the direction of the current view.
This area indicates the direction of the selected standard view along the X, Y and Z axis (as shown below):
To change the direction, you can enter one of these three values in the desired field: -1, 0 or 1 before clicking Apply. Note that if the selected view is not an isometric view, you can enter a value only in one of the tree fields: as soon as a value is entered in a field, the other two are automatically filled with the value "0". On the contrary, if the selected view is an isometric view, you can enter a value in the three fields. If you enter a positive value other than "1", it is changed to "1" and if you enter a negative value other than "-1", it is changed to "-1". For instance, entering "-1" instead of "1" in the first box to the left inverts the view direction along the X axis:
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8. Use the Apply to axis area to position the selected standard view according to the local axis or to the axis you select:
when Use local axis is displayed, it means that the standard view is positioned according to the active (i.e. current) local axis. If no local axis is active, the standard view is positioned according to the global axis system (displayed in the bottom right corner of the screen) of the UI-active object. For instance, if a part is activated, the standard view uses the part's axis as reference. To set an axis as current, right-click it in the specification tree or in the geometry area then select xxx object > Set As Current. select the Select axis check box lets you position the standard view according to a specific axis: to select the axis to be used, first select the text No Selection then click the axis to be used in the geometry area. The name of the selected axis is displayed in the box:
The directions of the selected axis are saved in the CATSettings directory and are applied to the standard view. As these directions are stored in the settings, this means that the standard view is always positioned according to them and this, whatever the orientation changes you might make afterwards (for instance, if you change the compass orientation). If you want to apply new directions to the standard view, you need to select another axis. Note that the Select axis option remains activated even if you select another standard view. Therefore, do not forget to deactivate the option if you want to use the local axis.
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In case your current axis sytem is left-handed, the standard views are positioned according to the global axis system. For detailed information about defining a three-axis system locally, refer to Axis System.
If you want to restore all the standard views to their original direction and orientation, click the Reset All button.
9. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout dialog box.
10. In the View toolbar, click the icon of the standard view you have just customized (Back View in our example).
The modified standard view is applied to the current viewer and you see that the result is totally different from the one in step 3 where the original standard Back View has been applied:
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Advanced Tasks
Scene Definition Scene Tuning Catalog Browsing Interoperability with V4 Scene Elements Working with ENOVIA LCA: Optimal CATIA PLM Usability
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Scene Definition
Defining a Scene Animating Scene Elements in a Simulation
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Defining a Scene
This task gives you a quick methodology to define the parameters involved in the scene creation, i.e. light sources, camera, textures and describe their spatial arrangement in a three-dimensional world.
2. Choose the point of view you want to use then click Create Camera
to define a conical light source then orientate the light as you wish
4. Right-click the light in the specification tree then select Light View to make sure you have the desired illumination. This command lets you see the light point of view. Only the lit elements contained in the light preview shape will be lit at rendering time.
Set the lighting attenuation in order that it does not end before the environment, otherwise the environment will be almost entirely shadowed.
modifications as necessary and check that what you get is really what you want to lit.
6. Right-click the Camera item in the specification tree then select Camera View. You can then perform changes and make quick renders to adjust the frameset to your needs.
7. Apply a texture on your environment and your part(s) by clicking Apply Material the result by creating a quick render.
and check
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Once you are satisfied, you can create a shooting to have a finer result. To do so:
We advise you not to modify the default shooting parameters except those concerning accuracy. When the accuracy parameters is set beneath the mid value, you obtain a result nearly as identical as the quick render.
9. Right-click a material in the specification tree then select Properties to adjust the material parameters.
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Ambient: use very carefully the Ambient parameter ("good" values are around 10%) to avoid final color saturation Diffuse: start by setting the Diffuse parameter to the minimum intensity: when you define the material lighting, the sum of all parameters (except Shininess) should be roughly equal to 1 to render the material with realism, but nothing forbids you to choose higher or lower sum values to achieve special effects: they might simply be harder to control Reflectivity/Specular: set the Reflectivity and the Specular parameters simultaneously Transparency: if the material is transparent, define a Transparency value. We recommend you to define this parameter at the end.
11. When the result is satisfactory, adjust the shooting parameters to refine the result such as the reflection number, the anti-aliasing, etc. in the Shooting Definition dialog box.
12. Click OK when you have finished. The scene is defined and ready to be rendered.
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The Light 1 object is taken as a simulation example to illustrate this task but bear in mind that the method is identical whether you animate a camera, a light, an environment or a material.
1. Click Simulation
2. Select the object to be animated then click OK to validate. The Edit Simulation dialog box appears:
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If you first select the element to be animated in the specification tree, then click Simulation afterwards, the Select dialog is be displayed. As you can see below, running the Simulation command snaps the compass onto the element to be animated, enabling you to manipulate it very easily:
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3. Click the Insert button to record the starting shot. 4. Modify the lighting orientation using the 3D compass.
5. Click the Insert button to record the desired keyframe and insert it into your simulation scenario.
As you insert your first keyframe, the dialog box buttons are activated to let you Modify, Delete or Skip the recorded shots.
The initial position is automatically recorded. If you need to reposition your object, just delete its first position or modify it.
6. Select the interpolation which defines the number of steps between the shots you have recorded.
The lower the number, the slower the replay speed. Note: the interpolation is used for preview only and does not affect the rendered animation.
7. Use the other VCR buttons to play backward, step forward, modify the speed, etc.
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Note that you can click the Edit analysis button at any time to open the Edit Analysis in Simulation dialog box which lets you edit the interferences you may have previously defined. In case no interference has been defined, the dialog box is empty.
9. Click the Edit simulation objects button to edit objects included in your simulation.
10. Select the simulation object to edit from the proposed list then click the Edit... button to open the Properties dialog box:
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11. Modify the object parameters as desired then click OK twice to close the Properties and Edit Simulation Objects dialog boxes.
If you wish to animate more elements in your simulation, click the Add... button. This opens the Select dialog box and enables you to select additional objects:
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12. Modify the parameters and the object position to change the viewpoint as often as necessary, clicking the Insert button to record each of the desired shot.
13. Replay your simulation with the Animate viewpoint check box selected:
The simulation is replayed and shows the viewpoint changes you recorded.
Note: this option can be selected whenever you want, either before recording the simulation or after. You can select the Automatic insert check box at any time. This option records the shots automatically as you move the object as often as necessary.
14. Click OK to save your simulation. Your simulation is identified in the specification tree along with the simulation path displayed in the geometry area:
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Whenever you wish to modify the simulation, just double-click its path or its name in the specification tree to re-open the Edit Simulation dialog box.
Note: you can also record a fitting track using lights and environments. For detailed information on tracks, refer to "Using Tracks" in the Version 5 - DMU Fitting Simulation documentation.
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Scene Tuning
Tuning Light Sources for Rendering Tuning Materials for Rendering
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in the View toolbar then select View > Render Style > Perspective.
Step 1 - No light source In our example, we are going to create a light source that matches the lighting of the environment pictures, i.e. the sun light.
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As you can see above, the result is better but still not realistic enough.
Note: if there is not shadow cast on the pavement, edit the Bottom wall properties then select the On check box in the Lighting tab.
3. Modify the light orientation using the green manipulators so that the red car shadow matches the shadows of the cars parked behind. For our example, a correct position would be: origin in top rear left target in bottom front right
Changing the viewpoint may be helpful to position the light (for example you can use the Top or Left view).
4. Double-click the camera to go back to the original viewpoint then click Quick Render
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When using spot or point lights, pay attention to the lighting end in order to make sure that the light cone includes the object and thus, correctly illuminates it. Otherwise, the object will be too dark. For more information on light sources, refer to Defining a Light Source in this guide.
5. For a more realistic lighting, you may need to create soften shadows. To do so, simply duplicate the original light (Copy > Paste), slightly modify the orientation of the new lights then decrease the intensity (only one light cast shadows) as shown in step 6:
6. Access the Lighting tab in the Properties dialog box to soften the light and give it a faint yellow color.
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Do not forget to select the Ray Traced check box to activate shadows.
7. Edit the Lighting parameters of the duplicated light (intensity parameters: R=G=B= 80) then select the Enable check box in the Shadows tab before creating a quick render.
You can click the Stop button to interrupt the process as soon as an unsatisfactory result is detected.
When using a spot or point light, changing the Attenuation may also make the lighting more realistic.
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Bear in mind that the more light sources, the more difficult the tuning of the scene's global illumination.
For more information on shooting creation, refer to Setting Image Quality Parameters in this guide.
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in the View toolbar then select View > Render Style > Perspective.
2. Access the Rendering tab in the Properties dialog box. First, we are going to modify the Red Paint color and lighting so that the material looks like having the iridescent and reflective properties of the metal:
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The paint color was assigned the following values: Red=182 Green=6 Blue=24
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button at any time to display a rendered Note that you can click the Ray Traced Preview image of the material in the Properties dialog box. To deactivate this mode, click the icon once again.
Play with the Diffuse coefficient to adjust more precisely the material lighting. Do not forget that the Specular coefficient tunes the intensity of light coming directly from the light source, whereas the Reflectivity coefficient defines the amount of reflected light coming from other objects (indirect light).
4. Access the Glass lighting parameters in the Properties dialog box. As for Red Paint, the Glass material must be reflective and shiny:
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The glass color was assigned the following values: Red=30 Green=30 Blue=30
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Note: if you want the red car lighting to be similar to the one of the other cars (in background), thus being as close as possible to reality, just set the Luminosity value to 0.75. The quick render result is as follows:
We suggest that you create a quick render after each parameter modification to check the impact on the material.
6. Now let`s deal with the tyre color and access the Rubber material properties. The following values have been applied:
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The rubber color was assigned the following values: Red=61 Green=61 Blue=61
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For more information on shooting, refer to Setting Image Quality Parameters in this guide.
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Catalog Browsing
Browsing the Scene Catalog
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This default catalog is located in: downloaddirectory/OS/startup/components/Rendering/Scene.catalog where OS is the operating system, for example intel_a (on Windows).
2. Double-click a family from the list to display its components. 3. Click the selected component to see its preview as shown below:
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4. Click the Table>> button to show/hide the catalog descriptions and keywords. By default, the table is hidden.
Note: as far as Shootings are concerned, many informations are provided in the Table such as Name, Width and Height of the computed image, Texture, Shadows, etc.
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No component is provided by default. You have to create the components to be taken into account for the shooting or drag and drop existing elements to include them in the catalog.
The
The
For detailed information on these two capabilities, refer to the "Making a Smart Query in a Catalog" in the Version 5 - Component Catalog Editor User's Guide.
5. Instantiate the desired element by double-clicking it. Then you just have to adapt the instantiated element to your product. In the example below, the environment dimensions have been slightly modified so that the scene looks more realistic:
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You can also select Copy > Paste or drag and drop the element directly onto the product in the specification tree.
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This task shows you how to convert V4 scene elements (environments, cameras, lights and turntables) into V5 scene elements.
1. Double-click "MASTER" to display the tree. 2. Click the plus sign beside "IMDE2" to display the scene elements. 3. Select the element you wish to copy. If you want to copy several elements, you can use the multiselection:
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4. Copy the element(s) by selecting Edit > Copy or by right-clicking and selecting Copy 5. Open a product, for example, select Start > Infrastructure > Photo Studio. 6. Activate the root product or an already existing node then paste the new elements by selecting Edit > Paste or by right-clicking and selecting Paste. In our example, the copied elements are pasted in "Product2" window:
Note: You might have to zoom out successively to see entirely the environment.
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As you can see in the above pictures, the copied scene elements keep the same names as well as their parameter values in most cases. For instance, a V4 spot light is converted to a spot light in V5 with the same angle, intensity, attenuation angle ratio, etc. However, there are slight discrepancies since V4 and V5 scene elements are not fully equivalent:
q
Lights: V4 target is different from V5 target (which is computed with the target point and the attenuation end) Cameras: V5 cameras do not have any width and height as this is the case for V4 cameras Environments: 3D textures applied onto V4 environment walls are not converted. Environments converted from V4 to V5 are always "bare" Moreover, as far as spherical environments are concerned, they are always converted to big size environments because V4 spherical environments are sizeless Turntables: a turntable is always pasted with the V4 environment it is associated with since V4 turntables cannot be created on their own like in V5. In our example, you can see that Turntable 1 is associated with V4 Transparent Cubic Environment. Note also that the angle of a converted turntable is always equal to 360 degrees, whichever value in V4.
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Apply Material
Materials with textures are stored without the associated texture image. Materials applied onto products are not saved when closing the session.
Materials with textures are stored without the associated texture image. Materials applied onto products are not saved when closing the session.
Spot light sources can be created and saved only when working with the DMU Review Point light sources can be created and saved only when working with the DMU Review Directional light sources can be created and saved only when working with the DMU Review
Modifications applied to light sources can be saved only when working with the DMU Review
Create Camera
Cameras can be created and saved only when working with the DMU Review
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Modification applied to cameras can be saved only when working with the DMU Review Box environments can be created and saved only when working with the DMU Review Sphere environments can be created and saved only when working with the DMU Review
Cylinder environments can be created and saved only when working with the DMU Review
Modifications applied to environments can be saved only when working with the DMU Review
Apply Sticker
Stickers are not saved when closing the session Modifications applied to stickers are not saved when closing the session Shootings can be created and saved only when working with the DMU Review Shootings can be created and saved only when working with the DMU Review Modifications applied to the shooting definition can be saved only when working with the DMU Review Shootings can be created and saved only when working with the DMU Review
Create Shooting
Render Shooting
Redo Render
When working in Workpackage mode (Document kept - Publications Exposed), all the above-mentioned commands are available.
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Saving Photo Studio Objects in ENOVIA LCA Using the DMU Review
When working with ENOVIA LCA, a new working method dealing with the DMU Review enables you to create and save Photo Studio objects in ENOVIA LCA when working in Explode (Structure Exposed Document not kept) or Workpackage (Document kept - Publications Exposed) mode. The DMU Review can be seen as folder in which applicative data can be organized. The DMU Review is linked to a product structure and only has meaning in the context of that product structure. It can contain:
q
For detailed information on the DMU Review, refer to "About DMU Review" in the Version 5 - DMU Navigator User's Guide. This working method is relevant for the following objects:
q
cameras environments (box, sphere and cylinder) light sources (spot, point and directional) shootings.
In our scenario, we will use the camera as an example but the same method can be used for environments and light sources.
To ensure seamless integration, you must have both a CATIA and ENOVIA session running.
1. In the Product Structure workbench of CATIA V5, click Connect to Enovia LCA the connection between CATIA V5 and ENOVIA LCA.
to establish
2. In ENOVIA LCA, send your document to CATIA. For detailed information, refer to "Sending an ENOVIA LCA Document into CATIA V5" in the Version 5 - ENOVIA/CATIA Interoperability User's Guide.
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3. In CATIA V5, access the DMU Navigator workbench then click Create Review
in the DMU
Review Creation toolbar: a review is created and identified in the specification tree as "DMU Review.n" (if this is the first review you create, the review will be named "DMU Review.1"):
Note that if no DMU Review is activated, the DMU Review is created at the product root level.
4. Double-click the DMU Review you have just created to activate it: the Review is now activated, which you can verify by right-clicking it and noticing the checkmark next to the Review Activated status.
The symbol identifying the DMU Review in the tree is also updated as shown below:
5. Access the Photo Studio workbench then click Create Camera The camera is created in the DMU Review:
to create a camera.
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6. Define the camera properties. For detailed information, refer to Creating a Camera.
7. Access the Product Structure workbench again then click Save Data in ENOVIA V5 Server to save your CATIA V5 data in ENOVIA.
For detailed information, refer to "Saving an ENOVIA LCA Document from CATIA V5" in the Version 5 - ENOVIA/CATIA Interoperability User's Guide.
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Workbench Description
The Photo Studio Version 5 application window looks like this: Click the hotspots to see the related documentation.
Menu Bar Scene Editor Toolbar Animation Toolbar Render Toolbar Apply Material Toolbar Viewpoint Toolbar Light Commands Toolbar Camera Commands Toolbar Quick Reference Card
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This section presents the menu bar tools and commands dedicated to the Photo Studio workbench. Many other operations are documented in the Version 5 Infrastructure User`s Guide. Start File Edit View Insert Tools Windows Help
Start
The Start menu is a navigation tool intended to help you toggle between different workshops. The contents of the Start menu vary according to the configurations and/or products installed.
See... Entering the Photo Studio workbench For more information about the Start menu, refer to the Infrastructure documentation.
File
The File menu lets you perform file creation, opening, saving and printing operations. Refer to the Infrastructure documentation.
Edit
The Edit menu lets you manipulate selected objects. Please refer to the Infrastructure documentation.
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View
The View menu lets you view document contents. Please refer to the Infrastructure documentation.
View>Toolbars
For... See...
Camera Camera Commands Toolbar Commands Light Light Commands Toolbar Commands Render Scene Editor Viewpoint Render Toolbar Scene Editor Viewpoint Toolbar
Animation Toolbar
For... See...
Create Turntable
Creating a Turntable
Simulation
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Render Toolbar
For... See...
Create Shooting
Previewing and Rendering a Turntable, Setting Image Quality Parameters Creating a Quick Render
Viewpoint Toolbar
For... Look At Previous view Next view Magnifier See... See Looking At Objects in the Version 5 - DMU Navigator User`s Guide See Creating a Light Source See Creating a Light Source See Magnifying in the Version 5 - DMU Navigator User`s Guide
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Insert
For... See...
Tools
The Tools menu lets you perform image capture and album management, set user preferences and manage macros. lease refer to the Infrastructure documentation.
Window
The Window menu lets you arrange document windows in relation one to the other. Please refer to the Infrastructure documentation.
Help
The Help menu lets you get help on the currently active command and the product in general. Please refer to the Infrastructure documentation.
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See Creating an Environment See Creating an Environment See Creating an Environment See Importing an Environment See Creating a Light Source See Creating a Light Source See Creating a Light Source See Creating an Area Light Source See Creating an Area Light Source See Creating an Area Light Source See Creating an Area Light Source See Creating a Camera
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Animation Toolbar
This toolbar contains the following tools for creating turntables and animating scene elements:
See Creating a Turntable See Previewing and Rendering a Turntable and Animating Scene Elements in a Simulation
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Render Toolbar
This toolbar contains the following tools for creating shootings and renderings.
See Defining Animation Parameters, Setting Image Quality Parameters See Previewing and Rendering a Turntable, Setting Image Quality Parameters See Setting Image Quality Parameters See Creating a Quick Render
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See Applying a Material in the Version 5 - Real Time Rendering User`s Guide. See Applying Stickers See Browsing the Scene Catalog
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Viewpoint Toolbar
This toolbar contains the following tools for adjusting your viewpoint.
See Looking At Objects in the Version 5 - DMU Navigator User`s Guide See Creating a Light Source See Creating a Light Source See Magnifying in the Version 5 - DMU Navigator User`s Guide
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See Using the Light Commands Toolbar See Using the Light Commands Toolbar See Using the Light Commands Toolbar See Using the Light Commands Toolbar See Using the Light Commands Toolbar See Using the Light Commands Toolbar See Using the Light Commands Toolbar
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See Using the Camera Commands Toolbar See Using the Camera Commands Toolbar See Using the Camera Commands Toolbar
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Environments Scenario Click the icon to create an environment with a rectangular shape.
Click the icon then select the .cam file to import to generate the environment.Scenario Light Sources Scenario Click the icon to create a light source with a conical shape.
Click the icon to create a light source emitting light in all directions.
Click the icon to create a light source generating constant intensity parallel lighting. Area Light Sources Scenario Click the icon to create an area light source with a rectangular shape.
Click the icon to create an area light source with a disk shape.
Click the icon to create an area light source with a spherical shape.
Click the icon to create an area light source with a cylindrical shape. Camera Scenario Click the icon to create a camera at the current viewpoint.
Animation
Create a Turntable Scenario Click to create the turntable, then position it along the x, y and z axes. Create a Simulation Scenario Select the object to be animated then click the icon to define the animation. or Click the icon, choose the object to be animated from the Select dialog box then define the animation.
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Render
Create a Shooting Scenario Click the icon then specify the elements to be rendered, the rendering style and quality parameters. Render a Shooting Scenario Click this icon then choose whether you want to render an animation or a single frame. In the specification tree, right-click the desired shooting then select Render Animation or Render Single Frame.
or Redo a Render
Click the icon to redo the last render performed. Create a Quick Render Click the icon to generate very quickly a rendered image of your product.
Light Commands
Using the Light Commands Toolbar Scenario Select a light source from the list then click the icon to deactivate the light source.
Select a light source from the list then click the icon to activate the light source.
Click the icon to adjust (i.e. center) the light source when the viewpoint is modified.
Click the icon to attach the active light source to the viewpoint.
Click the icon to attach the active light source to the model. Click the icon to position the light source along a perpendicular to the point you click on the object in the geometry area. Click the icon then the object in the geometry to position the specular spot.
Click the icon then drag your mouse along the predefined circle to position the light source.
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Camera Commands
Using the Camera Commands Toolbar Scenario Select a camera from the list then click the icon to display the camera viewpoint in a new window.
Click the icon to switch from the camera window to the standard window.
Select a camera from the list then click the icon to update the camera when the viewpoint is modified.
Select a perspective camera from the list, click the icon then manipulate the camera to define the focal length.
Apply Material
Apply a Material Scenario Select the element onto which you want to apply the material then click the icon and choose a material from the Library. Apply a Sticker Scenario Click the icon then select the 3D location onto which the sticker should be applied. Browse the Scene Catalog Scenario Click the icon to open the Scene catalog, then double-click the selected elements to instantiate them. Click the icon to open the Scene catalog, copy then paste the selected element directly onto the product in the specification tree. Click the icon to open the Scene catalog, then drag and drop the selected element directly onto the product in the specification tree.
or
or
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1. Select the Tools >Options... command. The Options dialog box displays. 2. Choose the Infrastructure category in the left-hand box. 3. Click the Photo Studio workbench. The options for Photo Studio settings appear, organized in tab pages.
the Display tab lets you define the rendering display the General tab lets you define general settings for light sources the Output tab lets you define the rendering output the Satellites tab lets you define the remote computers used when distributing rendering. This tab is available only when using Photo Studio Optimizer the Sticker tab lets you define the sticker default image.
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Display
This tab deals with the following categories of options: q active lights
q
Active Lights
This area lets you control the display of active lights, whether they be standard or area light sources.
Wireframe display
Displays the representation of the light source in wireframe mode:
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Shaded display
Displays the representation of the light source in shading mode as shown below:
You can use the manipulators to interactively position the light source as you would do for the default wireframe representation. This display helps you visualize more easily which part of the object is illuminated as shown below:
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Note that the color of the shaded representation corresponds to the color defined for the light source (via the Lighting tab in the Properties dialog box). In the above example, the light intensity has been assigned a green color. By default, this option is cleared.
Inactive Lights
No display
Turns off inactive light display. By default, this option is activated.
Full display
Turns on inactive light display. By default, this option is cleared.
Inactive Environments
No display
Turns off the inactive environment display. By default, this option is activated.
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Simplified display
Displays inactive environments in a simplified way. By default, this option is cleared.
Full display
Turns on the inactive environment display. By default, this option is cleared. Note: dynamic reflections are no longer supported.
Light Manipulator
Show normal
This option is relevant only when the Position along Normal or Position Specular command is active. It allows you to display the normal of the surface when you move the mouse over the surface and therefore, helps you to position the light source. To be able to use this option, you need to activate the light source (either by clicking the light symbol in the geometry area or by selecting the light in the Light Commands toolbar) then, move your mouse over the surface to see the normal:
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General
This tab deals with the following categories of options: q new light position
q
This area lets you define how the new light sources you are going to create will be positioned. You can choose between three modes:
Default mode
The light source is positioned in the upper part of the geometry area, oriented down and centered:
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As Viewpoint
The light source is positioned according to the user's viewpoint:
Spot light source - "As viewpoint" mode By default, this option is cleared.
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Gravitational
The light source is positioned along the X, Y or Z axis of the model. The axis to be used is defined by selecting the appropriate option next to "Gravitational":
Spot light source - "Gravitational" mode along Y axis By default, this option is cleared.
View Mode
This area lets you activate/deactivate the view mode to be used by default when entering the Photo Studio workbench:
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Parallel
If this option is selected, it means that when entering the Photo Studio Rendering workbench, your model is displayed in a parallel view. By default, this option is activated.
Perspective
If this option is selected, it means that when entering the Photo Studio workbench, your model is displayed in a perspective view. By default, this option is cleared.
Last saved
If this option is selected, it means that when entering the Photo Studio workbench, each model you open is displayed in the view (i.e. perspective or parallel) used to display the model at the time it was saved. For instance, if you are working with a product in a perspective view then save it before closing the document, re-opening this product after activating the Last saved option automatically displays it in a perspective view. Note: once your model has been saved, if you change the viewpoint afterwards then close the model without saving it again, this new viewpoint is not used when activating the Last saved option. By default, this option is cleared.
Material Display
View material
If this option is activated, it means that when entering the Photo Studio workbench, the visualization mode is automatically switched to "Shading with Material". The Shading with Material rendering style lets you display materials that have been applied onto your model. Therefore, you do not need to select View > Render Style > Shading with Material or click Shading with Material anymore.
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Output
This tab deals with the following categories of options: q quick render
q
save
Quick Render
Image Size
q
From active viewpoint: indicates that the image is defined from the active viewpoint Fixed: lets you define the image width and height in pixels by entering the desired values in the field nex to "Fixed".
Output
q
On screen: indicates that the rendering output will be displayed on screen On disk: indicates that the rendering output will be saved on a disk. You need to specify the new path and name of the image either by entering them directly in the field or by clicking the browse your folders to the desired location. button to
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Save
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Satellites
This tab deals with one category of options: Distributed Rendering. Distributed rendering enables to decrease rendering time since several processors are used to generate the image. This category concerns the definition of the remote computers ("satellites") used in network to compute a rendered image. This tab is available only when using Photo Studio Optimizer.
For detailed information on how to use this tab, refer to "Using Distributed Rendering" in the Version 5 Photo Studio Optimizer User's Guide.
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Stickers
This tab deals with the following categories of options: q default image
q
Default Image
This area lets you replace the default sticker image with your own image. Simply enter the path to the user-defined image or click the which lets you browse your folders to the desired location. button to open the File Selection dialog box
If this option is selected, it means that when a sticker is applied, its representation is displayed in the geometry area:
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However, note that when you select the sticker in the specification tree, the sticker representation is displayed even if the Activate real time representation option is not activated.
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Glossary
A
accuracy ambient lighting animation anti-aliasing area light source attenuation A parameter enabling to define the degree of precision of the rendering quality The intensity of light emitted by any light source A rendering of successive positions of a product recorded in a simulation A graphic design technique that involves adding colored pixels to smooth the jagged edges of a graphic A source of light similar to ordinary light sources and designed to create a soft, and thus more realistic, lighting. Compare light source The action of lessening illumination
C
camera cylinder area light A rectangular-shaped element with a lens used to specify the chosen viewpoint to take the image An area light source with a cylinder shape used to simulate neons, for instance
D
diffuse lighting The intensity of light diffused by the object when lit by light sources directional light disk area light A light coming from a given direction (like the sun, for instance) generating constant intensity parallel lighting An area light source with a disk shape used to simulate spot lights
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E
environment A geometrical element, either rectangular, cylindrical or spherical, used to simulate interior as well as exterior scenes
F
Final Gathering A method used to compute light energy on any surfaces surrounding an object in the scene. Synonym: "indirect illumination"
L
light source A source of light illuminating the object to be rendered
M
mapping material A method used to apply an image onto an object in order this object acquires a surface texture An object that can be mapped onto a geometry to simulate visually and physically the components an object is made of (e.g. wood, stone, etc.)
P
part photo-realistic point light product property A 3D entity obtained by combining different features An image with a quality quite similar to a real image or a picture A punctual illumination (like a bulb, for instance) emitting light isotropically, i.e. in all directions A 3D entity containing several components The attribute or characteristic of an object that defines its state, appearance or value
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R
raytracing A photo-realistic image resulting from the calculation of the path of light reaching the product from various angles. Each pixel is created by calculating the behavior of a number of rays from these different points over the area covered by that pixel An area light source with a rectangular shape used to simulate a rectangular spot light A light wave returned from a surface The ability to reflect light The degree of light passing obliquely through an object A photo-realistic drawing of three-dimensional objects The dullness of an object (it represents the size of the reflecting zone)
S
scene shooting specification tree specular lighting sphere area light spot light A reusable configuration enabling to put models on stage using cameras, light sources, environments, turntables A set of parameters used to define a rendering An area of the document window reserved for viewing the design specifcations of a part, presented in the form of a tree structure The dullness of an object An area light source with a sphere shape used to simulate a light bulb, but in a softer and more realistic way than the point light does A light source emitting the light isotropically inside a cone of influence determined by the privileged direction of illumination (forming the axis of revolution) and the angle that the edge of the cone forms with this axis. An image that can be mapped onto a face of a product
sticker
T
texture An image that can be mapped onto a geometry
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transparency turntable
The degree of transparency of an object. The object transparency defines its property of transmitting light so that elements lying beyond are seen A revolvable platform enabling to generate a sequence of images representing the model rotation around a user-defined axis
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Index
A
accuracy ambient lighting Animate viewpoint option animation format parameters replay scene Animation toolbar anti-aliasing Apply Customized View command Apply Material command Apply Material toolbar Apply Sticker command area light source
B
background color box environment browse catalog
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camera conical cylindrical focal length Knowledgeware integration lens manipulate properties view Camera Commands toolbar Camera View command Camera Window command catalog browse description keyword scene color intensity sticker command Apply Customized View Apply Material Apply Sticker Camera View Camera Window Catalog Browser Create Box Environment Create Camera Create Command Create Cylinder Area Light Create Cylinder Environment Create Directional Light
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Create Disk Area Light, Create Disk Area Light command Create Point Light Create Rectangle Area Light Create Shooting Create Sphere Area Light Create Sphere Environment Create Spot Light Create Spotlight Create Turntable Edit Light Direction Edit Light Parameters Fit All In Free Rotation Import an Environment Insert Existing Components Light View Lock Manipulator Manipulate Focal Next View Position along Normal Position Direction Position Specular Previous View Properties Quick Render Redo Render Render Animation Render Shooting Rotate around X Rotate around Y Rotate around Z Save Light Direction
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Simulation Toggle Light Attachment Turn Light On/Off Update from View compass conical camera Create Box Environment command Create Camera command Create Cylinder Area Light command Create Cylinder Environment command Create Directional Light command Create Point Light command Create Rectangle Area Light command Create Shooting command Create Sphere Area Light command Create Sphere Environment command Create Spot Light command Create Turntable command cylinder environment cylindrical camera
D
diffuse lighting dimensions environment
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E
Edit Light Direction command Edit Light Parameters command Edit simulation objects option ENOVIA-CATIA interoperability environment box cylinder dimensions importing properties resize sphere wallpaper Environment Active contextual command
F
Feature Properties Final Gathering Fit All In command Flip U,V focal length camera format animation image frame shooting Free Rotation command
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G
gizmo
I
image format Import an Environment command importing environment indirect illumination Insert Existing Components command intensity color interoperability ENOVIA-CATIA V4 scene elements interrupt render
L
layout sticker lens camera library (material) light area Light Commands toolbar Light On option light source area manipulate
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standard symbol tuning Light View command lighting ambient attenuation diffuse material properties parameters position position along normal properties reference axis reflectivity refraction roughness shape specular specular manipulation transparency wall lighting parameters sticker link u,v Lock Manipulator command loop mode
M
manipulate camera
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light source Manipulate Focal command mapping sticker material ambient shooting materials render tuning Menu toolbar multi-view configuration
N
Next View command
O
option Wall Active output render oversampling
P
parameters animation lighting Photo Studio workbench picture save
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position lighting Position along Normal command Position Direction command Position Specular command preview turntable Previous View command properties camera environment lighting sticker texture Properties command
Q
quality shooting Quick Render command
R
Redo Render command reflectivity lighting refraction lighting render interrupt materials output
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shooting sticker Render Animation command Render Shooting command Render toolbar replay animation resize environment Rotate around X command Rotate around Y command Rotate around Z command roughness lighting
S
save picture Save Light Direction command scene animation catalog creation Scene Editor toolbar Shadows option shape (lighting) shooting definition frame material ambient quality render
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Show shadows option Simulation command specular lighting specular manipulation lighting sphere environment standard light source sticker color layout lighting parameters mapping properties render symbol texture transparency symbol sticker
T
tessellation texture properties sticker Toggle Light Attachment toolbar Animation Apply Material Camera Commands
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Light Commands Menu Render Scene Editor Viewpoint Tools Options - Photo Studio Display General Output Satellites Stickers transparency lighting sticker tuning light source materials Turn Light On/Off command turntable preview
U
u,v link Update from View command Use Transparent Color option
V
V4 scene elements interoperability view
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W
wall lighting Wall Active option wallpaper environment workbench Photo Studio