Catia Photo
Catia Photo
Catia Photo
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.
Photo Studio enables you to easily and interactively create photorealistic images and simple animations of a
product.
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.
You may also find useful to read the Real Time Rendering User`s Guide that allows you to define material
specifications that will be shared across your entire product development process as well as map materials onto
products to produce photorealistic images.
Once you have finished, you should move on to the User Tasks section of this guide. This steps you through
procedures such as managing cameras, light sources, pictures, scenes and so on.
The Workbench Description section, which describes the Photo Studio workbench, and the Customizing section,
which explains how to set up the options, will also certainly prove useful.
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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For more information about this, refer to Accessing Sample Documents in the Infrastructure User's Guide.
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:
a target of a task
the prerequisites
a tip
a warning
information
basic concepts
methodology
reference information
Site Map
What's New?
Overview
Getting Started
Basic Tasks
Interoperability
Workbench Description
Customizing
Administration Tasks
Reference
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Methodology
Glossary
Index
Text Conventions
The following text conventions are used:
● 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.
Use this
mouse button... Whenever you read...
● Drag
● Move
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.
This first task will show you how to open the Photo Studio workbench.
The only pre-requisite for this task is to have a current Version 5 session running.
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.
Make sure that the Shading with Material icon is selected from the View toolbar.
1. From the Insert menu, select the Existing Component... command. The following dialog box is displayed.
You can also right-click the product in the specification tree then select the Components -> Existing
Component... contextual command.
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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 -
4. Click Open.
This task will show you how to very simply create a nice image of your product.
If you did not follow the steps 1 to 4 in the previous task, open the Lamp.CATProduct document.
Select the Shading with Material icon from 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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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
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.
1. Click the Create Camera icon . The camera is created at the current viewpoint.
2. Click the Camera item in the specification tree and rotate the model to see the camera symbol:
In case you wish to hide the camera representation, click the camera in the specification tree then select the Camera object-
>Hide/Show Representation contextual command. 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
● 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 the Edit->Properties command (or use the ALT+ENTER keyboard
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
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.
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
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.
You can define the Origin and the Target position in millimeters along the X, Y and Z axes.
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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. Check the Update camera from View option if you wish to adjust (i.e. center) automatically the camera whenever the viewpoint is modified:
This avoids selecting 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 the Window ->Camera Window command: a
new window displaying the camera viewpoint is opened. When you manipulate the handler in this window, the camera is simultaneously
Note: You can choose three arrangements for the opened windows, i.e. horizontal, vertical and cascading by selecting the following
To close the camera window, you can either click the cross in the top-right corner of the window or reselect the Window -> Camera
Window->Camera x command.
You can double-click the Camera item in the specification tree to position the camera from the current point of view.
You can also select the camera in the specification tree then the Update From View contextual command to update the camera when
The camera shows you how to control camera parameters using Knowledgeware tools. This enables you to link parameters
to constraints like formulas in order to, for instance, automatically update the camera position whenever the object is
moved.
1. Create a camera by clicking the Create Camera icon . The camera is created at the current viewpoint.
2. Make sure that the camera is selected either in the geometry area or in the specification tree then click the
Formula icon from the Knowledge toolbar to open the f(x) 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" field 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:
Picture 1 - Camera with original viewpoint Picture 2 - Camera after viewpoint modification
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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Using the Camera Commands Toolbar
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:
1. Select a camera in the pulldown list (where you see "None" right now) which contains all the cameras you may have previously created.
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 the Camera Window icon: 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.
You can choose three arrangements for the opened windows, i.e. horizontal, vertical and cascading by selecting the following commands
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
the Window -> Camera Window->Camera x command.
3. To adjust (i.e. center) the camera when the viewpoint is modified, click the Update from View icon.
Do not forget that each time the viewpoint is modified, you need to click the Update from View icon to re-adjust the camera.
Picture 1 - Camera with starting viewpoint Picture 2 - Camera after viewpoint modification
If you want the camera to be adjusted automatically each time the viewpoint is changed, double-click the Update from View icon (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 check the Update Camera from View option.
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4. Click the Manipulate Focal icon to modify the focal length (i.e. the distance between the camera origin and the viewing plane) directly
in the 3D viewer.
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 will see that
the value displayed in the viewer matches the one displayed in the Focal Length field.
Activating the Manipulate Focal command also keeps the Update from View command activated (the icon turns ): this means
that the camera will be automatically updated each time the viewpoint is modified. There is no need to click the Update from View icon
after each modification of the viewpoint.
Light Management
This task shows you how to create a standard light source and define its parameters. Lights let you illuminate the objects to
be rendered as you wish for example, by highlighting a specific element in your scene, thus focusing the viewer`s attention.
Note that some of the adjustments detailed in this scenario can also be performed using the Light Commands toolbar.
You can choose between three different types of standard light sources: spot, point and directional.
1. Click the Create Spot Light icon to create a source with a conical shape:
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 checking the corresponding
option in the Tools->Options->Infrastructure->Photo Studio->Display tab.
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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
Spot light sources are mainly used to simulate spot light (the most frequently used lights) and are useful for tuning
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:
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, simply select it in the specification tree then check the Light On option from the contextual
menu.
Inversely, to deactivate a light source, simply select it in the specification tree then uncheck the Light On option from
Note: Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive (Off) and do
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.
● the source point (1) rotates the spot around its target point
● the target point (2) rotates the spot around its source point
● the upper green manipulator translates and rotates the spot around its target point
● the lower green manipulator translates and rotates the spot around its source point.
4. Select the light then the Edit->Properties command (or use the ALT+ENTER keyboard shortcut) to access the
You can also select the light in the specification tree then the Properties or the Light object-> Definition...
The Type field lets you modify the source type by selecting a new type from the pulldown list: Spot, Point or
Directional.
5. Use the Color slider or the value-entry field to modify the light luminosity, then click the button if you want to
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:
● 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.
7. Define the light Intensity using the slider or the value-entry field.
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
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 field 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).
● None: no lighting end which means that the light energy will be 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
● 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.
The following picture illustrates the three different types of light energy attenuation:
● Source Angle
Enables you to define the half-angle of the cone, that is the angle between the revolution axis and the cone edge
The angle is a value between 0 and 90 degrees. This means that a value of 90 degrees would generate a light
● 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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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.
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:
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 will slightly change 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 check the Ray Traced option if you want to enable shadow casting. When Off, shadows
12. Click the Position tab to define the light source anchoring point and the point to which the source is directed,
You can define this position in millimeters along the X, Y and Z axes.
Note that you can click the button at anytime to reset the light source to the default position.
13. The Reference Axis area lets you define the light source position relative to the Model axis or to the Viewpoint
● 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:
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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
unchecking Attach to View.
The Feature Properties tab provides general information on the currently selected light source, e.g. its name, its
creation date, etc.
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 the Light View contextual command:
To go back to the original view, select the View->Modify->Previous View command or click the Previous View
icon from the Viewpoint toolbar. Then, you can switch to the light view by clicking the Next View icon.
Right-clicking the light item in the specification tree also lets you select the Update from View contextual
command 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:
● right-click the light source item in the specification tree (or the light symbol in the geometry area) and select
then
● place your pointer over any point of the object and click: the light source is positioned along the normal to the
selected point.
As long as the Position along Normal command is active, you can hold down the left-mouse button and keep on
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 the Position along Normal command by selecting any other command
17. You can also manipulate the specular effect of your light source.
To do so:
● right-click the light source item in the specification tree (or the light symbol in the geometry area) and select
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 the Position Specular command by selecting any other command in the
18. You can position the direction of the light source by right-clicking the light source in the specification tree (or in the
This command lets you manipulate in a very precise way your light source along predefined circles that are
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 will also appear.
If you drag your mouse along that circle, this will change the position of the light origin along the selected arc:
Note that you can move the light position step-by-step by pressing the Ctrl key 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:
This dialog box lets you edit the light direction, the rotation step as well as the quick orientation:
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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 will be rotated by the specified angle positive (i.e.
clockwise) around the X axis whereas clicking -X will rotate the light source by the specified angle negative (i.e.
anticlockwise) around the X axis:
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 will modify the light origin in order to position the light source parallel to the Y axis.
Inversely, clicking -Y will invert the position of the light source along the Y axis:
● Compass: this button lets you position the light source according to the compass orientation.
Selecting this command opens the Properties dialog box (detailed above in this scenario) which lets you modify the
light source parameters as needed.
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.
If you want to use afterwards one of the light positions you saved, just re-select the Save Light Direction
contextual command then double-click the desired position: the light position will be updated accordingly in the
geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
● 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 will be able to rotate up or down your light source around
the X axis only
● if you activate the Rotate around Y command, you will be able to rotate up or down your light source around
the Y axis only
● if you activate the Rotate around Z command, you will be able to 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 will be locked: the
locked manipulator is hidden and you will only be able to move your light source around the unlocked axis of the
light source which means that the mouse will move only up or down.
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):
To redisplay the manipulator, you just need to press the space bar again.
When satisfied with the direction position, press the Esc key to exit the Position Direction command.
The rendered image below illustrates the result you can obtain once light sources have been defined:
Light sources created in the Photo Studio workbench are supported in:
● 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.
Photo Studio Version 5 Release 15 Page 47
When working with OpenGL, rectangular and disk light sources are replaced by a spot light source and
sphere and cylinder light sources are replaced by a punctual light source.
You can choose between four different types of area light sources: rectangular, disk, spherical and
cylindrical.
1. Click the Create Rectangle Area Light icon to create an area light source with a
rectangular shape, 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 checking the corresponding option in the Tools->Options->Infrastructure-
>Photo Studio->Display tab.
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Create Disk Area Light icon to simulate spot lights, very useful for tuning the lighting of
each object individually:
Create Sphere Area Light icon to simulate a light bulb, but in a softer and more realistic
way than the point light does:
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Note: you can click anywhere in the geometry area to see the light symbol:
Rectangle area light Disk area light Sphere area light Cylinder area light
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 the Edit->Properties command to access the Lighting tab in order to edit the
lighting parameters.
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The Type field lets you modify the source type by selecting a new type from the pulldown list:
Spot, Point or Directional. However, changing the source type will set 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 button if you want to choose another
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 and Angle Ratios.
6. Use the Falloff field to define the light energy attenuation. Refer to Defining a Light Source.
7. Access the Shadows tab then check the Ray Traced option if you want to enable shadow casting.
When Off, shadows are not calculated for this light source.
9. Indicate the light area dimensions in the appropriate fields, Length and Width in our example. You
can either use the slider or enter the value directly in the field.
The Type field lets you modify the surface type without having to use the icons from the Scene
Editor toolbar. The fields will be modified accordingly. For instance, choosing a Sphere area will
replace the "Width", "Length" and "Angle" fields with the "Radius" field.
In addition to that, the source type (under the Lighting tab) will also be modified to match the
new surface type.
10. The Samples U, V fields let you define the rendering sampling precision along the U and V axes. It is
The lighting will be 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
The maximum number of samples you can enter is 40, the optimum value being comprised
Once area light sources have been created, you can activate or deactivate the Show Area option
to show/hide the selected light source when rendering the object. Note that the surface
representation of a deactivated light source will also be hidden in the geometry.
11. Click the Position tab to define the light source anchoring point and the point to which the source is
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
Area light sources created in the Photo Studio workbench are supported in:
● 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.
Photo Studio Version 5 Release 15 Page 54
This task aims at showing how to use the Light Commands toolbar to manipulate light sources more easily.
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:
1. Select a light source in the pulldown list (where you see "None" right now) which contains all the light sources you
According to the light source you select, the look of the Turn Light On/Off icon will change to reflect the status of
the light source: indicates that the selected light is active and indicates that the selected light is inactive.
2. To activate a light source, select it in the pulldown list then click the icon.
Inversely, to deactivate a light source, select it in the pulldown list then click the icon.
Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive (Off) and do not cast
any light.
3. Click the Light View icon to display the light source viewpoint, i.e. to visualize the object as if you were
positioned behind the light source:
To go back to the original view, select the View->Modify->Previous View commands or click the Previous view
icon from the Viewpoint toolbar. Then, you can switch again to the light view by clicking the Next View
icon.
4. Click the Update from View icon to adjust (i.e. center) the light source when the viewpoint is modified as
shown below:
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5. Use the Toggle Light Attachment icon to attach the light source to the model or to the viewpoint.
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 the Toggle Light Attachment icon which will turn .
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.
6. Click the Position along Normal icon to position the light source along a perpendicular to the point you click on
the object in the geometry area.
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.
When satisfied with the light source position, click the icon to exit the Position along Normal mode.
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7. Click the Position Specular icon 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.
When satisfied with the light source position, click the icon to exit the Position Specular mode.
8. To position quickly the light direction, click the Position Direction icon.
This command lets you manipulate in a very precise way your light source along predefined circles that are
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 will also appear.
If you drag your mouse along that circle, this will change 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 the Ctrl key 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:
This dialog box lets you edit the light direction, the rotation step as well as the quick orientation:
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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 will be rotated by the specified angle positive (i.e.
clockwise) around the X axis whereas clicking -X will rotate the light source by the specified angle negative (i.e.
anticlockwise) around the X axis:
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 will modify the light origin in order to position the light source parallel to the Y axis.
Inversely, clicking -Y will invert the position of the light source along the Y axis:
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● Compass: this button lets you position the light source according to the compass orientation.
Selecting this command opens the Properties dialog box which lets you modify the light source parameters
(intensity, position, etc.) as explained in a previous task.
If you want to use afterwards one of the light positions you saved, just re-select the Save Light Direction
contextual command then double-click the desired position: the light position will be updated accordingly in the
geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
● 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 will be able to rotate up or down your light source around
the X axis only
● if you activate the Rotate around Y command, you will be able to rotate up or down your light source around
the Y axis only
● if you activate the Rotate around Z command, you will be able to 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
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 will be locked: the
locked manipulator is hidden and you will only be able to move your light source around the unlocked axis of the
light source which means that the mouse will move only up or down.
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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):
To redisplay the manipulator, you just need to press the space bar again.
When satisfied with the direction position, click the icon to exit the Position Direction mode.
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Picture Management
Select the Shading with Material icon from the View toolbar.
1. Click the Render Shooting icon to open the Render dialog box.
2. Click the Render Single Frame icon . The Rendering Output window opens and the
processing starts:
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You can also click the Quick Render icon to render an image.
3. Click the Fit All In icon 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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4. Use the zoom icon to display the image with a zoom equal to 1.
If the rendering computation takes too much time, you can interrupt it by clicking the Stop
icon .
Note: the background color of the Rendering Output window depends on the background
color set in the Tools->Options->General->Display->Visualization tab, whether
graduated or customized.
By default, the image is saved as CatiaRender.tif in a temporary. If you wish to modify the
name and the default location, please refer to the next task that learns you how to save
pictures.
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Saving Pictures
From a Rendering Output
From a Shooting Definition
Rendering Output
1. In the Rendering Output dialog box, click the Save icon to open the Save As dialog box.
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2. Navigate to the desired location then enter the image name as well as the format in the appropriate fields.
3. Click Save.
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 .
1. Click the Create Shooting icon to open the Shooting definition dialog box.
2. Under the Frame tab, select the "On disk" option and specify the new Directory and Name of the image.
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3. Choose a Frame format from the pulldown list. The supported Frame formats are:
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).
Select the Tools->Options->General->Display command then check the Highlight faces and edges
option in the Navigation tab. This option enables to highlight the sticked face.
Select also the Shading with Material icon from the View toolbar.
1. Click the Apply Sticker icon to open the Sticker dialog box:
Note: You can also select directly in the geometry area the element onto which the sticker
should be applied then click the Apply Sticker icon. 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:
● 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 button to choose the type of mapping: either Planar, Spherical or Cylindrical.
These different mapping types are available to let you select the most appropriate mapping for
the shape of the geometry:
● 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.
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:
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In our example, the symbol identifying the sticker means that the sticker has been applied onto
an element and has a texture image.
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 via the Tools-
>Options... command.
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:
You can click the icon 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 field 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.
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
You can click in the preview area to choose the color, or even key in the exact value of the
desired color. You can enter a value comprised between 0 and 255 for any of these fields.
When finished, click OK (or Apply then OK) to validate and close the Color dialog box.
● 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.
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.
Modifying Stickers
This task explains how to modify the sticker properties such as the lighting or the projected image, for
instance.
1. Select the sticker in the specification tree then choose Properties from the contextual menu (or
You can also double-click the Sticker icon or select the Sticker object->Definition...
command to open 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 sticked. To do so, access the Sticker dialog box using the Sticker object-
>Definition... command.
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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 enables you to modify the Texture and Lighting parameters:
The Texture and Lighting parameters displayed in this dialog box are identical to those
contained in the Stick dialog box, except that you can not 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
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 check the "Use
Transparent Color" option then click the icon to open the transparency viewer (the default
transparent color is Black):
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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 button anytime.
Note: if you are using the Photo Studio product, you can also generate a rendered image of the
● 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.
1. Click the Create Turntable icon to open the Turntable dialog box.
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:
4. In the Turntable dialog box, indicate the rotation Start and End angles in degrees.
By definition, the turntable is a simple rotation animation. The rotation can be limited to less
Note: you can change the rotation direction by clicking the Reverse Direction button.
5. Click OK.
You can select the turntable axis in the specification tree then Axis object -> Definition...
from the contextual menu to edit the turntable rotation axis.
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1. Click the Create Shooting icon to open the Shooting Definition dialog box.
For detailed information on Frame and Quality parameters, 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
The default value (twenty-five frames per second) displayed in the Duration field is the standard number of images
5. Indicate the Frequency of computation according to the total number of frames in the animation.
6. In the Frame count field, choose the number of frames that are going to be replayed in the animation.
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7. In the Compute field, indicate whether you wish to compute All frames or only a specified number of frames. In that
case, 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 will only be able to set the Frequency parameter, the
others being grayed. The adequate DMU license is required to modify tracks and sequences:
● 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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This task shows you how to animate a product in a simulation once you have defined the turntable as well
the animation parameters.
2. Click the Simulation icon. The Edit Simulation dialog box appears:
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 the "Animate viewpoint" option checked.
When you run the simulation, the animated object rotates around the turntable axis:
6. Click the Render Shooting icon to render your animation. The Render dialog box opens:
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For detailed information on this window, refer to Setting Image Frame and Quality Parameters.
The animation is rendered and saved under a default location. Just click the picture below to
run the animation:
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You can also render an animation by selecting the desired shooting in the specification tree then
clicking the Render Animation contextual menu.
Do not forget to select the corresponding turntable in the Shooting Definition dialog box as
shown below, otherwise the Render Animation icon will be grayed.
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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 will show 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.
1. Click the Create Box Environment icon if you want to create an environment with a rectangular shape (to
represent a room for example).
2. Zoom out then click anywhere in the geometry area to deselect the environment.
click the Create Sphere Environment icon if you click the Create Cylinder Environment icon
want an environment being a non-dimensional sphere with if you want an enviroment having a cylindrical
two hemispheres: north and south (to simulate a sky for shape:
example).
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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) will be 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.
3. Position your pointer over the edges then use the green segments displayed to resize the
environment walls:
● click and drag a segment to resize the walls according to the edges
● shift-click and drag a segment to resize the walls according to the center.
4. Select the environment in the specification tree then right-click and choose the Edit -> Properties command (or
use the ALT+ENTER keyboard shortcut). 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
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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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 uncheck the Wall Active option. The selected
wall is grayed in the specification tree and is not taken into account at rendering time, as shown
Only the edges of the deactivated wall are displayed in the environment representation except
if you have specified to display inactive environments (select the Tools->Options->Product
commands then the Rendering tab).
This task will show you how to associate images to your environment walls either using the default
textures provided in the default material library or custom textures.
1. Select any wall of the environment for which the wallpaper should be defined.
Note: As far as showroom environments are concerned, you can apply a different texture to
each wall of the environment.
The material to be applied onto the wall must have a texture, otherwise an error message will
be displayed.
3. Click the Construction tab, for example, then select Marble Paving.
4. Click Apply Material 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 Apply, 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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6. Select the Shading with Material icon from the View toolbar.
7. To modify the mapped texture properties, right-click the corresponding environment wall in the
specification tree then select the Properties or the object->Definition... command from the
contextual menu.
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 either by choosing another
8. The Flip U,V checkboxes lets you invert the material texture along U and V axes.
Check the Lock Texture Fit option if you want 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
● 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 icon 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 icon changes to .
Use the Fit All in Wall option to automatically scale the texture in order to fit it in the wall.
10. Click the Lighting tab and check the "Shadows" option if you want to enable shadow casting on the
wall.
When the option is off, the wall is visible even if not illuminated.
11. Click OK or Apply + OK to validate and close the Properties dialog box.
1. Select any wall of the environment onto which the wallpaper should be applied.
2. Right-click then select Properties or the object->Definition... command from the contextual
3. Enter the name of the texture to be mapped directly in the Image Name field or click the ... button
Depending on the document environments (i.e. the method to be used to access your
documents) you allowed in the Document settings, an additional window may 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, just click
the Logical File System button: this will open 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.
4. Click OK to validate.
Once a file name has been entered in the Image Name field, 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.
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.
1. Click the Import an Environment icon from the Scene Editor toolbar to open the File Selection
dialog box.
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
This task shows how to define the rendering style and quality parameters.
● Make sure that the Shading with Material icon is selected in the View toolbar.
1. Click the Create Shooting icon to open the Shooting Definition dialog box the select "Shooting 1" from the Shooting
Name pulldown list:
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Under 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 will be used (therefore producing very few
shadows).
As it may take a very long time to compute the preview when working with large models, no preview is displayed by
default.
However, you can now click the Camera View button to display a preview of the camera or of the current viewpoint
(depending on what you selected in the Camera pulldown 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 will remain deactivated unless you select
another value in the Camera pulldown 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 field.
By default, the pixel number is locked ( ). However, the pixel number and the ratio can be linked together so that,
whenever you change the pixel number, the ratio value is adjusted according to this number and reciprocally. To do so,
You can also use the Predefined format option to retrieve standard ratios. The corresponding Ratio and pixel number will be
displayed.
5. In the Output area, check the "On disk" option if you want to modify the name of the computed image. By default, it is saved
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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● 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 will be 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 check the "Show shadows" option, only the shadows produced by the active lights will be 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:
Predefined: sets a fixed sag value for calculating tessellation on all objects.
● 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.
● 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.
For more information on the animation, refer to the Defining Animation Parameters task in this guide.
11. Click the Render Shooting icon to open the Render dialog box.
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 button or the Render Animation icon , depending on the
type of render you wish to create.
The Rendering Output window opens and displays the rendering result.
Note: you can also render an animation or a single frame by selecting the desired shooting in the specification tree then
selecting the Render Animation or the Render Single Frame contextual menu.
The background colour of the Rendering Output window depends on the background color set in the Tools->Options-
>General->Display->Visualization tab.
After selecting an animation as 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:
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 Textures on, two active lights, shadows on,
and an average accuracy. anti-aliasing off and the lowest accuracy.
Textures on, two active lights, shadows on Textures on, two active lights, shadows on
and the lowest accuracy. and an average accuracy.
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The icon identifies the most recently rendered shooting in the specification tree, the other shootings being identified
by the icon.
Click the Redo Render icon if you wish 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, select the shooting to be modified in the specification tree then the Shooting object -> Definition...
contextual command.
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Make sure that the Shading with Material icon is selected in the View toolbar.
1. Click the Create Shooting icon to open the Shooting Definition dialog box then access the Indirect
Illumination tab:
2. Click the Active check box to activate Final Gathering. Once it is activated, the other fields 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 field, define the number of rays that will 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 will be 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:
- 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.
- 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:
● If set to 0, the maximum radius will be computed from the scene extent.
● The lower the maximum radius, the smoother the shading and the more accurate the illumination as rays will be sent
However, there is a price to pay in performance when setting a low value since the number of Final Gathering steps
will be increased.
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5. Once Final Gathering is activated, you can check 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.
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.
7. Click the Render Shooting icon then select either the Render Single Frame icon or the Render
Pay attention to the shooting quality parameters, they have a great influence on performance and image
quality.
Materials
You can apply a material to each instance within a CATProduct. This functionality is especially relevant for
rendering purposes since it lets you apply a different texture to each instance. Therefore, there will be as
many materials as instances. The material preview will however display the last material applied to the
instance.
For detailed information about applying a material and modifying material properties, refer to the Version 5
Real Time Rendering User`s Guide.
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 the Properties command (or use the ALT+ENTER
keyboard shortcut).
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.
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 use the Flip U, V checkboxes 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 window may appear simultaneously depending on the document
environments (i.e. the method to be used to access your documents) you allowed in the
Document settings. 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, just click the
Logical File System button: this will open 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 -
A preview is displayed in the Properties window but it slightly differs from the rendered image.
The following are examples of rendered images with their corresponding lighting preview:
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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 icon to display a preview of the material in the Properties window. To
deactivate this preview mode, just click the icon once again.
7. Click OK.
Multi-View Configuration
Automatic Configuration
Manual Configuration
Standard View Customization
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The multi-view mode is a brand new 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 View Customization.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved
when using the Save As... command. For instance, if you apply a multi-view configuration then save and close your
document before reopening it, this document will be 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 the Create Multi-View icon. If no customization has been defined, the default configuration is
applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout
● 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:
❍ Rotation Lock: locks the viewpoint rotation
❍ 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 will be automatically
generated.
In the default configuration displayed below, the base view is the standard "Left 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 will be
placed at the center and all the adjacent views will be regenerated accordingly.
In the example below, the Back View is selected:
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● click the right translation arrow to shift the 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 icon in the View
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 will be computed from its three adjacent views and the four views (Isometric +
Another example when the Isometric View in the top-right corner is selected:
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The View Selection area also contains four rotation arrows (such as ) enabling you to change the orientation
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
position displayed to the left:
● 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. Activate the Viewpoint Synchronization option then click Apply if you want the other three viewpoints to be
8. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout
dialog box.
To go back to the standard viewer, just click the Create Multi-View icon from the View toolbar.
Note that when you reselect the View->Navigation Mode-> Multi-View Customization... command, 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 brand new 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 View Customization.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved when
using the Save As... command. For instance, if you apply a multi-view configuration then save and close your document before
reopening it, this document will be 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 the Create Multi-View icon. If no customization has been defined, the default configuration is applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout dialog
● Configuration Selection lets you select a predefined multi-view configuration from the pulldown 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:
❍ Rotation Lock: locks the viewpoint rotation
❍ 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 pulldown 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, Main view to the right or Main view on top:
● Four-View
In this configuration, the viewer is divided into four equal views, each of them being identified as follows:
RI = Right View
TP = Top View
FR = Front View
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:
RI = Right View
TP = Top View
FR = Front View
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:
RI = Right View
TP = Top View
FR = Front View
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 icon in the View toolbar
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, simply click it in the View Selection area. In the example below, the isometric 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
icon 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 will not be kept when clicking Apply.
The View Selection area also contains four rotation arrows (such as ) enabling you to change the orientation of
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
position displayed to the left:
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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 ) to change the view direction by predetermined
increments.
7. Click the arrow repeatedly and check the result in the View Selection area. Below is an example with a Back View as
the current view and the starting position displayed to the left:
● 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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Therefore the result will be as follows when clicking the arrow repeatedly for an isometric view:
● 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/Translation Lock and Viewpoint Synchronization cannot be activated simultaneously. Activating
Rotation Lock or Translation Lock automatically deactivates Viewpoint Synchronization, and inversely.
9. Activate the Viewpoint Synchronization option then click Apply if you want the other three viewpoints to be modified
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 the View->Navigation Mode-> Multi-View Customization... command, the Views
and Layout dialog box the last used tab is activated with the last applied configuration.
To go back to the standard viewer, just click the Create Multi-View icon from the View toolbar.
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The multi-view mode is a brand new 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.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the configuration remains active throughout the whole Version 5 session but it is not saved when using the
Save As... command. For instance, if you apply a specific configuration then save and close your document before reopening it,
this document will be 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 the Create Multi-View icon. If no customization has
been defined for a standard view, the default standard view is applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout dialog
Note that you can also access the Standard Views tab by selecting the View->Named Views... command then
choosing a view from the list before clicking the Properties button.
● 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, the Front View is
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
3. Click Apply then OK to apply the Back View to the current viewer:
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4. Re-select the View->Navigation Mode-> Multi-View Customization... command to re-open the Views and Layout
dialog box: the Back View icon is still selected and we can now start customizing it.
5. Use the four translation arrows (such as ) to shift the selected standard view by 90 degrees in the arrow's direction.
Below is an example of the result you can obtain when clicking repeatedly the arrow with the Back View as 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:
6. Use the four rotation arrows (such as ) to change the orientation of the current view: one click on an arrow rotates
the view by 90 degrees in the arrow's direction.
Below is an example using repeatedly the arrow with starting position displayed to the left:
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Note that if the current standard view is an isometric view, the view will be 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 will be changed to "1" and if you enter a negative value other than "-
1", it will be changed to "-1".
For instance, entering "-1" instead of "1" in the first field to the left will invert 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.
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
To set an axis as current, just right-click it in the specification tree or in the geometry area then select the xxx
● checking the Select axis option 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 directions of the selected axis will be saved in the CATSettings directory and will be 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 may 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 will be 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.
Select the Shading with Material icon from the View toolbar.
2. Choose the point of view you want to use then click the Create Camera icon .
3. Click the Create Spot Light icon to define a conical light source then orientate the light as
you wish with the help of the light preview on the environment walls.
4. Select the Light View command from the specification tree to make sure you have the desired
illumination. This command lets you see the light point of view. Only the lit elements contained in
Set the lighting attenuation in order that it does not end before the environment, otherwise the
environment will be almost entirely shadowed.
5. Click the Quick Render icon to make a quick render from the light view. Perform as many
modifications as necessary and check that what you get is really what you want to lit.
6. Click the Camera item in the specification tree then select the Camera View command from the
contextual menu.
You can then perform changes and make quick renders to adjust the frameset to your needs.
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7. Apply a texture on your environment and your part(s) by clicking the Apply Material icon
and check the result by creating a quick render.
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 should obtain a
result nearly as identical as the quick render.
9. Select a material in the specification tree then choose the Properties command from the
10. Click the Render Shooting icon to check the result then go back to the material Properties
to correct the parameter definition if necessary.
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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 may 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.
This task shows you how to animate the various elements composing the scene, i.e. cameras, lights,
environments and materials.
The Light 1 object will be 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.
If you first select the element to be animated in the specification tree, then click the
Simulation icon afterwards, the Select dialog will not be displayed.
As you can see it below, running the Simulation command snaps the compass to the element
to be animated, enabling you to manipulate it very easily:
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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
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.
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.
Note that you can press 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
11. Modify the object parameters as desired then click the OK button twice to close the Properties and
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,
13. Replay your simulation with the "Animate viewpoint" option checked:
The simulation is replayed and shows the viewpoint changes you recorded.
Note: this option can be activated whenever you want, either before recording the simulation
or after.
You can activate the "Automatic insert" at any time. This option records the shots automatically
as you move the object as often as necessary.
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
This task gives you some tips to help you tuning the light source parameters when rendering a scene.
Select the Shading with Material icon from the View toolbar. Select also the perspective view from the
View->Render Style menu.
In our example, we aim at creating a light source that matches the lighting of the environment
pictures, i.e. the sun light.
As you can see it 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 check
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:
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 create a 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 parameters in the Properties dialog box to soften the light and give it a faint
yellow color.
7. Edit the Lighting parameters of the duplicated light (intensity parameters: R=G=B= 80) then check
You can use the Stop icon 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.
Bear in mind that the more light sources, the more difficult the tuning of the global illumination of
the scene.
For more information on shooting creation, refer to Setting Image Quality Parameters in this
guide.
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This task gives you some tips to help you tuning the material parameters when rendering a scene.
Select the Shading with Material icon from the View toolbar. Select also the perspective view from the View-
>Render Style menu.
1. Create a quick render to detect the material parameters which need to be modified:
We will start by modifying the Red Paint color and lighting so that the material looks like having the
Red=182
Green=6
Blue=24
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Note that you can click the Ray Traced Preview icon anytime to display a rendered image of
the material in the Properties window. When you want to deactivate this mode, just click the icon
once again.
Play with the Diffuse coefficient to adjust more precisely the material lighting.
Do not forget that Specular coefficient tunes the intensity of light coming directly from the light
source, whereas 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 should be
Red=30
Green=30
Blue=30
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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Red=61
Green=61
Blue=61
7. When satisfied, validate your parameters then click the Render Shooting icon to check the final result:
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For more information on shooting, refer to Setting Image Quality Parameters in this guide.
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Catalog Browsing
Would you need further information about catalogs (creation, preview, query, and so on), please refer to the Version
5 - Component Catalog Editor User's Guide.
downloaddirectory/OS/startup/components/Rendering/Scene.catalog
1. Open the Catalog browser dialog box by clicking the Catalog Browser icon. The Scene catalog opens:
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 button lets you perform a query on multiple levels in your catalog.
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.
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 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.
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 in the menu bar or by right-clicking and selecting Copy in the contextual menu
5. Open a product, for example, using the Start -> Infrastructure -> Photo Studio menu.
6. Activate the root product or an already existing node then paste the new elements by selecting the Edit->Paste command or by
right-clicking the Paste contextual menu. In our example, the copied elements are pasted in "Product2" window:
Note: You may have to zoom out successively to see entirely the environment.
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As you can see it 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:
● 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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When working with ENOVIA LCA, the safe save mode prevents the user from creating or editing data
in CATIA that cannot be correctly saved in ENOVIA LCA.
Working in this mode means that certain commands are unavailable (i.e. grayed) as you enter the Photo
Studio workbench.
ENOVIA LCA offers two different storage modes: Workpackage (Document kept - Publications Exposed) and
Explode (Document not kept).
Below are listed the commands along with their accessibility status in Explode mode and, in some cases,
the rules that are applied to the restricted commands.
Apply Material YES (restricted use) Materials with textures are stored without the
associated texture image.
Materials applied onto products are not saved
when closing the session.
Edit material properties YES (restricted use) Materials with textures are stored without the
associated texture image.
Materials applied onto products are not saved
when closing the session.
Create Spot Light YES (restricted use) Spot light sources can be created and saved
only when working with the DMU Review
Create Point Light YES (restricted use) Point light sources can be created and saved
only when working with the DMU Review
Create Directional Light YES (restricted use) Directional light sources can be created and
saved only when working with the DMU Review
Edit light properties YES (restricted use) Modifications applied to light sources can be
saved only when working with the DMU Review
Create Camera YES (restricted use) Cameras can be created and saved only when
working with the DMU Review
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Edit camera properties YES (restricted use) Modification applied to cameras can be saved
only when working with the DMU Review
Create Box Environment YES (restricted use) Box environments can be created and saved
only when working with the DMU Review
Create Sphere Environment YES (restricted use) Sphere environments can be created and
saved only when working with the DMU Review
Create Cylinder Environment YES (restricted use) Cylinder environments can be created and
saved only when working with the DMU Review
Edit environment properties YES (restricted use) Modifications applied to environments can be
saved only when working with the DMU Review
Apply Sticker YES (restricted use) Stickers are not saved when closing the
session
Edit sticker properties YES (restricted use) Modifications applied to stickers are not saved
when closing the session
Create Shooting YES (restricted use) Shootings can be created and saved only when
working with the DMU Review
Render Shooting YES (restricted use) Shootings can be created and saved only when
working with the DMU Review
Shooting object->Definition YES (restricted use) Modifications applied to the shooting definition
can be saved only when working with the DMU
Review
Redo Render YES (restricted use) Shootings can be created and saved only when
working with the DMU Review
When working in Workpackage mode (Document kept - Publications Exposed), all the above-mentioned
commands are available.
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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:
● a hierarchy of Reviews
● applicative data at any level of the Review hierarchy.
For detailed information on the DMU Review, refer to "About DMU Review" in the Version 5 - DMU
Navigator User's Guide.
● 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 the Connect to Enovia LCA icon to
establish the connection between CATIA V5 and ENOVIA LCA.
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 the Create Review icon: a
review is created and identified in the specification tree as "DMU Review.n" (if this is the first
Note that if no DMU Review is activated, the DMU Review will be created at the product root
level.
4. Double-click the DMU Review you have just created to activate it: the Review will now be
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 the Create Camera icon to create a camera.
6. Define the camera properties. For detailed information, refer to Creating a Camera.
7. Access the Product Structure workbench again then click the Save Data in ENOVIA V5 Server
For detailed information, refer to "Saving an ENOVIA LCA Document from CATIA V5" in the
Workbench Description
The Photo Studio Version 5 application window looks like this:
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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Menu Bar
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
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.
For... See...
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...
Apply
Apply Material Toolbar
Material
Camera
Camera Commands Toolbar
Commands
Light
Light Commands Toolbar
Commands
Scene
Scene Editor
Editor
For... See...
Animation Toolbar
For... See...
Simulation Previewing and Rendering a Turntable and Animating Scene Elements in a Simulation
Defining the Wallpaper + Refer to "Applying a Material" in the Version 5 - Real Time
Apply Material
Rendering User's Guide
Render Toolbar
For... See...
Render Shooting Previewing and Rendering a Turntable, Setting Image Quality Parameters
Viewpoint Toolbar
For... See...
Look At See Looking At Objects in the Version 5 - DMU Navigator User`s Guide
Insert
For... See...
Existing
Loading Products
Component...
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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Animation Toolbar
This toolbar contains the following tools for creating turntables and animating scene elements:
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 Applying a Material in the Version 5 - Real Time Rendering User`s Guide.
Viewpoint Toolbar
This toolbar contains the following tools for adjusting your viewpoint.
Click the icon then select the .cam file to import to generate the environment.Scenario
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.
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
Animation
Create a Turntable Scenario
Click to create the turntable, then position it along the x, y and z axes.
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.
Click this icon then choose whether you want to render an animation or a single frame.
In the specification tree, select the desired shooting then click the Render Animation or the Render Single Frame
or
contextual command.
Redo a 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 pulldown list then click the icon to deactivate the light source.
Select a light source from the pulldown 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 pulldown 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 pulldown list then click the icon to update the camera when the viewpoint is modified.
Select a perspective camera from the pulldown list, click the icon then manipulate the camera to define the focal
length.
Apply Material
Apply a Material Scenario
Select the element onto which the material should be applied then click the icon and choose a material from the
Library.
Click the icon then select the Stick contextual command and choose the 3D location onto which the sticker should
be applied.
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
or
specification tree.
Click the icon to open the Scene catalog, drag and drop the selected element directly onto the product in the
or
specification tree.
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The options for Photo Studio settings appear, organized in tab pages.
❍ the General tab lets you define general settings for light sources
❍ the Satellites tab lets you define the remote computers used when distributing rendering. This tab is
❍ the Sticker tab lets you define the sticker default image.
Display
● inactive lights
● inactive environments
● light manipulator
Active Lights
This area lets you control the display of active lights, whether they be standard or area light sources.
Wireframe display
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 will be 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.
Inactive Lights
No display
Full display
Inactive Environments
No display
Simplified display
Full display
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
● view mode
● material display.
This area lets you define how the new light sources you will create will be positioned. You can choose
between three modes:
Default mode
The light source will be positioned in the upper part of the geometry area, oriented down and centered:
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As Viewpoint
Gravitational
The light source will be positioned along the X, Y or Z axis of the model. The axis to be used is defined by
checking the corresponding radio button next to "Gravitational":
View Mode
This area lets you define the view mode to be used by default when entering the Photo Studio workbench:
Parallel
If this option is selected, it means that when entering the Photo Studio Rendering workbench, your model
will be displayed in a parallel view.
Perspective
If this option is selected, it means that when entering the Photo Studio workbench, your model will be
displayed in a perspective view.
Last saved
If this option is selected, it means that when entering the Photo Studio workbench, each model you open
will be 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 will automatically display it in a
perspective view.
Note: once your model has been saved, if your change the viewpoint afterwards then close the model
without saving it again, this new viewpoint will not be used when activating the Last saved option.
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 the View->Render Style->Shading with Material command or
Output
● save
Quick Render
Image Size
● 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
● 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 icon to
browse your folders to the desired location.
Save
This option is used to add the suffix "_ number" to the name of the file if the file already exists. The
number will be automatically incremented as necessary, e.g. "CatiaRender_1.tif", "CatiaRender_2.tif", and
so on.
Satellites
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
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 use the icon to open the File Selection dialog box which
lets you browse your folders to the desired location.
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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Example 1 Example 2
The option is activated The option is not activated
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.
Glossary
A
accuracy A parameter enabling to define the degree of precision of the rendering quality
ambient The intensity of light emitted by any light source
lighting
animation A rendering of successive positions of a product recorded in a simulation
anti-aliasing A graphic design technique that involves adding colored pixels to smooth the jagged edges
of a graphic
area light A source of light similar to ordinary light sources and designed to create a soft, and thus
source more realistic, lighting. Compare light source
attenuation The action of lessening illumination
C
camera A rectangular-shaped element with a lens used to specify the chosen viewpoint to take the
image
cylinder area An area light source with a cylinder shape used to simulate neons, for instance
light
D
diffuse lighting The intensity of light diffused by the object when lit by light sources
directional A light coming from a given direction (like the sun, for instance) generating constant
light intensity parallel lighting
disk area light 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 A method used to apply an image onto an object in order this object acquires a surface
texture
material 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 A 3D entity obtained by combining different features
photo-realistic An image with a quality quite similar to a real image or a picture
point light A punctual illumination (like a bulb, for instance) emitting light isotropically, i.e. in all
directions
product A 3D entity containing several components
property 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
rectangle area An area light source with a rectangular shape used to simulate a rectangular spot light
light
reflection A light wave returned from a surface
reflectivity The ability to reflect light
refraction The degree of light passing obliquely through an object
rendering A photo-realistic drawing of three-dimensional objects
roughness The dullness of an object (it represents the size of the reflecting zone)
S
scene A reusable configuration enabling to put models on stage using cameras, light sources,
environments, turntables
shooting A set of parameters used to define a rendering
specification An area of the document window reserved for viewing the design specifcations of a part,
tree presented in the form of a tree structure
specular The dullness of an object
lighting
sphere area An area light source with a sphere shape used to simulate a light bulb, but in a softer and
light more realistic way than the point light does
spot light 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.
sticker An image that can be mapped onto a face of a product
T
texture An image that can be mapped onto a geometry
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transparency The degree of transparency of an object. The object transparency defines its property of
transmitting light so that elements lying beyond are seen
turntable 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
format
parameters
replay
scene
Animation toolbar
anti-aliasing
B
background color
box
environment
browse
catalog
C
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camera
conical
cylindrical
focal length
Knowledgeware integration
lens
manipulate
properties
view
browse
description
keyword
scene
color
intensity
sticker
command
Apply Material
Apply Sticker
Camera View
Camera Window
Catalog Browser
Create Camera
Create Command
Create Shooting
Create Spotlight
Create Turntable
Fit All In
Free Rotation
Import an Environment
Light View
Lock Manipulator
Manipulate Focal
Next View
Position Direction
Position Specular
Previous View
Properties
Quick Render
Redo Render
Render Animation
Render Shooting
Rotate around X
Rotate around Y
Rotate around Z
Simulation
compass
conical
camera
environment
cylindrical
camera
D
diffuse
lighting
dimensions
environment
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E
Edit Light Direction command
interoperability
environment
box
cylinder
dimensions
importing
properties
resize
sphere
wallpaper
F
Feature Properties
Final Gathering
Flip U,V
focal length
camera
format
animation
image
frame
shooting
G
gizmo
I
image
format
environment
indirect illumination
color
interoperability
ENOVIA-CATIA
V4 scene elements
interrupt
render
L
layout
sticker
lens
camera
library (material)
light area
Light On option
light source
area
manipulate
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standard
symbol
tuning
ambient
attenuation
diffuse
material properties
parameters
position
properties
reference axis
reflectivity
refraction
roughness
shape
specular
specular manipulation
transparency
wall
lighting parameters
sticker
link u,v
loop mode
M
manipulate
camera
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light source
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
save
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position
lighting
turntable
camera
environment
lighting
sticker
texture
Properties command
Q
quality
shooting
R
Redo Render command
reflectivity
lighting
refraction
lighting
render
interrupt
materials
output
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shooting
sticker
Render toolbar
replay
animation
resize
environment
lighting
S
save
picture
animation
catalog
creation
Shadows option
shape (lighting)
shooting
definition
frame
material ambient
quality
render
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Simulation command
specular
lighting
specular manipulation
lighting
sphere
environment
color
layout
lighting parameters
mapping
properties
render
symbol
texture
transparency
symbol
sticker
T
tessellation
texture
properties
sticker
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
preview
U
u,v
link
V
V4 scene elements
interoperability
view
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camera
Viewpoint toolbar
W
wall
lighting
environment
workbench
Photo Studio