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Table of Contents
Table of Contents
Preface ...................................................................................................v
Class Files ........................................................................................... vii
Chapter 1 Introduction to Autodesk VRED Professional ...............1-1
1.1 Overview of Autodesk VRED Professional .........................1-3
1.2 Overview of the Interface ......................................................1-6
1. Menu Bar .............................................................................1-7
2. Icons Bar..............................................................................1-9
3. Quick Access Toolbar........................................................1-14
4. Modules .............................................................................1-15
5. Render Window .................................................................1-19
6. Status Bar ..........................................................................1-23
1.3 Navigating a Scene..............................................................1-24
1.4 Opening Files .......................................................................1-27
Import Options .......................................................................1-30
1.5 Preferences ..........................................................................1-32
FileIO .....................................................................................1-33
Main Window .........................................................................1-34
Navigator ...............................................................................1-35
Render Options......................................................................1-35
Selection ................................................................................1-37
Transform ..............................................................................1-37
1.6 Saving Files..........................................................................1-38
Practice 1a Working with the Autodesk VRED Professional
Interface................................................................................ 1-42
Chapter 2 Data Preparation...............................................................2-1
2.1 Selecting Objects...................................................................2-3
Selection Display Styles ..........................................................2-4
Selection Methods ...................................................................2-5
2.2 Scenegraph ............................................................................2-8
Scenegraph Hierarchy .............................................................2-9
Node Types ...........................................................................2-10
Scenegraph Shortcut Menu ...................................................2-11
Working in the Scenegraph ...................................................2-12
2.3 Adjust a Model .....................................................................2-18
Surface Normals ....................................................................2-18
ii
Table of Contents
iii
iv
Preface
Preface
The Autodesk VRED Professional software is a visualization,
analysis, and presentation tool for automotive and industrial
designs. The software enables you to create high-quality,
real-time renderings to realistically visualize, evaluate, and
review your design ideas, and present the rendered models as
design prototypes. The Autodesk VRED Professional 2015
Fundamentals training guide covers the essential core topics
that will enable you to import 3D CAD data, optimize geometry,
assign Autodesk VRED Truelight materials, add cameras and
lights, and create rendered images in both the OpenGL and
Raytracing rendering modes.
The topics in this training guide include the following:
vi
Class Files
Class Files
To download the Class Files that are required for this training
guide, use the following steps:
1. Type the ftp address shown at the bottom of the page into the
address bar of your internet browser. If you are using an
ASCENT ebook you can select the link instead. The ftp
address must be typed exactly as shown.
Address bar
ftp://ftp.ascented.com/cware/vulpes1.zip
ftp://ftp.ascented.com/cware/vulpes1.zip
ftp://ftp.ascented.com/cware/vulpes2.zip
ftp://ftp.ascented.com/cware/vulpes3.zip
ftp://ftp.ascented.com/cware/vulpes4.zip
ftp://ftp.ascented.com/cware/vulpes5.zip
vii
viii
Chapter 1
Introduction to Autodesk VRED
Professional
In this chapter you learn how to plan presentation projects, start the Autodesk
VRED Professional software, and become familiar with the software interface.
You also learn how to open 3D scene files, import files, and save files.
11
12
Figure 11
13
14
15
3
6
Figure 12
16
1. Menu Bar
1. Menu Bar
4. Modules
2. Icons Bar
5. Render Window
6. Status Bar
The Menu Bar is displayed along the top edge of the software
window, directly under the software title heading. Working
commands are grouped together in each of the menus. Some
commands open a sub-menu, which contain options for that
command. An example of this is shown in Figure 13 for the
File>Import menu option.
Figure 13
Edit
17
18
Visualization
Scene
Animation
Interaction
Rendering
Window
Help
2. Icons Bar
The Icons Bar is located directly below the Menu Bar, as shown
in Figure 14. The toolbars contain icons that are logically
grouped together, providing easy access to commonly used
commands.
File toolbar
View toolbar
Synchronisation toolbar
Mode
toolbar
Materials toolbar
Figure 14
Inactive command
Figure 15
19
Some of the tools display a small arrow near the bottom right
corner and above the name text. This indicates that the icon
has a drop-down list that contains various options and
settings for the command. Click and hold on an icon (for at
least two seconds) to open the drop-down list, as shown for
the Transform tool in Figure 16.
Figure 16
Figure 17
110
File Toolbar
The File toolbar contains the following:
Icon
Description
Opens a dialog box where you can select a file to open.
Open
Opens a dialog box where you can select a file to combine with
the current scene.
Add
Save
Antialias
Description
Toggles antialiasing on and off for still frames. You can also
enable Downscale Antialiasing or Raytraced
Antialiasing.
Toggles raytracing on and off.
Raytracing
Toggles raytracing downscale on and off. When on, you can
select between Low, Medium, and High.
Downscale
Region
Isolate
Toggles region rendering on and off. When on, hold <R> and
click to create a region window around a specified region to
calculate rendering for it. Only works with the Raytracing
rendering mode.
Toggles isolation on and off. Select objects and toggle on to
display only the selected objects in the Render Window.
Turning it off displays the complete model in the Render
Window.
Toggles the backplate on and off. When on, the backplate is
displayed in the scene.
Backplate
Wireframe
111
Boundings
Headlight
Statistics
View Toolbar
The View toolbar contains the following:
Icon
Fullscreen
Description
Toggles the full screen display on and off. When on, the
Render Window fills the entire screen, without displaying
the interface components. Press <Esc> to revert back to
the regular display.
If you are you are using multiple screens, you can use the
Multi-display fullscreen option to display the Render
Window on several screens
Toggles the presentation mode on and off. Only the
hotkeys present in the Variants module become available.
Presentation
Displays the complete scene.
Show All
Zoom To
Grid
Ruler
Transform
112
Synchronisation Toolbar
The Synchronisation toolbar contains the following:
Icon
Description
Enables you to connect to another Autodesk VRED
Professional software.
Connect
Toggle for a cluster.
Cluster
Toggle for tracking.
Tracking
Materials Toolbar
The Materials toolbar contains the following:
Icon
Texturing
Description
Toggles the texturing mode to on and off. Also provides
you with the option for modifying the Planar Projection
and the Tire Projection manipulators.
Mode Toolbar
The option for
displaying or removing
the Mode toolbar in the
Icons Bar is not
available in the View
menu, and can only be
accessed from the
shortcut menu.
Description
Simple UI
113
3. Quick
Access Toolbar
Figure 18
The Quick Access Bar is easily customizable and you can add,
delete, or reorder the module icons.
Figure 19
Figure 110
114
Figure 111
2. To move the icon, drag the icon to the required position in the
Quick Access Bar. The new position of the icon is displayed
as an orange bar. Drop the icon to move the module icon.
3. To delete the module icon, click
4. Modules
, located on
Figure 112
115
You can open the modules from the Menu Bar by clicking
Scene>Material Editor, as shown on the left in Figure 113.
You can also open the modules by right-clicking anywhere in
the Icon Bar, Menu Bar, or the Quick Access Bar, which lists
all of the available modules, as shown on the right in
Figure 113. Alternatively, the modules can also be opened
by clicking on its icon in the Quick Access Bar.
Figure 113
116
You can dock and undock all of the open modules in a scene.
If a module is undocked, click and hold on its title bar. Drag it
to either the side or bottom of the Render Window until the
Render Window shifts and a white place holder rectangle is
displayed. Drop the module and it automatically docks itself
in the place holder rectangle. To undock the module, drag it
by its title bar, and drop it somewhere in the middle of the
screen. Alternatively, in the top right corner of the module,
click
locks the
to close
117
, or cancel the
Figure 114
The other type of dialog box that is used in the software are
modeless, but require a response to implement any selections
that have been made in the dialog box. Figure 115 shows the
Import Options dialog box, where you can click
to implement the changes, or cancel the command by clicking
. You can minimize this dialog box by clicking
, maximize it to cover the full screen by clicking
it by clicking
Figure 115
118
, or close
5. Render
Window
Figure 116
119
Figure 117
Figure 118
120
Figure 119
121
Figure 120
Figure 121
122
6. Status Bar
The Status Bar displays along the bottom of the software screen,
as shown in Figure 122. The Status Bar provides information
about the softwares memory usage, and enables you to modify
the viewing information in the scene.
.
Figure 122
Description
Provides information about the current memory usage
and render mode that is being used in the scene.
Opens the Terminal module window where all
messages are listed. You can run commands that have
been programmed in the Script Editor, or you can run
python commands which are already programmed by
default (these commands are listed in the python
documentation).
Provides you with startup information. The last line in
the Terminal window is always displayed here. Clicking
inside this box enables you to input a command in
Python language.
Opens the Connector module.
Enables you to select the units of measurement.
Enables you to specify the Up vector of the model to
ensure that the model displays in the correct
orientation.
The Near Clip Plane value defines how close you can
zoom in the Render Window. A smaller value is used
when you want to zoom in to the smaller parts in the
model.
The Far Clip Plane value defines how far you can
zoom out in the Render Window.
The Field of View value defines an angular
measurement of how much of the horizon can be seen.
Human vision is often approximated with a 45 degree
FOV.
Enables you to save the current view as the Initial
Camera View (ICV), ensuring that the scene always
opens in the specified view.
123
Pan: In the Render Window, hold the mouse wheel and move
the mouse to pan. Alternatively, hold <Ctrl> and then click
and drag the left mouse button to pan.
Orbit: In the Render Window, click and drag the left mouse
button to orbit around a pivot point.
Center of Interest
By default, when you dynamically zoom and orbit in the Render
Window, you do so around the center of the models geometry,
known as the Center of Interest (CI). If you want to zoom or orbit
around a different point in the geometry, you can change the CI
using any of the following methods:
124
Navigation Modes
There are several options available that can change how you
navigate in the Render Window. In the Menu Bar, select
Interaction>Navigation to display the various navigation
modes, as shown in Figure 123.
Figure 123
Trackball
TwoAxis
Fly
Orientation
Auto Center
Sets the center of the model as the pivot point and CI. This
means that the model always orbits or zooms around its
center.
Motion
Factor
125
Navigation Cube
The Navigation Cube or the ViewCube (shown in Figure 124)
provides visual clues as to where you are in a 3D scene, and
makes it easier to navigate to standard views (such as the top,
front, right, corner, and directional views). In the Navigation
Cube, click one of the faces, corners, or edges to change the
Render Window to the selected view.
The Navigation Cube navigation affects the selected objects in
the scene. If you have nothing selected, the Navigation Cube
affects the complete scene including the environment.
Home
Figure 124
Click
(Home) in the top right corner of the Navigation
Cube to return the model to its Initial Camera View (ICV)
position.
Hint: Zoom To
The
(Zoom To) tool is located in the Icons Bar, in the View
toolbar. This tool enables you to zoom to the extents of the
selected object in the Render Window. By selecting an object
and then clicking
(Zoom To), the view in the Render
Window zooms to the model extents. If no selection is made,
(Zoom To) works similar to
(Home) in Navigation
Cube, returning the model to its original ICV position.
126
Figure 125
127
Figure 126
Figure 127
128
Figure 128
You can combine other files into the currently open scene by
selecting File>Add. Alternatively, you can click
the Icons Bar.
(Add) in
Although the majority of file types are opened using the Open
command, there are a few file types which cannot be opened
using this command, such as the xml files for Variants and
Sequences. Select File>Import and select the specified
option to open that particular type of file, as shown in
Figure 129.
Figure 129
129
Import Options
Figure 130
130
Tesselation
Keep Surface
Data
Merge
Geometries
Create Groups
for Layers
Remove Empty
Groups
Tessellation
Quality
Chord Deviation
Normal
Tolerance
Max Chord
Length
Enable Stitching
Stitching
Tolerance
Scene
Apply Materials
from Asset
Manager
Center in Origin
Adjust Object
Size
131
1.5 Preferences
Learning Objective
Understand the function of the tabs in the Preferences
dialog box.
You can use the Preferences dialog box (shown in Figure 131)
to control many important operational settings for the Autodesk
VRED Professional software. To open the Preferences dialog
box, select Edit>Preferences.
Figure 131
132
FileIO
This node enables you to set the options for opening data in the
software, as shown in Figure 131. These settings are:
Maya: Sets the installation path and units that will be used for
imported and exported Maya data, as shown in Figure 132.
Figure 132
133
Main Window
This node enables you to control the settings for some of the
interface components, as shown in Figure 133.
Figure 133
134
Navigator
Figure 134
Render Options
Invert Zoom: You can invert the zooming in and zooming out
with the direction of rolling the mouse wheel.
This node enables you to control the settings for the Render
Window parameters, as shown in Figure 135.
Figure 135
135
Use Fixed Resolution: Sets the use of a custom size for the
Render Window.
136
Selection
Figure 136
Transform
This node enables you to control the precision settings for the
transform tool, as shown in Figure 137.
Figure 137
137
Figure 138
138
to
Figure 139
139
Figure 140
Figure 141
Figure 142
140
Figure 143
141
Practice 1a
In this practice you will import a .WIRE file, save it as a .VPB file,
and navigate and customize the software interface.
Task 1 - Opening 3D data file.
1. Launch the Autodesk VRED Professional 2015 software.
2. In the Menu Bar, select File>Open, or in the Icons Bar, click
(Open) to open the Open File dialog box.
to open
142
6. Select Adjust Object Size. Notice that the Which size fits
your object best? area is enabled. Click and drag the slider
bar and place it under the picture of the car, as shown in
Figure 144.
Figure 144
Figure 145
143
8. Click
. The Loading bar (shown in
Figure 146) displays in the Render Window while the
software calculates the shaders and other associated
parameters. In the Status Bar, the input box displays the
processes that are being calculated, as shown in the
highlighted area in Figure 147.
Figure 146
Figure 147
144
Figure 148
145
Figure 149
11. Double right-click on the back right wheel of the car. Notice
how the back right wheel moves to the center of the Render
Window. The model will display similar to that shown in
Figure 150. Orbit around again and notice that the pivot
point is now the back right wheel.
Figure 150
146
Figure 151
14. Orbit around until the car is in a position similar to that shown
in Figure 152.
Figure 152
147
16. Zoom out, orbit around, and pan to different view positions.
17. Click
(Home) and notice the car orients to the newly
saved ICV position.
Task 3 - Customizing the layout.
1. In the Menu Bar, select View>Toolbars and clear Render
Options. Select View>Toolbars again and verify that the
toolbars are selected or clear to match those shown in
Figure 153.
Figure 153
Notice that the Icons Bar now displays only the active
toolbars, as shown in Figure 154. The tools for the Render
Options and Synchronisation toolbars have been are
removed.
Figure 154
148
Figure 155
4. Click and hold anywhere in the title bar of the Light Editor
module. Drag it towards the right edge of the Render Window
until the Render Window shifts and a white placement
rectangle is displayed, as shown in Figure 156. Release the
mouse button. The Light Editor module docks along the right
edge of the screen.
Figure 156
5. Notice that the Lights icon in the Quick Access Bar has
turned orange, indicating that the module is currently
displayed on the screen.
6. Click
in the Light Editor module to close it. Notice that the
Lights icon in the Quick Access Bar has turned gray, and the
Render Window expands to cover the available space.
7. Click and hold on any icon in the Quick Access Bar until
is displayed at the upper right corner of each icon.
8. In the Quick Access Bar, click
the icon.
on
(VSets) to delete
149
(Cameras) and
(Clips). An orange bar is
displayed as shown in Figure 157. Release the mouse
button to place the icon at this new location.
Orange bar
Figure 157
to
14. Click and hold anywhere in the title bar of the Light Editor
module. Drag it towards the bottom edge of the Render
Window until the main render window shifts and a place
holder rectangle is displayed. Release the mouse button to
dock the Light Editor module at the bottom edge of the
screen.
15. In the Quick Access Bar, click
Transform module. Click
the
150
to undock it.
16. Click the Transform module title bar and drag it along all three
edges of the screen (i.e., left, right, and bottom). Notice that
the white place holder rectangle does not display, indicating
that the module is currently a non-docking window.
17. Click on
is enabled.
Click
and the Transform module is docked to the right
side of the Render Window. Also notice that the Render
Window adjusts and becomes smaller to accommodate the
Transform module on the right side. Click
to close the
Transform module and notice that the Render Window
stretches to fill that space.
18. Hover the cursor over the top edge (dotted line) of the Light
Editor until the cursor changes to
. Click and hold this
cursor and move it up and down to make the Light Editor
bigger or smaller. Notice that the Render Window and model
adjusts in size to fill up the rest of the space on the screen.
19. In the Menu Bar, expand Window>Render Window Size
and select 640X482 (VGA 4:3 Ratio). Notice how the Render
Window changes size, similar to that shown in Figure 158.
Figure 158
151
20. Hover the cursor over the top edge (dotted line) of the Light
Editor until the cursor changes to
. Click and hold this
cursor and move it up and down. Notice that this has no
effect on the size of the Render Window, which remains
locked at the 640X482 resolution.
21. Similarly hover the cursor over the right edge (dotted line) of
the Scenegraph until the cursor changes to
. Click and
hold this cursor and move it right and left. Again, notice that
this has no effect on the size of the Render Window.
22. In the Menu Bar, expand Window>Layout and select Save,
as shown on the left in Figure 159. A Warning dialog box
opens (as shown on the right in Figure 159) informing you
that you are making changes to the default layout, which is
not permitted. Close this dialog box.
Figure 159
Figure 160
152
to
Figure 161
153
Figure 162
. A blank scene is
154
Figure 163
Figure 164
155
Figure 165
156
4
6
Figure 166
Interface Component
Number
157
Figure 167
a. True
b. False
6. Which command saves a file and creates a new folder that
contains all of the textures associated with that file?
a. .Save As
b. .Publish
c. .Save Package
d. .Export
158
Command Summary
Button
Action /
Command
Location
Add
Icons Bar
Menu Bar: File>Add
N/A
Import
Open
Icons Bar
Menu Bar: File>Open
N/A
Open Examples
N/A
Open Recent
N/A
Preferences
N/A
Publish
Save
Icons Bar
Menu Bar: File>Save
Shortcut: <Ctrl>+<S>
N/A
Save As
N/A
Save Package
N/A
Save Selected
159
160
Chapter 2
Data Preparation
In this chapter you learn how to select objects, organize parts using the
Scenegraph, transform and duplicate objects, and adjust geometry by fixing an
objects normals. You also learn how to optimize a model.
Selecting Objects
Scenegraph
Adjust a Model
Transforming Geometry
21
22
Data Preparation
Once the model has been opened, you need to select objects or
geometry to modify the features and change the settings of the
geometry. The Autodesk VRED Professional software
enables you to select geometry using a variety of methods. The
most common method is to use the cursor to select objects in the
Render Window. The display option must be selected in order to
display and identify the selected objects in the Render Window,
as shown in Figure 21.
Figure 21
23
Selection
Display Styles
Figure 22
Wireframe
In the Icons Bar, click
(Wireframe). When a selection is
made, the selected part is displayed as an orange wireframe in
the Render Window, as shown on the left in Figure 23.
Boundings
In the Icons Bar, click
(Boundings). When a selection is
made, the selected part is enclosed in an orange bounding box,
as shown on the right in Figure 23.
Figure 23
24
Data Preparation
Figure 24
Selection
Methods
Figure 25
Figure 26
26
Data Preparation
Figure 27
27
2.2 Scenegraph
Learning Objectives
View object hierarchy and understand the types of nodes
that are available in the Scenegraph module.
Select objects and perform various editing operations on
objects using the Scenegraph module.
The Scenegraph is the brain of the software, which lists all of the
parts and geometry that are included in an Autodesk VRED
Professional scene. The list is organized in the form of a tree
structure, as shown in Figure 28. Each geometric part is called
a node. In the Scenegraph you can perform actions and
modifications on these nodes.
The Scenegraph can be toggled open or closed by clicking
(Graph) in the Quick Access Bar, by selecting
Scene>Scenegraph, or by selecting Scenegraph from the
shortcut menu. As with other modules, the Scenegraph is a
modeless dialog box and remains open regardless of the task
that you are performing. By default, the Scenegraph is docked
on the left side of the Render Window, but it can be undocked or
moved as required.
Figure 28
28
Data Preparation
Scenegraph
Hierarchy
Figure 29
Click
click
to collapse the node, as shown on the left in
Figure 210. You can also double-click on a node to expand or
collapse it. Near the bottom of the Scenegraph, a slider bar
enables you to expand or collapse the Scenegraph hierarchy, as
shown on the right in Figure 210.
When the slider is all of the way to the left, the tree structure
collapses to the Root node
When the slider is all of the way to the right, the tree structure
expands fully.
Figure 210
29
Node Types
Description
A group of objects is placed inside this node.
(Geometry node)
(Environment node)
210
Data Preparation
Scenegraph
Shortcut Menu
Figure 211
211
Working in the
Scenegraph
Select Objects
To display your
selection in the Render
Window, select the
Wireframe or
Boundings display
option(s) in the Icons
Bar.
Figure 212
212
Data Preparation
Figure 213
Display Visibility
To hide the object(s) associated with a node in the Render
Window, click
Click
to display the associated object(s) in the Render
Window. You can use the Scenegraph shortcut menu to perform
various hide or unhide actions, as shown on the right in
Figure 214.
Figure 214
213
Figure 215
214
Data Preparation
Rename Nodes
You can rename a node by selecting it and then clicking on its
name. The name field will convert into an edit box, as shown on
the left in Figure 216. You can then type the new name directly
into the edit box, as shown on the right in Figure 216. Press
<Enter> to accept the new name.
Figure 216
Group Objects
Grouping enables multiple objects to be treated as a single unit,
but still retain the ability to control each object separately. In the
Scenegraph, right-click on the node under which you want to
create the group. In the shortcut menu, select Create>Group, or
use the shortcut <Ctrl>+<G>. A new folder called Group is
created with the cursor in the edit box for naming, as shown on
the left in Figure 217. Name the group, and then drag and drop
the nodes that you want to be the part of the group. You can also
initially select all of the nodes that you want to be grouped
together and use the shortcut <Shift>+<Ctrl>+<G>. A new node
with the name Grouped_Nodes is automatically created which
contains all of the nodes that were selected, as shown on the
right in Figure 217.
Figure 217
215
Figure 218
216
Data Preparation
Figure 219
Surface
Normals
Violet
Gold
Green
Blue
Figure 220
218
Data Preparation
Figure 221
219
Description
Use this to repair surfaces that display as blue. This
reverses the normals for all of the faces and
vertices so that they point towards the camera.
Use this to repair surfaces that display as gold. This
reverses the face normals so that they point
towards the camera.
Use this to repair surfaces that display as violet.
This reverses the normals of the vertices so that
they point towards the camera.
Figure 222
220
Data Preparation
Figure 223
221
Using the
Transform
Manipulator
Figure 224
Data Preparation
Figure 225
Figure 226
Figure 227
223
Figure 228
Figure 229
Figure 230
224
Data Preparation
Keyboard Shortcuts
Use the following shortcut keys to display the Manipulator
handles:
Using the
Transform
Module
You can transform objects and the pivot point in all of the axes at
the same time by entering the exact values in the Transform
Module, shown in Figure 231. In the Quick Access Bar, click
(Transform), or select Interaction>Transform in the Menu
Bar, to open the Transform Module. As with all other modules,
you can open this module through the shortcut menu of the Icons
Bar and the Quick Access Bar. The Basic tab of the module
provides options for moving, rotating, scaling and transforming
the pivot point.
Figure 231
225
Practice 2a
In this practice you will select objects using the various selection
methods. You will also reorganize parts by grouping them
together, and then optimize the scene in the Scenegraph.
Task 1 - Selecting objects.
The tools that display in the Icons Bar depends on the layout that
you have set in the software. If you have the Autodesk VRED
Professional software open and have been working in it, it is
recommended that you close and relaunch the software, and
then select Window>Layout>Default to ensure that the tools
are in the default position. If you have an open scene with
unsaved data, a dialog box prompts you to save or discard the
scene, as required.
1. In the Icons Bar, click
(Open), or in the Menu Bar, select
File>Open to open the Open File dialog box.
Figure 232
226
Data Preparation
Figure 233
11. In the Navigation Cube, click Right. The side view of the
selected wheel fills the Render Window, as shown in
Figure 234.
Figure 234
Release click
Figure 235
228
Data Preparation
15. Hold <Shift> and click and hold near the bottom right portion
of the front wheel close to the logo. Drag the cursor up
towards the opposite corner to create a red dashed crossing
window halfway over the logo, as shown in Figure 236.
Release the cursor. Note that most of the parts around the
logo is selected, including the floor and the rubber area of the
wheel. This is because the objects that are just touching the
crossing window have been selected as well.
Release click
First click
Figure 236
Figure 237
229
3. Click
next to the Root node to expand its subordinate
node list, as shown in Figure 238. Notice that under the
Root node, there are the default four camera views, along
with the AliasWorld-MainvilleHyperRod node, and the
EnvironmentTransform node. The AliasWorldMainvilleHyperRod node is a regular group node (
).
Figure 238
230
Data Preparation
Figure 239
9. Investigate all of the nodes types that are listed. Notice that
there are
(Transformation
Figure 240
231
Alternatively, click
(Isolate) in the
Icons Bar after selecting
the object(s).
12. Drag and drop the wheels node onto the Render Window so
that only the wheels are displayed. Note that
displays near the upper-left corner of the
Render Window.
13. Click
next to the wheels node to open its subordinate
nodes.
Figure 241
16. Expand the rotate node and notice that there are three group
nodes and one transform group node.
17. Under rotate, expand the revolve#3523 subordinate node to
display the polygonal mesh geometry that is located under it,
as shown in Figure 242. This is correct, and does not need
to be changed. Collapse the node.
Figure 242
232
Data Preparation
Figure 243
Figure 244
233
Figure 245
234
Data Preparation
Figure 246
7. Drag and drop the selected list into the Render Window. In
the Icons Bar, click
(Zoom To) and in the Navigation
Cube click Right. The front wheel is zoomed into the Render
Window, indicating that the selected list are parts of the front
wheel.
If you click anywhere,
the name Group is
accepted. Click on the
name again to convert it
into an edit box.
Figure 247
Figure 248
235
10. Select skin#7661. In the Render Window, note that the red
band in the rubber portion of the wheel is selected. Hold
<Ctrl> and select fillet#10855, fillet#10856, and node#5457.
In the Render Window, note that these nodes are the rotating
parts of the front wheel, as shown in Figure 249.
Figure 249
11. Drag and drop the selected nodes on the front_rotate node,
as shown on the left in Figure 250. These nodes are now
listed under front_rotate, as shown on the right in
Figure 250.
Figure 250
236
Data Preparation
Figure 251
237
Figure 252
Figure 253
238
Data Preparation
Figure 254
Figure 255
239
Figure 256
Figure 257
240
Data Preparation
25. Hold <Ctrl> and select all of the newly converted polygonal
geometry (12 parts). Scroll down in the Scenegraph to select
all of the geometry and drag and drop them into node#5457,
as shown in Figure 258.
Figure 258
and then
Figure 259
241
Practice 2b
In this practice you will check the surface normals and fix any
issues you discover. You will then duplicate a part, position it at
the required location using the Clone options in the Scenegraph,
and use the Transform tools to modify the geometry.
Task 1 - Checking and correcting normals.
Figure 260
242
Data Preparation
Blue
Yellow
Figure 261
Figure 262
243
5. In the Render Window, hold <Shift> and click on the blue rim
portion of the wheel to select it, as shown on the left in
Figure 263. In the Flip Normals area of the Geometry Editor,
click
. Hold <Shift> and right-click to clear
the selection. The blue rim portion has turned green, as
shown on the right in Figure 263.
Blue rim selected
Figure 263
Blue
Figure 264
244
Data Preparation
9. Select the top blue portion of the logo. Notice that the
complete logo is selected because it is a single object, as
shown on the left in Figure 265.
10. In the Geometry Editor, click
, and then
clear the selection. Notice that the blue portion of the logo
has turned green but the green portion has turned blue, as
shown on the right in Figure 265.
Blue
Figure 265
11. To correct a part of an object, press and hold <Alt> and then
right-click on the M (blue) portion of the logo. Notice how only
the M portion changes color, as shown in Figure 266.
Blue
Green
Figure 266
(Home).
245
Figure 267
Figure 268
7. In the Render Window, clear the selection and notice that the
back wheel has been created, as shown in Figure 269.
Figure 269
Data Preparation
(Home).
Figure 270
Figure 271
247
Figure 272
Figure 273
248
Data Preparation
Figure 274
(Home).
249
b. Geometry node
g. Transformation node
d. Group node
Icon
Name
250
(Isolate) in the
Data Preparation
Figure 275
a.
b.
c.
251
252
Data Preparation
Command Summary
Button
N/A
Action /
Command
Location
Boundings
Icons Bar
Wireframe
Icons Bar
Geometry Editor
N/A
N/A
Isolate Selection
Icons Bar
Normal Render
Display in
Render Window
Realistic Render
Display in
Render Window
Scenegraph
Shortcut: <F5>
Transform
Manipulator
Icons Bar
Transform
Module
Zoom To
Icons Bar
253
254
Chapter 3
Materials
In this chapter you learn how to create, edit, and manage materials using the
Material Editor module. You learn how to convert the materials into Autodesk
VRED Truelight materials, and edit their attributes to customize them. You also
learn how to calculate shadows using Ambient Occlusion.
Introduction to Materials
Managing Materials
Assigning Materials
Autodesk VRED Truelight Materials
Ambient Occlusion
31
32
Materials
33
34
Materials
Figure 31
35
Groups, Tags
Preview
Attributes
Figure 32
36
Materials
Groups, Tags
Section
The Groups, Tags section is located along the left side of the
Material Editor. This section is further divided into two areas, as
shown on the left in Figure 33.
Materials
area
Tags area
Figure 33
37
You can also filter the list based on the material type. In the
Search box, click
(Filter), which displays a list that
contains the material types. Click on a type of material to limit
the list to only those materials which belong to the selected
type in the Materials area. For example, selecting Plastic
and Triplanar filters the list to display only three materials
used in the current scene, as shown on the right in
Figure 34.
Figure 34
Materials
By default, all of the materials that are used in the scene are
displayed in this area. You can create a new material from a list
of base materials provided, or convert existing materials into
various Truelight materials. Right-click anywhere in the Materials
area, or right-click on a specific material, to display the Materials
shortcut menu, as shown in Figure 35. When you right-click in
an empty space in the Materials area, some shortcut menu
options are unavailable, such as the Convert>To Truelight
material, Edit>Copy/Duplicate, Save Material(s), etc.
38
Materials
Figure 35
Create
Environment
Create
OpenGL
Material
Edit
Convert
Load
Material(s)...
Save
Material(s)...
39
Create Group
from Selection
Create Switch
from Selection
Select Nodes
Add Nodes to
Selection
Apply to
Selected
Nodes
Tags
By default, all of the tags that are found in the scene are
displayed in this area. In this area, you can create a new tag or
assign materials to a tag. By selecting a tag, the preview lists
only the materials that are associated with that tag. You can
assign tags to materials by dragging and dropping the materials
onto a tag. Right-click anywhere in the Tags area, or right-click
on a specific tag to display the Tags shortcut menu, as shown in
Figure 36. By default, all of the materials in a scene are
assigned the Scene tag.
Figure 36
310
New Tag
Creates a new tag with the name Tag. Click on the new
Tag to rename the tag.
Add to
Selected
Materials
Remove Tag
from Material
Remove Tag
Remove all
Tags
Materials
Figure 37
Figure 38
311
Preview
Section
Hiding the Preview
section can help in
allocating more space to
the Attributes section
which also contains a
preview ball.
Figure 39
Figure 310
312
Materials
Attributes
Section
Figure 311
If no material or multiple
materials are selected,
the Attributes section
remains blank.
313
Figure 312
Material Editor
Toolbar
Figure 313
314
Materials
(Create)
Description
Enables you to create a new Truelight material. It
provides you with the Truelight material list for creating
a new material. You can also create environments or
skylights.
Duplicates the selected material(s).
(Duplicate)
Creates a new group node from the selected
material(s).
(Group from
Selection)
Selects all geometry nodes to which the selected
material is assigned.
(Select Nodes)
Assigns selected material to all of the selected nodes.
(Apply to
Selected Nodes)
Any unused materials are deleted from the scene.
Remove Unused)
Deletes the selected material.
(Delete)
315
Figure 314
316
Materials
Figure 315
317
2. Hold <M> and move the cursor to notice that the material
preview ball is attached to the cursor, as shown on the left in
Figure 316.
3. While still holding <M>, right-click on the geometry where you
want to paste the material, as shown on the right in
Figure 316.
Holding <M> continues to keep the copied material saved
to the cursor. As long as you are holding <M>, you can
right-click on multiple geometry objects to continue to
apply the copied the material.
<M> and
click
<M> and
right-click
Figure 316
Figure 317
318
(Apply to Selected
Materials
Click
Figure 318
319
Line Chrome
Tire
Carbon
Metallic Carpaint
Triplanar
Carbon 2D
Phong
Unicolor Carpaint
Chrome
Plastic
Velvet
Flipflop Carpaint
Reflective Plastic
Woven Cloth
Glass
Reflective Triplanar
Figure 319
320
Materials
Common
Truelight
Material
Attributes
Texture
Channels
Transparency
Displacement
Raytracing
Common
321
Diffuse Texture
The Diffuse Texture rollout enables you to load an image texture
map for the Diffuse channel, which sets the map on the surface
of the selected geometry. To enable the options that control how
the texture is applied on the surface, select Use Texture, as
shown in Figure 320.
Figure 320
322
Use
to open the Load Texture dialog box, which enables
you to load a texture from the required folder.
Use
to open the Save Texture dialog box, which enables
you to save the selected texture to a new location.
Use
to reload a selected texture. After loading a texture,
you might make changes to a texture. Reloading the texture
adds the changes to the texture.
Use
Rotate: Rotates the UV. Drag the slider to change the values
ranging from negative to positive. You can also enter a
number in the value edit box.
Materials
Use ICC Profile: The colors of the texture are based on the
profile information provided with the texture. If no profile
information is provided, the colors are based on the RGB
values that are stored.
Glossy Texture
You can use this rollout to load an image texture map for the
Glossy channel. The options included are same as the options
provided in the Diffuse Texture rollout.
Roughness Texture
You can use this rollout to load an image texture map for the
Roughness channel. This rollout has the same options that are
provided in the Diffuse Texture rollout, as well as the following
additional options:
Bump Texture
Bump maps are used to describe indentations and relief. In
bump maps, the lighter-colored areas display as raised above
the surface, while the darker areas display as recessed. You can
use this rollout to load an image texture map for the Bump
channel. This rollout has the same options that are provided in
the Diffuse Texture rollout, as well as the following additional
options:
323
Truelight
Materials
Structure Size: Sets the size of the bumps when the Use
Structure option is enabled.
324
Name
Preview Ball
Name
Chrome
Unicolor
Carpaint
Brushed Metal
Flipflop Carpaint
Glass
Triplanar
Metallic Carpaint
Tire
Materials
Chrome
The Chrome material is used on geometry where you want to
display a reflective metallic surface. A list of specific metal types
are available in this material. In addition to the various texture
and common attributes, the specific parameters for this material
are provided in the Chrome Material rollout, as shown in
Figure 321.
Figure 321
Gray reflection
Figure 322
325
Figure 323
Figure 324
Brushed Metal
The Brushed Metal material is used on geometry where you
want to display a metallic surface which is less reflective than
Chrome, such as on wheel rims. In addition to the various texture
and common attributes, the specific parameters for this material
are provided in the Brushed Metal Material, Clearcoat, and
Brush Orientation rollouts, as shown in Figure 325.
Figure 325
326
Materials
Planar XY
Higher Size U
Radial XY
Lower Size U
Radial YZ
Higher Size U
Figure 326
Glass
The Glass material is used to simulate a transparent or frosted
glass material. In addition to the various texture and common
attributes, the specific parameters for this material are provided
in the Glass Material rollout, as shown in Figure 327.
Figure 327
327
Metallic Carpaint
A layered material that contains a base paint layer, embedded
metal flakes layer, and clear-coat layer, each of which has their
own parameters and rollouts. This enables you to create
complex, highly reflective surfaces that are best suited for
metallic painted surfaces, such as the car bodies. In addition to
the various texture and common attributes, the specific
parameters for this material are provided in the Metallic Carpaint
Material, Flakes, and Clearcoat rollouts, as shown in
Figure 328.
Figure 328
328
Materials
Large flake
size
Maximum
roughness
Figure 329
Unicolor Carpaint
A metallic carpaint option that has only a base paint layer and a
clear-coat layer.
Flipflop Carpaint
A metallic carpaint option where the color varies depending on
the viewing angle. This material contains a base, embedded
flakes, and clearcoat layers. The Flakes rollout has options for
setting two different flake colors, as shown in Figure 330. Using
the Blending option, you can define the mixture ratio of the flake
colors.
Figure 330
Triplanar
A material that is used when you want to use texture images for
objects that do not have a correct UV mapping. You can use
Triplanar for surfaces that require a leather or other textures
look, such as car seats.
329
Figure 331
Tire
The Tire material is provided with the software and enables you
to easily texture the tires for its treads and the sidings for the
rubber shadings. In addition to the various texture and common
attributes, the specific parameters for this material are provided
in the Tire Material, Diffuse, Glossy, and Bump Texture rollouts,
which enables you to assign textures for the marking and the
profile, as shown in Figure 332.
Figure 332
330
Materials
Use Profile: You can use this option in the Diffuse, Glossy,
and the Bump Texture rollouts to load a texture image for the
tread markings along the width of the tire.
Original texture
Inverted texture
Figure 333
331
332
Materials
Figure 334
Figure 335
333
Indirect
Illumination
Subdivision
334
Materials
Practice 3a
Converting Materials
Learning Objectives
Convert materials from Truelight Plastic material to the
required Truelight material type.
Modify the attributes of the Truelight Plastic, Chrome,
Glass, Triplanar, and Metallic Carpaint materials.
Figure 336
335
Figure 337
Figure 338
336
Materials
Figure 339
Figure 340
337
Figure 341
12. In the Material Editor, in the Attributes tab, click in the Name
field, rename the material to INT_leather_yellow, and press
<Enter>, as shown in Figure 342.
Figure 342
13. You will use a leather texture for the Bump and Glossy
Texture parameters to display the leather affects, but use the
color yellow to match the seams of the leather seats. To apply
a leather texture you need to use a Triplanar material as a
base material. In the Groups,Tags section, right-click on
INT_leather yellow and select Convert>To Truelight
material>Triplanar, as shown in Figure 343.
338
Materials
Figure 343
Figure 344
339
Figure 345
4. Open the Glossy Texture rollout and click Use Texture. Click
next to the Use Texture box (as shown in Figure 346)
to open the Load Texture dialog box.
Figure 346
340
Materials
Figure 347
Figure 348
341
Figure 349
Figure 350
342
Materials
Figure 351
Figure 352
343
Figure 353
344
Materials
. Set the
Figure 354
345
7. Clear
position.
Figure 355
346
Materials
Figure 356
347
Practice 3b
Figure 357
348
Materials
Figure 358
349
Figure 359
11. In the Bump Texture rollout, drag the Bump Intensity slider
and notice its affect in the Render Window. Set it to 0.50.
12. Clear
350
Materials
Figure 360
2. Rename EXT_brushed_metal_backwheel1 to
EXT_brushed_metal_frontwheel.
3. Select the inner rim part of the left side front wheel. Click
(Isolate), and notice that the Isolate View should display
SHELLrevolve#2947. Zoom in close to the selected portion
of the wheel.
4. In the Material Editor, in the Groups,Tags section, right-click
on EXT_brushed_metal_frontwheel and click Apply to
Selected Nodes. Notice that the brushed metal material is
assigned to the selected part. Zoom in close and notice that
the direction of metal grain does not follow the correct radial
curvature.
5. In the Attributes section, in the Brush Orientation rollout, click
to center the pivot point of the wheel.
Notice that the direction now follows the correct direction.
6. Clear
Figure 361
352
Materials
Figure 362
Figure 363
353
Figure 364
10. With both the objects still selected, in the Texture Settings
rollout, click
. Verify that the Rotation Axis
displays as Y Axis. Note how the textures are aligned
correctly. Set Repeat Profile U to 6.0 and Repeat Profile V to
4.0. Set Blend Position to 1.00, as shown in Figure 365.
Figure 365
354
Materials
11. In the Bump Texture rollout, set the Bump Intensity to 3.7 and
the Parallax Intensity to 0.80.
12. Clear
13. Orbit around and zoom in to the back wheel on the right side
of the vehicle. Note that the material is correctly assigned to it
because it is a clone of the other back wheel.
14. Display the model in the ICV position.
Task 4 - Create and modify a new material (Tire).
Repeat the steps performed in Task 3 to texture the front tires of
the Mainville vehicle.
1. In the Material Editor, create a new Tire material (Create
Material>Tire). Rename it as EXT_tire_front.
2. Using the Scenegraph, select and isolate the AliasWorld MainvilleHyperRod>exterior>wheels>front_wheel>front_
rotate node.
3. Select the outer shell and rubber of the front wheel
(fillet#10855 and fillet#10856).
4. In the Material Editor, right-click on EXT_tire_front and
select Apply to Selected Nodes to apply the EXT_tire_front
material to the selected portion of the front wheel.
5. For the Diffuse Texture, Glossy Texture, and the Bump
Texture attributes, for Use Markings select and load
Tire_Sidewall.jpg, and for Use Profile select and
Tire_Tread.jpg.
6. Center the pivot point of the wheel and in the Texture Settings
rollout, click
355
(saved blue
356
Materials
Figure 366
beside EXT_paint_blue to
Figure 367
14. In the Render Window, note that the mainville car now
displays in the color blue. Notice in the EXT_paint_switch
node that EXT_paint_blue is active.
15. In the Attributes section of EXT_paint_switch next to
EXT_paint_yellow, click
changes to
, and
357
Practice 3c
358
Materials
Figure 368
Figure 369
359
8. Click
and notice that the percentage bar
displays the percentage of shadows being calculated, as
shown in Figure 370. When the calculation bar turns blank,
it indicates that the AO has been calculated. Close the
Ambient Occlusion module.
Figure 370
Figure 371
360
Materials
1. Activate
(Wireframe). Select the part that has the
problem geometry, as shown in Figure 372.
Figure 372
Figure 373
361
5. Click
. It will take a few minutes to calculate
the AO. Notice how the parts wireframe has been
subdivided, as shown on the left in Figure 374. Clear the
selection and notice how the problem with the shadows have
been resolved, as shown on the right in Figure 374.
Figure 374
362
Materials
5. In the Attributes section of the Tire material, you can use the
Use Profile option in the Diffuse, Glossy, and Bump Texture
rollouts to load a texture image for the sides of a tire.
a. True
b. False
6. When calculating Ambient Occlusion, what does the quality
of the shadow depend on?
a. The density of the mesh in the geometry.
b. The lights present in the scene.
c. The type of material that is assigned to the geometry.
d. All of the above.
364
Materials
Command Summary
Button
N/A
Action /
Command
Location
Ambient
Occlusion
N/A
Ambient
Occlusion Display
in Render Window
Material Editor
Shortcut: <F7>
Menu Bar: Scene>Material Editor
Shortcut Menu (on the Icons Bar or
Quick Access Bar): Material Editor
365
366
Chapter 4
Camera and Lighting
In this chapter you learn how to create camera views and save the attributes as
viewpoints. You learn how to add and modify the environment to visually enhance
a scene. You also learn how to incorporate various types of light sources for
adding illumination to a scene.
Cameras
Environments
Lights
41
42
4.1 Cameras
Learning Objectives
Create new camera views.
Set the attributes of a camera view.
Create new camera viewpoints in a scene.
Figure 41
43
(Depth of Field),
(Glow).
Figure 42
Figure 43
44
Selecting the view name highlights the view with a gray band
and displays its attributes, as shown in Figure 44. It is
possible to have a camera view active in the Render Window,
but the attributes of another camera view displayed in the
Camera Editor.
Figure 44
Figure 45
45
Figure 46
Camera
Attributes
The settings in the
Image Processing and
Advanced tabs are
intended for the
advanced user, and are
not covered in this
Training Guide.
Wireframe
Depth of Field
Motion Blur
46
Roll
Field of View
Viewing rollout
Use Parent
Transformation
At
Up
Distance
Height
Turntable Angle
Distance to Center
Focal Length
Sensor Presets
Sensor Size
47
Shutter Presets/
Shutter Speed
Clipping rollout
Near Plane/Far
Plane/
Animation rollout
Turntable
Animation
stops the
Reverse
48
Viewpoint
Figure 47
49
Practice 4a
In this practice you will create cameras and viewpoints. You will
also modify the attributes of the camera and focus on an area in
the scene using the Depth of Field option.
Task 1 - Creating the camera and viewpoints.
Figure 48
410
Figure 49
Figure 410
Figure 411
411
Figure 412
412
Figure 413
Figure 414
14. In the Render Window, orbit the model until the Front label is
visible in the Navigation Cube. Click Front.
413
Figure 415
Figure 416
414
Figure 417
Figure 418
415
Figure 419
416
Figure 420
when
active.
(Antialias) is
Figure 421
417
Figure 422
418
4.2 Environments
Learning Objectives
Understand the purpose and use of an environment.
Adjust the settings of an environment.
Figure 423
419
Figure 424
420
Environment
Geometry
Is Visible
Shadow Plane
Visible
Exposure
Whitebalance
Cool
Hue-Shift
Contrast,
Brightness
Saturation
Reflected
Saturation
Transformation
rollout options
Emit Caustics
421
Illumination
Override IBL
Sampling Quality
Figure 425
Figure 426
422
Practice 4b
Figure 427
423
Figure 428
Figure 429
6. Click
. In the
424
Figure 430
to apply
to confirm
Figure 431
425
Figure 432
Figure 433
426
Figure 434
Figure 435
427
Figure 436
Figure 437
428
Figure 438
3. To load the settings of the Studio shadow plane and use them
for the newyork image shadow plane, in the Scenegraph,
expand Environments>Studio.
You can also open the
Ambient Occlusion
module by selecting
Ambient Occlusion in
the Icons Bar or Quick
Access Bar shortcut
menu.
Figure 439
429
Figure 440
Figure 441
Figure 442
Note the shadow under the vehicle, and that the vehicle
seems to be floating, as shown in Figure 443.
Figure 443
4.3 Lights
Learning Objectives
Add brightness to a scene by creating light objects.
Understand the different types of available light sources.
Modify the attributes of light sources using the Light
Editor.
432
Figure 444
Light Sources
and the
Scenegraph
Figure 445
433
Figure 446
Types of Lights
Figure 447
434
Light Type
Light Object
Light Type
Directional Light
Rectangular
Light
Spot Light
Spherical Light
Point Light
Ray Light
Disk Light
Directional Light
Directional lights are used to represent light sources that cast
parallel rays. A 2D view of a directional light casting its rays is
shown on the left in Figure 448 and its 3D view is shown on the
right in Figure 448. The origin of a directional light is far away
from the objects in the scene. The best example of a parallel light
source would be the sun.
Figure 448
435
Spot Light
Spot lights represent light sources that cast focused beams of
light in the form of a cone. The majority of real world lighting
fixtures are most appropriately represented by spot lights. A 2D
view of a spot light casting its rays is shown on the left in
Figure 449, and its 3D view is shown on the right in
Figure 449.
Figure 449
The Penumbra Angle is the outer angle that defines the area
that provides soft illumination, represented as the outer cone
in Figure 449.
Point Light
A Point Light casts light equally in all directions, such as an
idealized light bulb.
436
Spherical Light
The Spherical Light is similar to the Point Light, but also
enables you to control the settings for attenuation mode,
interactive quality, and a still frame quality.
Transform Light
Figure 450
Light Attributes
The attributes for the light objects are provided in rollouts. Most
of the attributes are common to all of the different light types.
There are certain attributes and rollouts that are unique to a
specific light type.
437
Type
Local Lighting
Enabled
Intensity
Diffuse
Sets the color for the diffuse reflection from the dull
surfaces of the objects in the scene.
Specular
Use Temperature
Temperature
Shadow Intensity
Illuminate
Shadow Material
Cast Shadow on
Shadow Material
Visualisation rollout
Makes all light source geometries visible, and the
effects of the transforms being applied are displayed
in the Render Window.
Makes the selected light source geometry visible and
the effects of the transforms being applied are
displayed in the Render Window.
Hides the geometries of all light sources in the
Render Window.
Hides the geometry of only the selected light
source(s) in the Render Window.
Scale
438
Transform rollout
Sets the position and direction of the light source to
that of the current camera.
Sets the position and direction of the current camera
to that of the light source.
Sets the transform information of the light source to
that of the selected geometry.
Resets all light settings.
Additional Attributes
In addition to the common attributes, the Light Attenuation
option and the Light Profile rollout is available for all of the
different types of lights, except for the Directional Light.
Properties rollout
Light Attenuation
Figure 451
439
Penumbra Angle
440
Attenuation
Mode
Primary Visibility
Visible in
Reflections
Interactive
Quality
Still Frame
Quality
Practice 4c
In this practice you will create a spot light and a point light, and
then modify their attributes.
Task 1 - Creating a Spot Light.
Figure 452
441
5. Open the Scenegraph and notice that the Ext Spot light
source and LightTransforms nodes have been added, as
shown in Figure 453. Expand the LightTransforms node
and notice that the Ext SpotTransformGroup subordinate
node is present.
Figure 453
Figure 454
Use <Shift>+<W> to
display the Translate
handles if they are not
already displayed.
Figure 455
442
8. Clear
(Isolate) and close the Scenegraph and the Light
Editor. Notice the shadows of the vehicle on the shadow
plane, as shown in Figure 456.
Figure 456
9. In the Navigation Cube, click and drag the right edge to the
left to display the Right label. Click Right. The light source is
zoomed into the right view of the scene.
10. Zoom out until both the light and the car are visible in the
Render Window.
11. Using the blue Z-axis translation handle of the transform
manipulator, move the light source further up until it displays
approximately 3000.00 in the Translation interactive display
box, as shown in Figure 457.
Figure 457
443
Click
(Transform) in the Quick Access Bar to open
the Transform module. In the Translation rollout, set
Translate Z to 3100.00, as shown in Figure 458.
Figure 458
12. In the Navigation Cube, click and drag the left edge towards
right so that the Back label displays. Click Back to display
the zoomed in light source in the back view.
13. Zoom out until the vehicle and the light source are visible in
the Render Window and pan to center the scene, as shown in
Figure 459. Notice that the front of the car is displayed in the
Back view. This depends on how the model was created in
the originating software.
Figure 459
444
Note that shadows that have been created under the car
and around the tires. They extend equally below on both
sides of the tires because the spot light is directly above
the car.
Figure 460
Figure 461
445
Figure 462
17. Clear the light source selection by holding <Shift> and then
right-clicking anywhere in the Render Window. Close the
Transform module.
18. Open the Light Editor and select Ext Spot.
19. Click and drag the top edge of the Navigation Cube
downwards until Top becomes visible. Click Top.
20. Zoom in and pan to display the vehicle and shadows in the
top view, as shown in Figure 463.
A white background has
been applied in this
image for printing clarity.
Figure 463
446
Figure 464
Figure 465
447
Figure 466
Now that the light has been created, you will move the point light
to the inside of the vehicle.
6. In the Navigation Cube, click
scene in the ICV view.
Figure 467
448
8. Clear
(Isolate) and notice that a small portion of the
bounding box is visible under the vehicle.
9. Open the Camera Editor. Expand Camera with Viewpoints
and CameraTrack1. Double-click on Interior view, as shown
in Figure 468. Notice in the Render Window that the vehicle
is displayed in the interior camera view. Close the Camera
Editor.
Figure 468
Figure 469
449
12. Modify both the Diffuse and the Specular sliders (as shown in
Figure 470) and notice how the glossy highlights and the
overall brightness are toned down.
Figure 470
Figure 471
451
6. The cone angle and the penumbra angle defines the hard
light and soft illumination for which type of light source(s)?
(Select all that apply.)
a. Point Light
b. Spot Light
c. Spherical Light
d. Disk Light
452
Command Summary
Button
Action /
Command
Location
Antoalias
Icons Bar
Shortcut: <Spacebar>
Camera Editor
Depth of Field
N/A
Field of View
Headlight
Icons Bar
Headlight Attributes in Light Editor
(Properties rollout): Enabled
N/A
Light Editor
Motion Blur
453
454
Chapter 5
Rendering
In this chapter you learn about the OpenGL and Raytracing rendering methods,
that are used in the Autodesk VRED Professional software. You learn about
the additional visual modes that are available. You also learn how to modify the
rendering settings and illumination modes to enhance the render quality.
Rendering
Rendering Modes
Render Settings
51
52
Rendering
5.1 Rendering
Learning Objective
Understand the two main rendering methods, OpenGL
and Raytracing.
Figure 51
OpenGL
Rendering
53
Figure 52
Raytracing
54
Rendering
Figure 53
(Raytracing) in the
Figure 54
55
Figure 55
Realistic Rendering
This is the default rendering mode which displays the objects in
the scene with highest realism that can be achieved with the
selected renderer (either OpenGL or Raytracing), as shown in
Figure 56. To display objects in this mode, in the Menu Bar,
select Visualization>Realistic Rendering, or press <F3>
(OpenGL) or <F4> (Raytracing).
56
Rendering
Figure 56
Renderpasses Rendering
This mode is meant for
advanced users and is
not discussed in this
Training Guide.
Figure 57
57
Violet
Gold
Green
Blue
Figure 58
Figure 59
58
Rendering
Figure 510
Figure 511
59
Figure 512
Figure 513
510
Rendering
Before you save a final rendered image, review and adjust the
sender settings for the scene using the Render Settings module,
as shown in Figure 514. In the Quick Access Bar, click
(Render), or select Rendering>Render Settings in the
Menu Bar. Alternatively, you can also select Render Settings in
the Icons Bar or Quick Access Bar shortcut menu.
Figure 514
511
The Render Settings module has four tabs: File Output, General
Settings, Raytracing Quality, and Display Output.
This tab provides you with options that enable you to set the size
of the rendered image, rendering mode to use, and quality of the
final image. These options are provided in the Image rollout, as
shown in Figure 514. The other rollouts are the Meta Data,
Renderpasses, Animation, and Cluster. The options provided in
these rollouts are meant for advanced users and are not
discussed in this training guide. The options provided in the
Image rollout are as follows:
Option
Description
View
Filename
Image Size
Presets
Image Size
Printing Size
Resolution
Region Render:
Upper Left
Corner, Lower
Right Corner
512
Rendering
Render Mode
Render Quality
Supersampling
Background
Color
Tonemap HDR
Export Alpha
Channel
Premultiply
Alpha
ICC Profile
513
General
Settings Tab
This tab provides you with options that enable you to adjust the
quality of the image by smoothing the edges (antialiasing), as
shown in Figure 515. These options are provided in the
Antialiasing and the Pixel Filter rollouts. The settings in the
Options rollout are meant for advanced users, and are not
discussed in this training guide.
Figure 515
Antialiasing
Antialiasing is the process of smoothing edges and removing
jagged diagonal lines that display in the Render Window, as
shown in Figure 516. This process improves the display quality
of a scene substantially. The improvement and quality is
dependent on the settings in Antialiasing and the Pixel Filter
rollouts of the Render Settings module, as shown in Figure 516.
Without Antialiasing
With Antialiasing
Figure 516
514
Rendering
Figure 517
Figure 518
Figure 519
515
Adaptive
Sampling
Use Clamping
Figure 520
516
Rendering
Size
Sets the size that the filter covers. The size of the filter
selected should be set as a common value to avoid
unwanted artifacts. Hovering over the value, opens the
Common Values list, as shown in Figure 521.
Figure 521
Raytracing
Quality Tab
This tab provides you with options to set the raytracing settings,
as shown in Figure 522. These options are provided in the
Illumination Mode rollout. The other rollouts are the Photon
Tracing, IBL Sampling Quality, Reflection/Refraction Sampling
Quality, Trace Depth, and Material Overrides. For this training
guide, only the Illumination Mode rollout is discussed.
Figure 522
Figure 523
517
Precomputed
Illumination
Precomputed
Illumination
+ Shadows
Precomputed
Illumination
+ IBL
Full Global
Illumination
Downscale
When Raytracing is active, the rendering calculations are
performed by the CPU. While rendering complex and heavy
scenes in realtime raytracing, it becomes important to reduce the
display quality to ensure efficient navigation in the Render
Window.
518
Rendering
Figure 524
Low Downscale
High Downscale
Figure 525
519
Practice 5a
In this practice you will modify the settings for rendering and then
create various rendered images with different environment
backgrounds, lighting options, and camera viewpoints.
Task 1 - Creating a rendered image in OpenGL.
In this task you will render the scene using a saved camera
viewpoint and basic lighting, without using a background HDR
image.
1. In the C:\VRED Pro Fundamentals Class Files\Chapter 5\
folder, open Mainville_Render.vpb.
2. Open the Camera Editor and expand Camera with
Viewpoints>Camera Track1. Double-click on Original View
to activate it so that the view is displayed in the Render
Window. Close the Camera Editor.
3. It is recommended to initially display the scene with a white
background, where it is easier to check for any flaws. Select
Edit>Preferences to open the Preferences dialog box and
click
to revert all of the settings to their
defaults. Select Render Options, and in its attributes, in the
Visualisation Advanced tab, in the Background rollout, set the
background gradient colors to white, as shown in
Figure 526. Click
Figure 526
520
Rendering
Figure 527
Figure 528
521
6. Switch off both the Headlight and the INT Point light source
by clearing the Enabled option in their respective attributes.
Close the Lights Editor.
The calculation cursor
might not be visible on
the white background of
the Render Window.
Move the cursor to a
darker background,
such as the Status Bar
or Icons Bar, if required
7. In the Render Window, notice the jagged lines near the hood
of the vehicle, as shown on the left in Figure 530. To
improve the visual display, in the Icons Bar, click
(Antialias) (or press <Spacebar>) to activate
antialiasing. This starts smoothing the edges, and the
progress is indicated by a percentage calculation wheel
attached to the cursor. In the Status Bar, the antialiasing
completion percentage and the render time that is still
required to complete the rendering is displayed, as shown in
Figure 529. It typically takes around 2 minutes to complete
the antialiasing, depending on your computer.
Figure 529
Without Antialiasing
(Antialias).
With Antialiasing
Figure 530
Rendering
Figure 531
Figure 532
14. As the render looks clean, you can now render the image and
save it as a file. Click
Settings module.
You can select *.png
from the Save as type
drop-down list.
in the Render
Figure 533
523
Figure 534
Figure 535
524
Rendering
Figure 536
Figure 537
525
Figure 538
Figure 539
526
Rendering
Figure 540
527
Practice 5b
In this practice you will use the Raytrace rendering method and
navigate around the scene. You will set the various illumination
modes with raytracing and create rendered images.
Task 1 - Navigating with Raytracing.
In this task you will render the scene using a saved camera
viewpoint and basic lighting, without using a background HDR
image.
1. In the C:\VRED Pro Fundamentals Class Files\Chapter 5\
folder, open Mainville_Raytracing.vpb.
2. In the Material Editor, in the Materials list section, select the
Environments material switch. Select New_York to display
the New_York background.
3. Open the Render Settings module and open the Raytracing
Quality tab. Notice in the Illumination Mode rollout, both
Interactive and Still Frame are set as Precomputed
Illumination.
528
Rendering
Figure 541
Figure 542
Figure 543
529
Figure 544
(Downscale) and
11. The visual display in the Render Window is pixelated and the
visual quality is extremely reduced, as shown in Figure 545.
In the Statistics panel, the Current FPS value has increased
and is in the range of above 10.00, which is optimum for
navigation. Orbit the model and notice that you can now
navigate fluidly and smoothly in the Render Window.
Figure 545
530
Rendering
12. Click
Figure 546
531
6. Toggle on
(Downscale).
Lower right
corner
Figure 547
Figure 548
532
Rendering
9. You can now render the image for the region and save it as a
file. Click
Figure 549
(Region) and
(Raytracing).
533
Figure 550
534
Rendering
Figure 551
5. Toggle on
(Raytracing). Once the Raytracing
calculations have completed, notice the reflections in the
window glass and the windshield of the vehicle, as shown in
Figure 552.
Figure 552
535
Figure 553
536
Rendering
Figure 554
and save it as
Figure 555
537
Figure 556
(Raytracing).
538
Rendering
Figure 557
a. Draft
b. Preview
c. Production
d. Production Interieur
e. Custom
539
a. <F3>
b. <F4>
c. <Tab>
d. <Spacebar>
5. Which Illumination mode (shown in Figure 558) works
similar to the OpenGL rendering mode, and can be used for
huge datasets or when the graphic card performance is
insufficient?
Figure 558
a. .CPU Rasterization
b. .Precomputed Illumination
c. .Precomputed Illumination + Shadows
d. .Precomputed Illumination + IBL
e. .Full Global Illumination
6. Which Illumination mode (shown in Figure 558) uses
Ambient Occlusion and precomputed indirect illumination, but
calculates reflections, refractions and shadows from the light
sources (if present) in the scene?
a. .CPU Rasterization
b. .Precomputed Illumination
c. .Precomputed Illumination + Shadows
d. .Precomputed Illumination + IBL
e. .Full Global Illumination
540
Rendering
541
Command Summary
Button
N/A
Action /
Command
Location
Analytical Display
in Render Window
Antialias
Icons Bar
Shortcut: <Spacebar>
Downscale
Icons Bar
N/A
Indirect
Illumination
Display in Render
Window
N/A
Non Photorealistic
Display in Render
Window
N/A
OpenGL
Raytracing
Icons Bar
Menu Bar: Toggle on
Visualization>
Raytracing
Shortcut: <F4>
N/A
Realistic Render
Display in Render
Window
Render Settings
N/A
542
Statistics
Icons Bar
Surface Analysis
Display in Render
Window
Appendix A
Simple User Interface
In this chapter you learn about the components and modules that are used in the
Simple UI.
A1
A2
in
Figure A1
A3
Menu Bar
Figure A2
Icons Bar
The Icons Bar provided with the Simple UI is the only interface
component that is very similar to the Standard UI. The only
exception is that the tools for Synchronisation are not displayed
by default, as shown in Figure A3. If required, you can still
display the Synchronisation tools by selecting Synchronisation
in the Icons Bar or Quick Access Bar shortcut menu.
Figure A3
Quick Access
Bar
The Quick Access Bar contains tools for opening only five
modules, as shown on the left in Figure A4. The commonly
used modules, such as Material Editor, Camera Editor, Lights
Editor, etc have been combined and can be accessed in a single
(Scene).
main module which is opened by clicking
Although you can still customize the Quick Access Bar, only two
additional module icons (Terminal and Render Queue) can be
added from the Icons Bar or Quick Access Bar shortcut menu, as
shown on the right in Figure A4.
Figure A4
A4
Status Bar
Along the left side, the Status Bar provides you with information
about the memory usage and Render mode that is currently
being used to render the scene, as shown on the left in
Figure A5. Along the right side of the screen, the Status Bar
enables you to open the Terminal module, as well as set the Up
axis, Field of View, and the Initial Camera View, as shown on the
right in Figure A5.
Figure A5
Render Window
Figure A6
Scene Module
A5
Figure A7
Scenegraph
Tab
A6
The Scenegraph
The upper section of the Scenegraph tab (shown in Figure A8)
contains the standard Scenegraph, listing all of the parts and
geometry that are present in the scene in the form of a tree
structure.
Figure A8
A7
Properties section
The lower section of the Scenegraph tab (shown in Figure A9)
contains the properties of the selected object. It further contains
three tabs, and each tab contains commonly used commands to
transform or correct the geometry, and calculate the Ambient
Occlusion (AO) shadows. In the Standard UI, these commands
are located in their own separate modules, along with additional
advanced commands.
The tabs available in the Properties section are as follows:
Figure A9
A8
Figure A10
Materials Tab
Figure A11
A9
Materials Section
The upper section of the Materials tab (shown in Figure A11)
contains all of the materials used in a scene. They are displayed
as a preview ball with the material name displayed below,
offering you a visual preview of the materials used.
Figure A12
Figure A13
A10
Properties Section
The lower section of the Materials tab (shown in Figure A14)
contains the attributes for a selected material.
Figure A14
The name of the material and its type is displayed near the
top of the Properties section. You can rename the material by
entering a new name in the Name field.
Based on the Type of the material, all its basic properties are
provided. You can modify the parameters as required. If the
selected material type can have textures, the slots for loading
the textures for the various channels are provided. In
Figure A14, the material type is Triplanar, and therefore has
slots for loading textures for the Diffuse and Glossy channels.
Once a texture is loaded,
and
are provided to
reload and delete the texture file as required.
A11
Environments
Tab
Figure A15
Environment Section
The upper section of the Environments tab (shown in
Figure A15) contains all of the environments used in the scene.
A12
Figure A16
Figure A17
Properties Section
The lower section of the Environments tab (shown in
Figure A18) contains the properties of the selected
environment or skylight.
Figure A18
Camera Tab
Figure A19
Figure A20
A14
Camera Section
The upper section of the Camera tab (shown in Figure A19)
contains all of the saved viewpoints for that camera.
, or click
to delete a
Figure A21
Figure A22
A15
Clicking
opens a dialog box (shown in Figure A23)
which enables you to set the timings for an animated camera
sequence. Use
sequence.
or
Figure A23
Properties Section
The lower section of the Camera tab (shown in Figure A24)
contains the properties for the selected camera.
Figure A24
A16
Lights Tab
Figure A25
Lights Section
The upper section of the Lights tab (shown in Figure A25)
contains all of the lights used in the scene. They are displayed as
a list with an icon in the front, which indicates the light type.
or
A17
Figure A26
Properties Section
The lower section of the Lights tab (shown in Figure A27)
contains the attributes of a selected light.
Figure A27
A18
The name of the light and its type is displayed near the top of
the Properties section. You can rename the light by entering
a new name in the Name field.
If the selected light type is a Spot Light, then you have the
options of setting the Cone Angle and the Penumbra Angle.
For positioning the light source, you can either use the
transforms, or position the light at the same location as the
camera by using
Hint: Hiding Light Objects
Settings Tab
Figure A28
A19
Figure A29
In this tab, you can control how you want the selected
geometry to be displayed in the Render Window. By selecting
the Wireframe and Bounding Box options, you can display
the objects as a wireframe, enclosed in a bounding box, or
both. Selecting the options here toggles their respective icons
in the Icons Bar, as shown in Figure A30.
Figure A30
A20
The Grid and Ruler options can also be toggled in this tab,
which also activates or deactivates them in the Icons Bar.
Figure A31
Figure A32
Figure A33
A21
Command Summary
Button
Action /
Command
Location
Simple UI
Icons Bar
Menu Bar: Window>Simple UI
Scene
A22